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Baldrick33

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Everything posted by Baldrick33

  1. Yes, I had an early version for MSFS VR development testing as part of the Windows Insider thingy.
  2. As mentioned I just did a back to back test. Reverted to SteamVR, ran the Apache runway start instant action. Reinstalled OpenXR and did the same mission. The Apache is quite demanding on my system and with SteamVR running I couldn't get 45fps taking off so it stuttered. It didn't look great either. With OpenXR I got 30fps (reprojection running) and it was super smooth and it looked better in terms of image quality (My Reverb G1 is running a higher resolution by default compared with Steam VR) plus the colours look better. The downside was looking through the blades there are some reprojection issues (nothing like the jelly mould issues before the reprojection fix). Overall though it was a much better experience. Before starting this I thought 30fps would be a disaster but now I am quite happy with it. Doing all this somehow magically fixed MSFS performance which has always been rubbish with OpenXR. I guess I must have had some legacy issue with my OpenXR install (I had an early developers version which was reporting the latest runtime.) and must have updated something.
  3. No I believe that is to get OpenXR to work. The Toolkit referred to provides additional configuration options on top.
  4. I was rather sceptical as my initial try was disappointing but having just done a back to back test having got it working right the difference is significant enough for me to stick with OpenXR. Thanks to those on this thread the legwork of getting it installed is largely done. Some aspects seems a little bizarre like switching the OpenXR runtime to SteamVR and back again to fix reprojection but a lot of knowledge has been gained in a short time. having just done the back to back test switching between OpenXR and SteamVR is a simple and very quick process without touching DCS settings other than replacing a couple of files. I would say it is a pretty safe thing to try with little risk of messing up your installation.
  5. I can't do walking games either. i so wanted to do things like Medal of Honor in VR, just wasn't to be! I am not sure about the 30fps with OpenXR. My understanding is that it will reproject at 45,30,22.5 depending on frame times.
  6. Have you enabled experimental settings, I am not sure if this is needed but I did it anyway!
  7. Yes but I tried with it both ticked (@100%) and unticked with 0.5 and 1.4 in the ini file and saw no difference (nor fps difference)
  8. I tried with the custom resolution set off and on in OpenXR WMR toolkit but whatever I changed it to in opencomposite.ini in the DCS bin folder seemed to have no effect. I tried supersampleRatio=0.5 and supersampleRatio=1.4 with no apparent change in DCS.
  9. @lefuneste01Have you tried setting reprojection to Always On in the OpenXR WMR Toolkit? Auto doesn't work as far as I know.
  10. I have been surprised how often it drops to 30 fps yet I can't say I really notice any difference at 30 vs 45. I have turned off the fps counter for now and see how it goes!
  11. In the early WMR days we had to edit a text file for motion reprojection settings. This was then superseded by SteamVR settings. Maybe you need to edit the file again? It is under \Steam\steamapps\common\MixedRealityVRDriver\resources\settingssteamapps\default.vrsettings Edit the lines so // Motion reprojection indicator to display the mode currently selected // green = off because application can render at full framerate // cyan = on because application is cpu bound // blue = on because application is gpu bound // red = off because application running at less than half framerate or motion reprojection disabled // // green + cyan + blue = motion reprojection half-framerate mode or application requested motion reprojection "motionReprojectionIndicatorEnabled": false, Edit: I would assume this file is redundant using OpenXR but you never know...
  12. The fix for some of us for reprojection is to set the OpenXR runtime to SteamVR and then back to WMR. Plus it seems to need to have WMR for SteamVR beta not standard installed when doing so. For me anything below 90fps without motion reprojection is a no go be it OpenXR or StreamVR. Motion reprojection is a must. Anything other than smooth motion just kills the immersion in VR for me.
  13. I agree if feels a more correct solution. The downsides can be a bit of a pain though if you use say a common switch combination for gear - press and release. Mapping G & H for example to a press and release and using those for gear up and down is a once only bind using a third party product like Joy2Key or Voice Attack. Plus if you change your mind which switch to use you only have to change it once! If you are already using a 3rd party program (Voice Attack for example) then there is no additional PC load to consider. Just some thoughts.
  14. I am not sure that will help, as any VR headset is going to make some ill. I would have thought that wireless headsets had potentially bigger issues with latency than WMR devices
  15. If you are happy to use 3rd party programs you could use Joy2Key to map axis movements to keys
  16. The key thing for me is that 30fps is the new 45fps I can't tell when it switches to 30fps which opens up the opportunity for adding some eye candy. I almost can't believe 30fps is enough, I now get why people raved over this with MSFS, I just haven't been able to get OpenXR to work nicely at any fps until this evening. So thanks to all in this thread for making me persevere!
  17. One thing I did notice is the screenshot @edmussshowed the app was entitled OpenXR Tools for Windows Mixed Reality whereas as mine says OpenXR Developer Tools for Windows Mixed Reality. I had rather forgotten I first tried OpenXR as part of the Insider program for MSFS. I wonder if there was some legacy that magically got fixed, the runtimes were just the same No I didn't have the desktop overlay running the second time (after I restarted)
  18. I just restarted my PC and ran DCS and the OXR toolkit FPS counter was still displayed. I think you have to disable it in the settings to stop it from running
  19. I would think that installing the OpenXR toolkit has somehow smoothed things out. The only thing I did with it was to show the fps counter but the big change was running DCS with it loaded for the first time. I wouldn't wish to speculate what exactly has changed by running it, I was hoping someone far more knowledgeable than me might!
  20. It is the same. To recap (this thread moves fast!) I installed OpenXR to DCS Without reprojection it was stuttering below 90fps (i.e. all the time) Reprojection Always On - bubble screen - unplayable Applied your method of switching OpenXR runtimes to SteamVR and back again to WMR Reprojection Always On - much better but still screen wobbles through blades and some stutters - performs worse then SteamVR Installed OpenXR toolkit Took screen shot you asked for Ran DCS and opened OpenXR toolkit overlay and selected FPS Reprojection Always On - still the blades issue but now the stutters have gone, nice and smooth with the benefit of reprojection at 30fps if it drops below 45fps.
  21. Yep. I try to ignore it until someone puts out a "VR friendly" rotor patch like the Huey. Latest update. Having installed the OpenXR Toolkit and simply opened the FPS overlay the stuttering seems to have gone and running at 30fps seems quite acceptable. I will take @Sr.advice and ignore the blades for now! I am not sure if adding the toolkit has fixed it but I am seeing the smoothness others have described for the first time!
  22. I had the bubbly image and applied your fix (thanks!) of switching OpenXR runtime and the weird jelly like image disappeared but I still get some wobbly images through the blades and general stutters compared with SteamVR. Not tried with OpenXT toolkit running , will try that next!
  23. In my case I just loaded the toolkit and haven't yet run DCS with it loaded.
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