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Posted

Anyone else have problem with MT update & rift? As i wrote in other thread MT built seems to start with openxr only and that will cause worse performance at least for me.

Default beta exe works like should.

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Posted (edited)
9 minutes ago, DB 605 said:

Anyone else have problem with MT update & rift? As i wrote in other thread MT built seems to start with openxr only and that will cause worse performance at least for me.

Default beta exe works like should.

Here no problems. Is more smooth then before.

Edited by tigayot228
Posted
6 minutes ago, tigayot228 said:

Here no problems. Is more smooth then before.

 

Ok. Did you run dcs with openxr before update?

CPU: Intel Core i7-2600k @3.40GHz | Motherboard: Asus P8P67-M | Memory: Kingston 8GB DDR3 | OS W10 | GPU: Sapphire R9 290x 8GBDDR5 | Monitor: Samsung Syncmaster 24" | Devices: Oculus Rift, MS FFB 2 joystick, Saitek X 52 Pro throttle, Saitek Pro pedals, Gametrix Jetseat

 

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Posted
55 minutes ago, DB 605 said:

Anyone else have problem with MT update & rift? As i wrote in other thread MT built seems to start with openxr only and that will cause worse performance at least for me.

I made a few tests in both ST and MT, and both OVR and OXR. No problems found. All modes changed through proper dcs.exe shortcuts with arguments.

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Posted
15 minutes ago, draconus said:

I made a few tests in both ST and MT, and both OVR and OXR. No problems found. All modes changed through proper dcs.exe shortcuts with arguments.

How do you start MT with OVR?

CPU: Intel Core i7-2600k @3.40GHz | Motherboard: Asus P8P67-M | Memory: Kingston 8GB DDR3 | OS W10 | GPU: Sapphire R9 290x 8GBDDR5 | Monitor: Samsung Syncmaster 24" | Devices: Oculus Rift, MS FFB 2 joystick, Saitek X 52 Pro throttle, Saitek Pro pedals, Gametrix Jetseat

 

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Posted (edited)
2 hours ago, DB 605 said:

How do you start MT with OVR?

Oh, you're right, just checked and it always starts OpenXR, no matter the arguments.

Edited by draconus

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Posted
7 hours ago, draconus said:

Oh, you're right, just checked and it always starts OpenXR, no matter the arguments.

 

Really? I thought the FAQs said it had to be called. How do you check. 

Posted
8 hours ago, draconus said:

Oh, you're right, just checked and it always starts OpenXR, no matter the arguments.

 

Yes it does and unfortunately openxr will run worse in my system for some reason.

 

58 minutes ago, Hoirtel said:

Really? I thought the FAQs said it had to be called. How do you check. 

Thats how it works with with normal EXE but with MT it always starts with openxr. Press CTRL+F2 in game to check (openxr settings menu will open).

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Posted (edited)
2 hours ago, Hoirtel said:

How do you check.

dcs.log - search for Launch VR line. FAQ showed only example short syntax.

Fwiw both OXR and OVR work the same on my system in ST.

Edited by draconus
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Posted
On 3/11/2023 at 7:57 PM, DB 605 said:

Anyone else have problem with MT update & rift? As i wrote in other thread MT built seems to start with openxr only and that will cause worse performance at least for me.

Default beta exe works like should.

Yes, Rift S here. I notice lots of stutter and lag, CPU bound in FPS meter. Seems to be using OPenXR not native Oculus client, that seems to be the issue

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Posted

Same here, tried to force to Oculus but doesn't seem to work.

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Personal Wish List: A6 Intruder, Vietnam theater, decent ATC module, better VR performance!

Posted

Q: Anybody using a Rift S updated to v50 of the software already? If so... any problems lurking around?

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Personal Wish List: A6 Intruder, Vietnam theater, decent ATC module, better VR performance!

Posted
On 3/14/2023 at 7:47 AM, Lange_666 said:

Q: Anybody using a Rift S updated to v50 of the software already? If so... any problems lurking around?

I have v50.0.0.165.257 and Rift S and not aware I had it 🙂

 

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Posted

For those with Rift S, can anyone verify what I'm seeing in OPenXR with DCS-MT?

As we know, MT uses OpenXR only - of which I have no experience as normally DCS-ST uses Oculus direct

I have always used OTT to tweak my ASW=45Hz and SS=1.7 and have a decent experience and FPS on the whole.

I have downloaded the OPenXR toolkit and left everything at default. WIth OTT running with SS=1.7 in MT my performance was terrible, CPU0 at 100% and fps around 20 for Apache Syria hot start IA mission.

If it set SS=1.0 in OTT, performance is 60-80fps but looks terrible. SS=1.3 is 40-60fps and looks OK (but not as clear as Oculus API and SS=1.7).

So my lack of experience with OpenXR is showing, but when I open the toolkit and allow to override resolution it has approx 1500x1300 per eye pixels (I am not on the DCS pc to get exact numbers) but around there. Where does OpenXR get these pixel numbers from? Rift S is 1280x1440 per eye, and I can't set this combination in the toolkit.

I'm guessing the combination of OpenXR setting and OTT are causing issues on my system, but don't know what to set in OpenXR to get the same output as from Oculus API visually. Upscaling % setting seems to cause a random pixel from what I can tell, it makes no sense.

Anyone with a Rift S and similar rig found this?

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Posted

I would suggest try running without OTT and just use OpenXR toolkit and the Oculus software at default resolution. Keep SS off or at 100% in OpenXR toolkit. I haven't actually tried it with my Rift S but I found that with my Quest2, adjusting the SS up or down in OpenXR toolkit was actually degrading my image quality (For example, In OpenXR toolkit, SS at 130% is actually the same as SS at 70%). I'm guessing this might be what's happening with OTT, so I would try it without OTT.

If you want to increase your PD I would leave SS off or at 100% in OpenXR toolkit and adjust the slider up in the Oculus software instead. This works with my Quest2.

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Posted
1 hour ago, Ratfink said:

I have v50.0.0.165.257 and Rift S and not aware I had it 🙂

Thanks, running the update now...

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Personal Wish List: A6 Intruder, Vietnam theater, decent ATC module, better VR performance!

Posted

It would be a lot easier if the OpenXR Toolkit should recognize the headset (Rift-S in this case) and set the start resolution values for that particular headset.
Now it's just a set of numbers (or percentages) which makes no sense.
+ i guess OpenXR toolkit is not exactly written with Oculus in mind.

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Personal Wish List: A6 Intruder, Vietnam theater, decent ATC module, better VR performance!

Posted
1 hour ago, Ratfink said:

For those with Rift S, can anyone verify what I'm seeing in OPenXR with DCS-MT?

As we know, MT uses OpenXR only - of which I have no experience as normally DCS-ST uses Oculus direct

I have always used OTT to tweak my ASW=45Hz and SS=1.7 and have a decent experience and FPS on the whole.

I have downloaded the OPenXR toolkit and left everything at default. WIth OTT running with SS=1.7 in MT my performance was terrible, CPU0 at 100% and fps around 20 for Apache Syria hot start IA mission.

If it set SS=1.0 in OTT, performance is 60-80fps but looks terrible. SS=1.3 is 40-60fps and looks OK (but not as clear as Oculus API and SS=1.7).

So my lack of experience with OpenXR is showing, but when I open the toolkit and allow to override resolution it has approx 1500x1300 per eye pixels (I am not on the DCS pc to get exact numbers) but around there. Where does OpenXR get these pixel numbers from? Rift S is 1280x1440 per eye, and I can't set this combination in the toolkit.

I'm guessing the combination of OpenXR setting and OTT are causing issues on my system, but don't know what to set in OpenXR to get the same output as from Oculus API visually. Upscaling % setting seems to cause a random pixel from what I can tell, it makes no sense.

Anyone with a Rift S and similar rig found this?

On my side OpenXR @100% will show a per eye render resolution of 1648 x 1776 pixels or 1504 x 1616 pixels for the Rift S depending on the setting on the Oculus side of either ‘Quality’ or ‘Performance’. Those resolutions are Rift S standard for 100%. OpenXR does not touch my Oculus render resolution by default. It also does not override OTT or Oculus Debug Tool settings, nor DCS settings. I have to chance the 100% value in OpenXR explicitly to force OpenXR to manage my resolution.

Posted (edited)

I have found that having the pixel density in DCS at 1.3, leaving the SS in openxr at default, and applying FSR scaling of 125% seems to give a good balance of frame rate and resolution, at least compared to previous oculus default settings of DCS at 1.4. I’ve stopped using Tray tool for now as it seemed to be conflicting a bit and will just turn off ASW with the Ctrl-1 hotkey 

Edited by ricktoberfest
Typos
Posted (edited)

On another note: now that we are being “forced” to use openxr, has anyone compared in ST mode if there’s an improvement or change compared to oculus runtime?  I’ve been on exclusively MT since the patch and did note an increase in FPS, but I’m now wondering how much of that might be a different runtime and how much is the MT. 

 

Just did a quick test myself now that I'm home again, seems like very little difference in FPS either way.  The OpenXR has more settings for scaling, the Oculus runtime is less "buggy" and doesn't seem to require the scaling even at the same 1.3 Pixel Density.  

These were of course just quick tests using the F16 instant action dogfight and an underwhelming GPU

Edited by ricktoberfest
Posted (edited)

Thanks for the replies guys.

In MT I have OpenXR res override at 2250x2600 or something like that (don't exactly recall 2nd number but 1st is 2250) and upscaling on 100% and sharpening 20% and it's very decent. Apache hot start Syria 50-70 fps and looking pretty sharp in the displays. MSAA off.

BTW OTT is running but ss=1.0 and just applying a default 45hz asw which I'm overring with ctrl-1 and ctrl-3 for off/on

Should add, that occasional stuttering especially in main loading hangar screen is a massive issue, flying is not as much. When it stutters, it's slide show. But in flight for most of the time, it's a smooth and pleasant experience. I think this is a known issue so not bothered.

I've also noticed CPU0 is 100% and core temps are about 10 deg C up (HW Monitor shows nominal 55-60 deg in ST to 60-65 in MT)

20 hours ago, ricktoberfest said:

On another note: now that we are being “forced” to use openxr, has anyone compared in ST mode if there’s an improvement or change compared to oculus runtime?  I’ve been on exclusively MT since the patch and did note an increase in FPS, but I’m now wondering how much of that might be a different runtime and how much is the MT. 

I'm interested to know this too, but don't want to wreck my ST 🤣

Edited by Ratfink

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  • 3 weeks later...
Posted

I use the Rift S. 

After yesterdays Oculusupdate, MT works really smooth. I tested it with the Apache and the F14 in Syria cold n dark mission.

(just with the F14 in absolute low level flight over big citys, I have a few stutter)

i don’t use OTT , OpenXR Toolkit or anything else anymore. Those will make the stutter even more worse.

I just start with the oculus app and then I start with the DCS MT desktop shortcut . That’s it. 

In Nvidia Controlpanel , I set the pre rendered frames from 3 back to 1.

Dcs settings:

pixel density 1.5 

all other sliders mostly maxed out

frames are @ 40 mostly solid. 
(Nvidia 3090, but really old CPU: I7 6700, 64 GB ram )
 


Pls write your experience and settings 

  • 2 months later...
Posted

I am currently running Rift S with DCS PD=1.0, OTT PD=1.7 and no ASW, OXR TK default SS with CAS 50%, Max mostly DCS settings, and VRDCS blog NVCP settings. Getting 80 frames all the time. 8600k5.0g/4090.

9800x3d|64 GB 6200|4090|m.2 x2

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Come join us!

Posted

Good to see some fellow Rift S users here. I'm still a noob to DCS VR, but after I built my new PC (parts coming today!) I plan on getting into DCS VR a little more.

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