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mbucchia

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  1. You're being a little too pessimistic the Pimax API is stable and their PVR client is versioned in a way that older clients (such as PimaxXR) won't break on that front. Plenty of software works this way. It's been over a year now right (?) since last PimaxXR update, and nothing broke (EDIT: OK more like 8 months) the other day I heard someone on reddit getting DCS + QVFR working on a Varjo VR-1, that's software that hasn't been updated in years either. Same for WMR, I think I was the last person to push an update over a year ago, and it's still fine. Pimas has many incentives to keep PimaxXR working through their updates, since otherwise y'all would riot lol. Worse that can happen is some side effect or issue they can solve themselves in another update of Pimax Play, without even touching PimaxXR.
  2. Probably not the next update (which is multi-monitor) but the one after that. One big challenge is unfortunately the incompatibility with many of the OpenXR tools out there like OpenXR Toolkit or OBSMirror and the lack of toggle in DCS for quad views... means it won't be enabled by default and require a user toggle in Virtual Desktop. Otherwise <profanity>'s gonna hit the fan if it's enabled by default.
  3. Fwiw, I said it my other post "there is no indication they will support it in 1.1", but it's just a guess. We might might be pleasantly surprised. I highly doubt it though. Looks to me like they only care about standalone in their strategy (and unarguably there are good reasons for that). IMO best thing that would happen to us is them 100% abandoning Quest Link (as in: it's not available at all). This way something innovative and cared for, like Virtual Desktop, becomes the new standard and sets the bar. Virtual Desktop already has the features you want, without Developer Mode limitations. Virtual Desktop will soon have quad views support out-of-the-box without the need for any mod.
  4. The news you've seen is about the OpenXR _standard_ being updated to 1.1. This is similar to something like "a new version of DirectX was released" - with either new or more integrated capabilities. Vendors will start rolling out new OpenXR runtimes - integrated to their platform - similar to how drivers would be updated for new DirectX version. Application developers (such as ED) have the opportunity to start using these new capabilities by writing new code. It's not likely to start happening before the roll-out phase above is in motion (which it isn't really today). End-to-end, a majority of the things announced for 1.1 were already possible in 1.0, such as the quad views foveated rendering that DCS already implements today. They are now more standard and slightly easier to use, but they still require efforts both on the platform vendors to implement (eg: Meta, the most important vendor, does not support quad views foveated rendering in 1.0 and there is no evidence yet that they will in 1.1) and the app developers to utilize (and thankfully ED does support quad views foveated rendering, if the platform supports it).
  5. SteamVR has 2 levels of settings for a few of the options (include motion smoothing): the global setting and the per-game override. Have you double-checked that your per-game setting doesn't override motion smoothing to off specifically for DCS?
  6. ED needs to fix this. Their lighting shaders are broken when using quad views, it's been like that for 18+ months unfortunately.
  7. Sorry but no. There are so many completely wrong statements here. > DCS 2.8 stopped supporting OpenXR runtime and introduce their own version built in the game. No. DCS still supports OpenXR today. What changed is DCS MT defaulting to using OpenXR by default, instead of Oculus (OVR) and OpenVR by default. > Reason: Both OpenXR and DCS's runtime were active and working against each other. No. That doesn't make any sense. I think you do not understand what OpenXR is. > Now Meta Quest Link updates to 63.0.0 and no longer supports OpenXR and does not recognize the DCS version either. No. Quest Link still supports OpenXR, since it is the future standard going forward, and it's not going away any time soon.
  8. My best guess is you have something else interfering, we know things like Ultraleap cause issues with DCS/OpenXR, there's probably more. I'd recommend you install OpenXR Explorer and inspect the list of API layers (center column, bottom part).
  9. You're going to have to elaborate. With my thing, you should never see "Oculus" anywhere, so you probably re-enabled Oculus OpenXR after install. You can take a look at the log file under `%LocalAppData%\virtualdesktop-openxr` for clues. Given that this method has been working for others, it's likely that your issue wasn't OpenXR in the first place, but perhaps something completely different.
  10. I haven't looked at why the Oculus software doesn't work. My recommendation goes to using Virtual Desktop, which is significantly more powerful than Oculus Link (and yes, you can get awesome results without a cable).
  11. You want to run the game in OpenXR mode, so that is either ST with `--force_OpenXR` or MT without modifiers. Note that when using the Steam edition, running MT has to be done from Steam itself, and running the exe from bin-mt directly doesn't actually pickup the MT version. If you were using other OpenXR mods such as OpenXR Toolkit, you might want to clear their settings or disable them temporarily until you get a baseline going.
  12. I wasn't going to release this, but given that this crap show has been going on for too long now (and the cat has been out of the bag on reddit), here is an alternative OpenXR implementation for Oculus Link (air or cable) that currently works without issues with DCS: https://github.com/mbucchia/VirtualDesktop-OpenXR/releases/tag/1.0.3 This is the same implementation users of Virtual Desktop have been able to enjoy for a while now, except you can use it without Virtual Desktop. It comes as-is with no extended support. All you need to do is run the installer and you will be all set. Check out the instructions in the link to also switch back and forth between this and other OpenXR runtimes if needed. I will still recommend to you all to consider Virtual Desktop, which is a much better experience that Oculus Link. But if you resist, well you can try the workaround above with Oculus Link. Hope it will help a few. PS: Cheers to @MoleUK who's been testing it with DCS and reporting success.
  13. Oculus (OVR) isn't OpenXR, so none of your OpenXR mods will work in this configuration.
  14. It's a trade-off really. Quad views can immensely help with GPU performance, but at high cost on the CPU. This cost is due to DCS engine rendering technique being heavy on the CPU. VRS-based solutions (OpenXR Toolkit/vrperfkit/Pimax Foveated rendering) only have the potential to moderately help on the GPU, and at no cost on the CPU. So bottom line is if you have a lot of CPU headroom, Quad views will likely be a better solution for you, especially at high resolution.
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