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Sile

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Everything posted by Sile

  1. Currently you need to have OpenXR Toolkit (V1.3 is the latest version) installed to avoid DCS crashing with WMR Motion Reprojection ON.
  2. That's not correct. Works here when set in OpenXR Tools for WMR to "always on". As long as you set "Default" in OpenXR Toolkit. "on" or "off" in toolkit would override the setting in OpenXR Tools for WMR. And "Automatic" might only work for MSFS 2020. Toolkit is needed to avoid DCS crashing. see: https://mbucchia.github.io/OpenXR-Toolkit/other-features.html from the link above:
  3. It should be there even without activating "Show Expert Settings" in "Menu" tab, but i'm not sure. Maye try activating that.
  4. During my Tests i also experienced stuttering with SteamVR Runtime in OpenXR and Motion Smoothing enabled. The stuttering went away when i enabled HAGS (hardware accelerated GPU scheduling) in windows graphic settings. (Don't forget to restart PC.) I know HAGS is still considered as not recommended for VR and caused problems especially with OpenXR-WMR Motion Reprojection in the past. But it seems like this got fixed in an 12/2022 Update. So maybe worth a try.
  5. Maybe the following paragraph from the MT FAQ is relevant here: "What is the maximum number of threads the game can utilize? About half of P-cores are dedicated for the graphics needs. Currently the rendering pool scales up to 16 threads on P-cores (1 core = 2 threads). The other P-cores are used by the main logic thread, sound engine threads, and the auxiliary thread pool that occupy all available space. E-cores are used only by the resources streaming pool that has no limits (1 core = 1 thread)." I would not make too much use of process lasso, yet.
  6. Just tried to help you run the SteamVR Runtime with the current MT DCS Version by OpenXR -> SteamVR. I thought that's what you wanted. Sorry that i missunderstood you. But i see u want to run OpenVR -> SteamVR. No clue, then. Maybe try " --force_enable_VR --force_steam_VR" but this crashed DCS for me during initial loading into the main menu.
  7. You mix up API and Runtime. OpenXR is an API. You can use either WMR or SteamVR as a runtime with OpenXR. Set the active runtime either in SteamVR Settings (Developer) or OpenXR Tools for Windows Mixed Reality (not Toolkit!!). What u set last is what is being used.
  8. https://www.digitalcombatsimulator.com/de/shop/campaigns/f-16c_red_flag_21-1_campaign/
  9. The goal is to run OpenXR API with WMR Runtime without SteamVR overhead and good MR. Not sure what u want to achive?! Possible fixes have been communicated an showcased in the MSFS forum thread and are in the pipeline according to mbucchia. So all we can do ist wait. Wait for WMR Update, DCS Multithreading and DLSS support. I'm quite excited for coming changes currently and sometimes i dream of running DCS without the need for motioin smoothing and with > 90 fps, thanks to DLSS and Multithreading...
  10. Motion Reprojection with WMR Runtime / OpenXR currently produces this effects. According to mbucchia there is a possible fix in the pipline - described in MSFS Forum - but no ETA. I'm currently using the OpenVR->SteamVR... path because of this. Or try the OpenXR->SteamVR... path so u can use OpenXR Toolkit. Disabling MR is not an option for me.
  11. In this post (second post in linked thread) u can see how to setup DCS and VR and use differtent Runtimes / APIs (link sometimes doesn't work. It's the second post of the whole thread. Author: mbucchia): In short: 1) no command line Parameter or --force_steam_VR: OpenVR -> SteamVR -> WMR4SteamVR -> WMR 2) --force_enable_VR --force_OpenXR: OpenXR native -> SteamVR -> WMR4SteamVR -> WMR: OR OpenXR native -> WMR *) *) The second path 2) uses the SteamVR Runtime when u "Set SteamVR as OpenXR Runtime" in SteamVR Settings - Developer. This gives me similar results like the 1) OpenVR path. 2) uses the WMR Runtime (OpenXR native -> WMR) when u click "Set as active Runtime" in OpenXR Tools for WMR. Not in the toolkit, the app that you posted a screenshot from in your above reply). So you can switch between the runtimes by fetching them in the corresponding settings app. API is either WMR or SteamVR. When SteamVR is set, WMR get's unset. And vice versa. I suspect u have no ghosting with SteamVR because Motion Smoothing is enabled. When it activates it is normal to only see half of the headset fps (90 / 2 = 45) because of how SteamVR Motion Smoothing works. To get Motion Reprojection working for the OpenXR native -> WMR Path u need to set it form "Automatic" to "Always on" in the OpenXR Tools for WMR - below your Supersampling Setting. It's imporant to use OpenXR Toolkit 1.2.4 to avoid DCS crashes with MR on. Ah and on your last question concerning WMR for SteamVR. Yes. Has an effect. It enables, disables, automates Motion Smoothing when SteamVR is in the VR path. And i have the option enables that says to improve GPU memory usage, but not sure on the benefit of this one.
  12. Recently I'm reading many rumors about MS discontinuing WMR/VR, HP leaving the Market, ... employees being laid off. I'm not sure if an update is still in the pipeline or on top priority. On a personal note i hope mbucchia isn't affected by all these developments. Such a great, dedicated and helpful developer for our community. I wish him only the best!
  13. Thank you very much, looking forward to the fix! The example videos in the MSFS thread above look great and promissing, especially the second half of the second video. (+ Nvidia Optical Flow).
  14. @johnbowzer There is no best option and it doesn't matter if you use NIS or FSR or CAS on your Nvidia Card. I find NIS produces quite a bit more shimmering than FSR does especially when using renderscale < 1. But you may use what method you like best visually. For only sharpening i use CAS at the moment.
  15. After further testing of the following three VR Flavours for my G2 with regard to Motion Smoothing / Reprojection (MR) i see the following. (Didn't test opencomposite any more.) OpenVR -> SteamVR -> WMR4SteamVR -> WMR: + MR good OpenXR native -> SteamVR -> WMR4SteamVR -> WMR: + MR good OpenXR native -> WMR: - MR not as good as SteamVR ones. A good test is the F-16 Persian Gulf AAR Quick Mission. Fast rolling of the aircraft produces very noticable jittering of the cockpit side frame when viewed against the cloud with OpenXR->WMR. Same with objects moving very fast against the terrain or clouds. With any SteamVR "MR" these effects are very subtle. E.g. only a very small seam of the cockpit side frame jitters slightly when rolling fast. Another test is showing the semi transparent DCS fps graph overlay with RCTRL+Pause. The overlay jitters very noticable when rolling the aircraft with OpenXR->WMR, but not with any SteamVR MR. Didn't notice a difference between OpenVR->SteamVR... and OpenXR->SteamVR. Thank you.
  16. I run OpenXR with SteamVR Runtime and still find it smoother (and a little sharper) in Motion Smoothing compared to OpenXR with WMR Runtime and Motion Reprojection (and OpenXR Toolkit 1.2.4). With smoother i mean the movement of objects like Jets. Fast moving objects are still "jittering" with WMR despite constant fps. Terrain and static Objects e.g. on the ground are fine. But i also think Motion Reprojection in OpenXR with WMR Runtime got better now with the OpenXR Toolkit 1.2.4.
  17. @YoYo Thank you for this topic. What you describe in the first post is exactly what i oberserve as well. In the past i have been checking out OpenXR from time to time to test, but still go back to SteamVR mainly because of the better motion smoothing it provides in DCS with my G2. I hope so much for some progress on this topic. Btw.: The smaller fraction MRs 30 and 22 Hz worked for me in DCS last time i checked with opencomposite. Unless MR rate is not lock in OpenXR Toolkit...
  18. Thank you so much! I am still hesitant about using the WMR Runtime for OpenXR, because i find the SteamVR Runtime Motion Smoothing produces a slightly sharper picture and less "jittering" on near and fast moving objects compared to what WMRs Motion Reprojection does. E.g. Jets in ACM or Formation. Everything else in WMR (+MR) is smooth and feels superior to SteamVR. Does your Change fix this too or is there still something to be done on EDs side?
  19. For those with crashes. Disable the openXR toolkit. AND Don't set motion reprojection in Openxr-Tools for Windows Mixed Reality to "always on". (not toolkit - the app from the store) Set it to "off" or "auto".
  20. Ok. seems like it freezes when motion reprojection in openXR Tools is set to Always on. not the toolkit. the tools from the store. (Bearbeitet)
  21. Doesn't work for me unfortunately. Still crashing / freezing in menu.
  22. Thanks for posting this. That is the reason i'm still sticking to SteamVR. On my Setup SteamVR handles reprojection much better than OpenXR. So I hope SteamVR will still be supportet by ED in the future and/or OpenXR reprojection will be improved. (or Multithreading/Vulcan/DLSS will allow my setup to consistently deliver 90 fps)
  23. Same behaviour observed here. Maybe if some more reports follow here this bug get's a higher priority.
  24. Firmware with corrections is online.
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