FoxTwo Posted February 20, 2021 Posted February 20, 2021 In reference to this post on the hpreverb subreddit: Steam's OpenVR isn't really that open and is very likely contributing to several performance issues experienced by people with high end hardware while playing DCS in VR. 9 1
divinee Posted February 21, 2021 Posted February 21, 2021 +1 http://dcsfinland.fi/ Dcs: F/A-18C, F-16C, F-14, A-10C, A-10C II, AV-8B, MiG-21bis, M2000C, C-101, AJS-37, F-5, MF1, Bf-109K4, AH-64, UH-1, Ka-50, Mi-24, FC3, SC System: i5-13600k@P58,58,57,57,56,56/E45 Asus TUF 3080Ti OC 12gb, 64gb DDR5 5600cl32, HP Reverb G2, Virpil WarBrD, Warthog throttle with deltasim slew, MFG Crosswind, DIY ”UFC”, 3x TM MFD’s
ED Team BIGNEWY Posted February 23, 2021 ED Team Posted February 23, 2021 OpenXR is something we are looking into but I do not have any news to share with you currently. thank you 11 3 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Sewo Posted February 24, 2021 Posted February 24, 2021 (edited) https://forums.eagle.ru/topic/201883-hps-reverb-vr-pro-headset/?do=findComment&comment=3910636 Quote Later this month I will send the device to our team to allow native support (no SteamVR requirement) It's more then 1 and half year without any news to share. Edited February 24, 2021 by Sewo
mhe Posted February 25, 2021 Posted February 25, 2021 @BIGNEWY I know you have no news to share with us, but maybe these news shared with you and the team might be helpful: https://store.steampowered.com/news/app/250820/view/3044967019267211914 tl;dr: SteamVR 1.16 brings full OpenXR compliance into SteamVR. Since Oculus also does that, you could start migrating to OpenXR and only have to maintain 1 API instead of the current 2 (SteamVR and Oculus). That would also be super helpful for the people running WMR headsets since the performance gain should be substantial by just utilizing OpenXR alone (WMR via SteamVR copies the framebuffer between the 2, not the most elegant solution). 2 | i9 12900K | 64GB DDR5-6000 | STRIX RTX 4090 OC | LG 38GN950 38" | | Hanns-G HT225HPB | TIR 5 & Varjo Aero | Virpil Throttle & Stick | TM TPRs | You don't stop playing because you grow old, you grow old because you stop playing.
ED Team BIGNEWY Posted February 25, 2021 ED Team Posted February 25, 2021 Thanks, yes I have already highlighted it to the team. 6 3 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Worrazen Posted February 27, 2021 Posted February 27, 2021 (edited) Oh I didn't knew that, would make great sense since OpenXR is also from Khronos like Vulkan which probably has more developer crossover and experience in the community as well as compatability familiarity that can come helpful. I would coincide this with the Vulkan API renderer for DCS, that together could make a good splash for VR users, it would also make sense from usability for these major changes to coincide so there's less major changes to the configuration and tweaking process for VR users. Once Vulkan renderer comes, VR may work differently and old tweaks/config may not work anymore, making users to re-figure out the optimal process, OpenXR support may produce this same effect, but if they both come together along with other changes/improvements, then it might be one less change of procedure for users, or perhaps much lesser of a procedure overall because the whole thing would skip ahead to a better implementation that would work better out of the box, potentially sparing a lot of back-and-forth within the community. ...... at the expense of potentially delayed release and more waiting haha Edited March 1, 2021 by Worrazen 3 Modules: A-10C I/II, F/A-18C, Mig-21Bis, M-2000C, AJS-37, Spitfire LF Mk. IX, P-47, FC3, SC, CA, WW2AP, CE2. Terrains: NTTR, Normandy, Persian Gulf, Syria
Aarnoman Posted March 1, 2021 Posted March 1, 2021 On 2/28/2021 at 1:18 AM, Worrazen said: Oh I didn't knew that, would make great sense since OpenXR is also from Khronos like Vulkan which probably has more developer crossover and experience in the community as well as compatability familiarity that can come helpful. I would coincide this with the Vulkan API rendered for DCS, that together could make a good splash for VR users, it would also make sense from usability for these major changes to coincide so there's less major changes to the configuration and tweaking process for VR users. Once Vulkan renderer comes, VR may work differently and old tweaks/config may not work anymore, making users to re-figure out the optimal process, OpenXR support may produce this same effect, but if they both come together along with other changes/improvements, then it'll one less change of procedure I would assume, or perhaps much less because it would work better out of the box, potentially sparing a lot of back-and-forth. ...... at the expense of potentially delayed release and more waiting haha Strongly agree as a long time vr user. 1
some1 Posted March 2, 2021 Posted March 2, 2021 (edited) The issue quoted in the first post will most likely be fixed waaay before ED even starts OpenXR migration. Besides the developer talks mostly about additional memory footprint required by current implementation - reducing that may, or may not help in case of DCS. If you don't run out of GPU memory now, you won't see much improvement when they further reduce memory requirements. OpenXR may still improve and streamline DCS VR development in the long run, but it's not a magic bullet that some may think. For a WMR headset it functions as a yet another middleware, replacing the job of SteamVR. For a Steam or Oculus headset, it will be an additional middleware layer, added between DCS and headset API, instead of current native DCS implementation. Edited March 2, 2021 by some1 Hardware: VPForce Rhino, FSSB R3 Ultra, Virpil WarBRD, Hotas Warthog, Winwing F15EX, Slaw Rudder, GVL224 Trio Throttle, Thrustmaster MFDs, Saitek Trim wheel, Trackir 5, Quest Pro
Worrazen Posted March 7, 2021 Posted March 7, 2021 Modules: A-10C I/II, F/A-18C, Mig-21Bis, M-2000C, AJS-37, Spitfire LF Mk. IX, P-47, FC3, SC, CA, WW2AP, CE2. Terrains: NTTR, Normandy, Persian Gulf, Syria
divinee Posted May 21, 2021 Posted May 21, 2021 Any info about this? Is this still considered by ED? http://dcsfinland.fi/ Dcs: F/A-18C, F-16C, F-14, A-10C, A-10C II, AV-8B, MiG-21bis, M2000C, C-101, AJS-37, F-5, MF1, Bf-109K4, AH-64, UH-1, Ka-50, Mi-24, FC3, SC System: i5-13600k@P58,58,57,57,56,56/E45 Asus TUF 3080Ti OC 12gb, 64gb DDR5 5600cl32, HP Reverb G2, Virpil WarBrD, Warthog throttle with deltasim slew, MFG Crosswind, DIY ”UFC”, 3x TM MFD’s
Marin3r Posted May 21, 2021 Posted May 21, 2021 I surely hope it is. While probably quite a job to implement, in the long run I can only see benefits in this!
markbam Posted July 27, 2021 Posted July 27, 2021 https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/
Lurker Posted September 24, 2021 Posted September 24, 2021 Any news on this? Is it still being considered for implementation? Specs: Win10, i5-13600KF, 32GB DDR4 RAM 3200XMP, 1 TB M2 NVMe SSD, KFA2 RTX3090, VR G2 Headset, Warthog Throttle+Saitek Pedals+MSFFB2 Joystick.
Nomatic Posted September 24, 2021 Posted September 24, 2021 10 hours ago, Lurker said: Any news on this? Is it still being considered for implementation? Honestly, I’d love to see any update on any/all performance work including this. ¯\_(ツ)_/¯ 1 If speed is death…, buy a Honda and live forever.
Enduro14 Posted September 24, 2021 Posted September 24, 2021 Yup be nice to have DCS full on OpenXR. No issues with my rift s in dcs but wow the overhead when I try to run dcs In WMR and Odyssey +. This piggyback stuff through steam Vr is killing dcs performance. 3 Intel 8700k @5ghz, 32gb ram, 1080ti, Rift S
Nomatic Posted October 3, 2021 Posted October 3, 2021 Bump 1 If speed is death…, buy a Honda and live forever.
chlywly Posted November 24, 2021 Posted November 24, 2021 Bump... I def find running OpenXR slower on my Reverb G2, also I don't think it allows me to use the FSR downscaling stuff... 2
lazerwolf Posted December 13, 2021 Posted December 13, 2021 G2 user here. It's been about 8 months since the last ED update on this. Any new info? 1
some1 Posted December 13, 2021 Posted December 13, 2021 (edited) As I said before, for G2 you will be replacing one middleware with another one. I wouldn't expect much performance gains, if at all. It may offer a better implementation of some aspects than SteamVR for WMR, or it may come with its own set of issues. For Oculus and Valve Index, you'll be actually adding another software layer between DCS and the headset. OpenXR is more for streamlining developers' work, not to squeeze more performance out of the headset. *OXR device plugin interface is optional. Edited December 13, 2021 by some1 Hardware: VPForce Rhino, FSSB R3 Ultra, Virpil WarBRD, Hotas Warthog, Winwing F15EX, Slaw Rudder, GVL224 Trio Throttle, Thrustmaster MFDs, Saitek Trim wheel, Trackir 5, Quest Pro
Nomatic Posted December 13, 2021 Posted December 13, 2021 Hey @BIGNEWY , I know yall are working on more than a few performance updates coming down the production line, but we were wondering if there was any update on this? Last we have is from February. Did the team decide to pursue any of the above? I think any info (if possible) would be appreciated. If speed is death…, buy a Honda and live forever.
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