

mbucchia
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Everything posted by mbucchia
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Don't worry about that, it's just the way the menu is drawn in safe mode to make sure it'll be visible. You're only going to be in safe mode for like 30 seconds, just to go get this Restore defaults, then you'll leave Safe mode.
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Can you try it today? 1) you want to make sure Meta-Foveated was installed AFTER OpenXR Toolkit. If you are unsure, just reinstall Meta-Foveated. 2) enable OpenXR Toolkit and toggle Safe mode. 3) start DCS... it should work and not crash. 4) in the OpenXR Toolkit menu, go to the Menu tab and choose Restore defaults. 5) disable Safe mode and restart DCS. Now if this works, you should have both programs working at the same time, but there are some options in OpenXR Toolkit that you really need to avoid, like the Foveated Rendering, the FOV adjustment, the Zoom... some of these options will either cause crashes or just produce incorrect visuals... Let me know if that works.
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You're GPU is pretty fast already, so VRS-style Foveated Rendering isn't going to help that much.
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https://mbucchia.github.io/OpenXR-Toolkit/
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oh OK then it sounds like that problem instead: Not quite sure this is something in my control - I don't do anything at all about tracking.
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Does it happen when you remove your headset by any chance? This looks like an issue with Turbo mode that's on my todo list. Meanwhile you can disable Turbo mode in the config file and see if it helps.
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Smart smoothing works as far as I can tell, but "how well it works" from my experience is very subjective and every individual has their own opinion... I don't think you can know for sure if it is acceptable to your standard unless you try it
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Lol no that didn't offend me or nothing, just wanted to point out the nuance about the beta software in question. I think his point there is that he is running at something like 4k x 4k per eye and hitting 90 FPS, but surely this doesn't look like the most scenery you've ever seen lol. I'm sure there will be more benchmarks and demos once both Pimax and my software roll out.
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He is using special beta software given to him by me. Quad views DFR is the bomb, ask almost any DCS user with an Aero or a Quest Pro. He is testing the Crystal version of that same DFR software which has a proven track record of doing a pretty good job. Agreed on the lack of precise benchmark though (side-by-side comparisons like Lukas has done for Quest Pro would have looked great). That said I can tell you first hand, the gains and performance are great with the eye tracking and foveated rendering on Crystal.
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Values for the option a NEGATIVE, try "left" instead of "right" (eg: Ctrl+F1 is using the default keyboard bindings).
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AFAICT it works if you are using SteamVR OpenXR. It can work with PimaxXR but for now you need to use "Compulsive Smoothing" aka lock the framerate. There are otherwise issues with dynamic framerate scaling. So it's usable IMO. If I remember correctly, this is also how Varjo motion smoothing works (like you can only do motion smoothing with v-sync enabled to half or lower).
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OpenXR's hand-tracking and controller emulation. Works for anyone ?
mbucchia replied to ZerXen's topic in Virtual Reality
I'll take a quick look next week BUT even if the interactions worked I am pretty sure you will not be having a good experience. But I guess we can't be sure until we try. -
No, the config file is only read at start-up. The challenge is that the main things driven by the config options (like the multipliers and region size) directly feed into the resolution of the image for the quad views. Therefore these settings are equivalent to changing the resolution of your headset... which is something that can only be done with cooperation from the game. Some of the other settings like sharpening or transition thickness would require some sort of keyboard/menu user experience in game (like OpenXR Toolkit), which I dont think has value here. You really probably don't need to change them anyway.
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OpenXR's hand-tracking and controller emulation. Works for anyone ?
mbucchia replied to ZerXen's topic in Virtual Reality
Honestly it's 99% likely my bug. But as I said that feature in my program is pretty much abandoned and hasn't had development in a year. -
OpenXR's hand-tracking and controller emulation. Works for anyone ?
mbucchia replied to ZerXen's topic in Virtual Reality
Idk either. It used to work fine in DCS through OpenComposite. Probably just a badly emulated call that prevents DCS from seeing that the virtual controller is alive. -
I'm not following your math at all. You can use the option `debug_focus_view=1` to make it really obvious what your focus region looks like. The drop is linear but it doesn't actually drop all the way to 0. It goes from 1 (fully opaque) to 0.5. This is is inspired from what Varjo's implementation seems to be doing. Peripheral region should be at a resolution that doesn't make it too distracting. There aren't really any other rules.
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OpenXR's hand-tracking and controller emulation. Works for anyone ?
mbucchia replied to ZerXen's topic in Virtual Reality
Yes this is correct, but 100% different from what OpenXR Toolkit is doing (which is feeding the hand joints data as motion controller). It would be neat to write the tool you mentioned above, but it would be limited exclusively to DCS (and maybe a small handful of other games with Leap Motion support). -
This is the "thickness" of the transition band contained in the focus area. You can see a little bit what it looks like on the wiki if you zoom much it's expressed as a fraction of the width of the focus area (so 0.1 is 10%), this explains why 0.5 is the maximum (because it means half of the focus area, which is pretty much from the center).
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OpenXR's hand-tracking and controller emulation. Works for anyone ?
mbucchia replied to ZerXen's topic in Virtual Reality
Displaying the hands joins is really the easy part, faking the buttons and controller interactions is the hard part. It can't be done smoothly and give you a good experience. It requires the game to be designed specifically for hand interaction. Even with all the work I put into this mode for MSFS, it's still a pretty mediocre experience. I do not have time to invest into it for DCS. I believe you can probably persist and try making it work. My guess is you need to change the interaction_profile in the config to something else, probably the oculus/touch_controller one. There are instructions on the website to do that. -
OpenXR's hand-tracking and controller emulation. Works for anyone ?
mbucchia replied to ZerXen's topic in Virtual Reality
This mode is primarily designed MSFS and I don't expect it to work well in DCS. Instead, look into @actually_fred's HTCC: https://htcc.fredemmott.com/ -
MT will Not use OpenComposite, and that's a GOOD thing.
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Thanks for joining those threads. I'm actually not 100% convinced now that it might not be my issue. I'll have to give it a try on Quest 2 (without ET obviously) and see if I can repro. I might ask you to provide some more detailed logs then.
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If you pay close attention to the video, you'll hear very clearly Steve saying that it's NOT released yet! He has been using a beta version that is not public. It won't be released for at least two if not three more weeks. Edit: and to be clear there are 2 unreleased components here: Pimax Client with eye tracking support, I cannot comment on that one. And PimaxXR with quad views DFR, that is the one that you will not see publicly for another 2-3 weeks at least.
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OK I will need to put a note about this so other ppl don't fall in this trap! Really really hate this dev mode with a fiery passion.
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The software to do DFR in DCS with OpenXR isn't released publicly, and it won't be until mid-July at least. There's only Pimax beta testers with the eye tracking Pimax Client. There's only 2 PimaxXR beta testers with the DFR tool for DCS.