

mbucchia
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
Pico on PC only supports OpenXR via SteamVR (like HTC Vive and Valve Index). You won't gain from OpenComposite, unless you want to use OpenXR Toolkit (but then you can also use vrperfkit without using OpenComposite). (Pico does support OpenXR "natively" but only for Android apps running on the headset, not for PC apps). -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
Read this and it will answer all your questions and more https://mbucchia.github.io/OpenXR-Toolkit/other-features#motion-reprojection -
For clarity, that thread isn't about native OpenXR support in the sim, it's about adding a few lines of code to tag left/right views during rendering and enable OpenXR Toolkit to do DFR.
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The point of DFR isn't to help with performance, it's to minimize the visual impact of FFR. So this observation is basically what is expected.
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If only the DCS devs cared to make a 10 minutes change to their engine: https://forum.dcs.world/topic/299598-trying-to-connect-the-individuals-that-made-the-performance-enhancement-in-vr-to-the-dcs-devs/
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
For general awareness where the stats are stored: Other | OpenXR Toolkit (mbucchia.github.io) However, beware that Turbo Mode will interfere with the app CPU/GPU frame time measurements as explained on that same page: Turbo mode can also have undesired side effects: * Any statistics or performance measuring tool might now present incorrect data The frame rate will be correct, and I'm pretty sure app GPU time will be correct most of the time, but app CPU will be altered. For example if you are below 11.1ms/frame, you will read 11.1ms app CPU. Basically, the way Turbo Mode alters the frame timing, it makes it not possible to correctly measure app frame times correctly. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
This update only includes one change which is needed for Minecraft and only affects Minecraft. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
Thank you @edmuss for bringing to my attention your framerate issue and sharing the necessary logs and traces, which led to the design of the Turbo mode. Hopefully others also see the benefits. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
There are some upcoming changes to the Motion Reprojection algorithm in the WMR OpenXR runtime that will help reduce artifacts. No release date unfortunately since the end of the year is always very busy with the holidays. -
OpenXR Toolkit 1.2.0 make weird things with DCS 2.8
mbucchia replied to 5ephir0th's topic in Virtual Reality
Try resetting all to defaults (via Menu tab, Restore Defaults). You can also turn on Expert settings (Also in Menu tab) then Developer overlay. Would be great to see all those values. Thanks. -
Can you send me one of those csv files? Are you leaving recording on for the whole test? Edit: It looks like I misunderstood. You are seeing values in csv file? You can do the average yourself, or even plot them. That's the whole point of having all the data. You can do what you want with it. It takes 10s to do an average in Excel. Edit 2: but really tho, average is a terrible metric to look at. You can have really good looking average values but horrible lows or spikes. Average literally looses information. Don't look at average. Use Excel to plot the values.
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Capture trace is not at all the option being mentioned in the release notes. Capture trace is for advanced debugging. The performance recording is accessible from the OpenXR Toolkit in-game menu in the Performance tab, called Record statistics On/Off. That one will create a .csv file that you will have no problem to open.
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But Pico is not WMR. It never was and never will be WMR is a standard for hardware/drivers so that headsets can work within the WMR ecosystem (the "Mixed Reality Portal"). The most recent WMR device is the HP Reverb G2. Pico does support OpenXR, but only through SteamVR. AFAIK Pico does not provide any PC SDK for developers, so it's not even possible to make a native Pico OpenXR runtime (like what PimaxXR is to Pimax). That's quite unfortunate indeed, I hope Pico boards the train eventually.
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That is not correct. The Pico is not a WMR headset and it will not work with OpenXR for WMR. As a matter of fact, Pico does not provide a native OpenXR runtime, and you must use the SteamVR OpenXR runtime. So people thinking about using OpenComposite with DCS will likely be disappointed. There is a HUGE catch with the Pico: they don't provide an SDK for developers to use their eye tracker on PCVR. They only provide eye tracking support for applications running on the headset (Android). OpenXR Toolkit (which is AFAIK the only solution for eye tracking foveated rendering in games like Microsoft Flight Simulator and iRacing) will not support Pico 4 eye tracking, simply because it is not possible, and Pico are not enabling developers to use the eye tracker on PC.
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
This is already what it does, as I described in my message. If you are locked at 45 FPS, it means you don't have enough headroom to achieve 90 FPS. Motion reprojection needs to run at a fraction of the headsets refresh rate. There is no slot between 90 FPS and 45 FPS (half). -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
Automatic in OpenXR Tools for WMR means "Always on in Flight Simulator 2020". It has no other meaning, and that explains why it means Disabled in DCS. Motion reprojection when set to Always on or Enabled in OpenXR Toolkit will automatically lock to the best frame rate you can achieve. Unless you can reach 90 FPS with headroom (meaning Motion Reprojection is not needed), it will select 45 FPS as long as you can do 45 FPS with headroom. If you can't do that, it will do 30. If you can't do that, it will do 22.5. If you can't do that, it will be disabled. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
There seems to be some issues on certain versions of Oculus software. You can use the "legacy menu" mode that shouldn't be affected by these issues: 1) turn on OpenXR Toolkit Safe mode from the Companion app 2) start the game. Menu should work. 3) go to Menu tab and set Legacy menu to On 4) turn off Safe mode and try the game again. This seems to solve the problem for every reported case. -
OpenXR Toolkit Tuning Guide (updated 21/02/23)
mbucchia replied to edmuss's topic in Virtual Reality
Horizontal offset cannot be supported without the game providing additional information about left/right view rendering. The effort required on my end to support it without this information is phenomenal. This isn't an OpenXR thing: the way FFR is implemented is 100% unrelated to OpenXR. The issue you have here is exactly the same issue that vrperfkit has. There is a thread here where all that's needed from DCS is outlined (and yes it would take them literally MINUTES to do it, while without this information it would take me WEEKS or MONTHS), however the developer has ignored this request since April: https://forum.dcs.world/topic/299598-trying-to-connect-the-individuals-that-made-the-performance-enhancement-in-vr-to-the-dcs-devs/- 688 replies
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
mbucchia replied to nikoel's topic in Virtual Reality
"At 22fps" I assume you mean motion reprojection. Neither OpenComposite nor the WMR Portal affect that, the motion reprojection is built into the OpenXR runtime, and the latest 112 updates did bring some improvements. That's assuming that you have OpenXR Tools for WMR and you selected Enable latest Preview. -
For Pimax, which does not have native OpenXR support from the vendor itself, you need to install the unofficial OpenXR wrapper from here: https://github.com/mbucchia/Pimax-OpenXR/wiki Assuming you have OpenComposite already set up properly for DCS, this is all you should need. Edit: if you use both the G2 and 8KX on the same PC, you will need to change your active OpenXR runtime every time you switch headset. For G2, open the Mixed Reality Portal and click the "Fix it" button that will appear at the top of the window. For 8KX, open the PimaxXR Control Center app and select PimaxXR as your runtime (you will likely get some sort of error at first telling you that "MixedReality.json is not recognized", that's OK, just ignore it).