Jump to content

Baldrick33

Members
  • Posts

    1789
  • Joined

  • Last visited

Everything posted by Baldrick33

  1. I could run both native OpenXR and opencomposite with two different shortcuts using the opencomposite DLL so I don't think you have to. For tidiness I just copied the original DLL back into the bin folder once native was fixed for me with motion reprojection. To save running a repair I have attached the current Openbeta dll. Just copy it to your DCS World OpenBeta installation\bin folder openvr_api.dll Apologies if already done but one thing to check is whether you are running at the same resolution. Mine wasn't!
  2. Yes it was, I just assumed that was an OpenXR thing and Steam's implementation of it would do the same. It appears not so.
  3. Understood. I could never manage the flickering effect with 60Hz and getting 60fps on my PC would involve dropping the settings too much, the Apache zero chance! That said the reprojection wobbly effect in the rotors and props doesn't bother me much, whilst others can't stand it. VR can be such a subjective thing! For me I have to have reprojection if I can't run at 90fps (which I can't). It then opens up the opportunity to increase resolution and settings with a much lower fps target. 30fps is the surprising one as I would never have thought 30fps would be enough but it seems indistinguishable from 45 if I turn the counter off - at least for my eyes.
  4. With reprojection on?
  5. Having tried both WMR OpenXR & SteamVR OpenXR runtimes with motion reprojection the key difference is that the SteamVR OpenXR runtime seems to only give half refresh (45) whereas I can get 2/3 (30) and 1/4 (22.5) refresh with the WMR OpenXR runtime. I find that dropping to 30 is surprisingly unnoticeable whereas dropping to say 42 with the SteamVR version it stutters way too much for me. Edit to add: With the Apache (no mods) the reprojection wobble looking through the rotor blades is pretty much fixed using the SteamVR OpenXR runtime. So if you want reprojection and can run over 45fps then this may be worth trying pending the WMR runtime updates.
  6. SteamVR got full OpenXR support some time ago https://store.steampowered.com/news/app/250820/view/3044967019267211914 We haven't been able to use it with DCS as it requires native support by the application. Opencomposite provided a method of getting an application that supported OpenVR to use OpenXR by intercepting the OpenVR instructions and converting them (or something like that!). So now that DCS has native OpenXR support we can use a number of OpenXR supported methods - Oculus, WMR, SteamVR etc. For instance with my Reverb G1 I can select either the WMR OpenXR runtime or the SteamVR one and compare and contrast the performance, quality etc. My understanding is both "talk" direct to the device and I no longer need the WMR for SteamVR "bridge". I might try uninstalling the latter and see what happens! Edit: Scratch the last bit - we still need the WMR for SteamVR driver for SteamVR to communicate with the WMR device using OpenXR, I guess that makes sense thinking about it. Having tried both the performance seems much the same, anyone else tried both?
  7. Yes I believe so
  8. Just checking but the command line switch should be "--force_enable_VR --force_OpenXR" Also just checking you are on the latest OpenBeta?
  9. If you look in your DCS log (Saved Games\DCS.openbeta\Logs folder) and scroll down to find the line: VISUALIZER (Main): LAUNCH IN VR The bit after it will tell you if you are running OpenXR in Mixed Reality or OpenVR
  10. ? It says March
  11. Just tried it and it works! I have motion reprojection running with my Reverb G1 and native OpenXR. VISUALIZER (Main): LAUNCH IN VR OpenXR: Windows Mixed Reality Thank You! I will probably regret asking as it will likely make my brain hurt but how did you fix what seemed like a game bug using your toolkit?
  12. I did this a couple of years ago before getting rudder pedals so my recollection may be a bit sketchy but it did work surprisingly well. I also used vJoy and UCR. I am not really sure what has gone wrong but it may just be a calibration issue. I use an excellent utility DIView available here https://heusinkveld.com/wp-content/uploads/DIView.zip This will allow you to calibrate the vjoy axis by entering the values for start, centre and end. It may be fixable in UCR but as stated it has been a while since I had that installed. Alternatively you may be able to calibrate using the Windows USB Controller setup. I also used a modifier (using a button on the HOTAS) in DCS to switch between rudder and toe brakes which worked pretty well.
  13. You are not alone! To be honest I find the PC stuff easier to get my head around than a lot of the aviation stuff, an awful lot of what is said on these forums goes way over my head!
  14. Not wishing to derail this thread but you are confusing compatibility with the Steam version of DCS World and with SteamVR. You can use the Standalone version of DCS and the Mirage F1 (and any other module) with SteamVR, the latter is simply a means of enabling VR support and completely independent of the Steam version of DCS World. You can also purchase the Mirage F1 on the Steam store and run it with the Steam version of DCS. You can even transfer the licence to run it with the Standalone version having bought it on Steam. What you can't do is purchase modules from the DCS website and use it on the Steam version of DCS. This isn't specific to the Mirage F1 but any module - hence the "Steam Incompatible" message on every module on the DCS website store.
  15. Yes all good until a fix comes for native. You are welcome!
  16. If the log says OpenVR you are using OpenXR via Opencomposite (it hijacks the OpenVR output for want of a better phrase!) If the log says OpenXR you are using it natively
  17. In my case DCS hangs up running the native OpenXR support with motion reprojection. Using the alternative DLL and removing the --force_OpenXR switch reverts it to the opencomposite method which works. If you look in your DCS log file it will show it running OpenVR - opencomposite intercepts OpenVR and redirects it to OpenXR or something like that. VISUALIZER (Main): LAUNCH IN VR OpenVR: OpenVR I know it is running in OpenXR as SteamVR does not start and the OpenXR Toolkit is working
  18. Whilst I have been vocal about the implementation and lack of prior communication, I do believe we need to be careful not to stifle innovation, it is what many of us strive for in a continual development environment. I tend to take the opposite view, if users are expected to handle incredibly complicated aircraft systems that top pilots take years to learn, then a bit of IT learning shouldn’t be too much to ask in the field of VR which is still something of a niche (and a bit nerdy!) tech. if we want it super polished then expect to wait a bit more than two weeks…
  19. It is needed if you want to run motion reprojection (with WMR at least).
  20. Download the dll from here https://znix.xyz/OpenComposite/download.php?arch=x64&branch=openxr Backup your openvr_api.dll in your DCS World installation folder\bin folder Copy the downloaded dll into the bin folder That should be all you need assuming you had OpenXR running previously. When it gets fixed just let DCS update and it will overwrite the DLL.
  21. It doesn't work (for most) with motion reprojection. That is why some are going back to the old method.
  22. I just have it bound to a button and press it once DCS starts.
  23. Have you recentred in DCS - default numpad 5
  24. If you want to regularly start VR with different settings you could save two copies of options.lua in Saved Games\DCS.openbeta\Config and have a little batch file to copy them before you start DCS. Use copy with the /y switch to so it overwrites without prompting. Modify options for VR and copy the options.lua to vroptions.lua, and do the same for monitor and copy to monoptions.lua. Then in the Saved Games\DCS.openbeta\Config create two batch files : 1/ vroptions.bat copy vroptions.lua options.lua /y 2/ monoptions.bat copy monoptions.lua options.lua /y
  25. To run it the old way remove the --force_OpenXR from the shortcut I used the per application opencomposite method. So I just copied the openvr_api.dll to the DCS World OpenBeta\bin folder from here OpenComposite | OpenXR Toolkit (mbucchia.github.io) I guess it should work using the automatic method too. Without --force_OpenXR it should try to start up in OpenVR and opencomposite will intercept this and start OpenXR as it did before the initial patch to add native OpenXR support.
×
×
  • Create New...