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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)


nikoel

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The big loss for me is VRNeckSafer 😞 but.. i will learn to cope again

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1 hour ago, speed-of-heat said:

The game changer for me is the ability to down step to 30hz smoothly , so those edge conditions are smoothed out ... now if they would also up step to 60hz that would be awesome.

p.s. Marianas is still a mess for me

After my Marianas flight yesterday evening, I've concluded the thing killing it's performance is the sheer amount of parked cars everywhere.  I'm afraid if they add any more, the island might tip over and capsize. 😉

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I had gotten pretty happy with how DCS was running on my machine, and was skeptical of trying this OpenXR approach. No way it can make a big improvement over how it was running, or so I thought. Tried it out last night and wow what a difference. Only downside is I'm gonna have to learn to fly without VRK until OpenKneeboard gets OpenXR support added.

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1 hour ago, edmuss said:

It works pretty well for jets but rotor blades and shadows causes all sorts of odd stuff to happen.  A bug regarding it has been identified so it's just a waiting game now, I suspect that other MR artifacts may be smoothed out with the same fix 🙂

 

Any ETA on this bug fix? I haven't been on the discord in a while.

Was able to get rid of some artifacts by removing shadows in the cockpit. But looks kinda boring now 😂 specially when you getting used to the eyecandy.

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No ETA, just let the guys get onto it when they can.  Since this has blown up their life has been hell 😄

 

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On 3/30/2022 at 3:35 PM, Nightstorm said:

The HUD, even parts of the cockpit edges swim and distort as I fly through clouds for example, or even when taxiing.  I hope that these issues can be worked through.  If so, this will be completely awesome.  I've tried the runtime switch a couple of times as it was described without a change.  It seemed to have no effect on my system.

 

 

i have the same effect with MR on. can not play like this. any workaround? 

at this moment i use Automatic wich gives me more stable fps even than MR off(don't know why, as i understood that Automatic have no effect in DCS - but for me it works)

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I have found i absolutely don't need MR anymore. For me with svr, mr and msaa we an absolute must. Non negotiable. Now I have a better image and smoother without either on oxr. 

My 6900xt is running very well. My test mission mostly has been apache out of Tel Aviv with high traffic, ultra visibility, low, late sun and broken clouds, shadows low and flat, af x16. So plenty to push the system. 

Oxr res now at 115% and toolkit scaler to 90% with fsr on. Sharpening to 70%. MR off, fps unlocked. 

Even over the city at low level it's steady on 45fps and smooth. There are almost no shimmers or jagged edges at all. It is by far and away the best I have ever experienced dcs, and I've tried a fair few mods! I'm done with my tinkering and adjusting now. This is what I've been looking to achieve for a very long time and it's awesome. Now I just enjoy dcs in all its glory. 

When I moved over to the caucuses and the harrier it was even better with steady 60fps. 

Whether they fix the bug or not with mr will make no difference to me. I will not need it or be using it. 

I totally get why they should fix it though, and we all have different setups that work differently. With svr I wouldn't play without it, so I'm sure there are some still in that boat with oxr depending on hardware. 

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Am 17.3.2022 um 11:37 schrieb edmuss:

Not a lot to add to the above apart from: -

Performance on a 3070 isn't massively improved based on like for like settings, admittedly this isn't necessarily comparing apples for apples.  I am currently GPU bound with my steamvr settings (150% FSR 0.75 and high settings), but the improvement in clarity will allow reduction of settings.

Clarity is improved and shimmer is reduced, hard to quantify but essentially I would rougly equate it to having MSAA image quality but whilst retaining the performance of having it off.  Things just look nicer.

Motion smoothing so far doesn't work as well as steam/wmr with much more artifacting, inversely running without motion smoothing has less stutter for a given framerate.  With steamvr and no smoothing anything much less than 55fps is jumpy, in openxr I can get down to 45fps or so before witnessing the same sort of effect.  Obviously the image quality without smoothing is far superior due to no smearing or ghosted edges.  I have yet to test an updated .dll to see if it helps the smoothing situation.

I'll add more as I test and refine 🙂

Thanks guys for your incredible work for us VR users. Cant thank you enough!
Any ideas regarding NVidia settings? Do these effect anything? Or leave them
alone as they are?  What do you tweak inside there?

Cheerz and thanks again 😉

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1 hour ago, speed-of-heat said:

The big loss for me is VRNeckSafer 😞 but.. i will learn to cope again

J2_NobiWan on the forum of the *other sim* stated the following;

VRNS depends on SteamVR/OpenVR functions. Unless these are not provided by OpenXR (or OpenComposite) it will not work. However I also find the well documented "OpenXR Toolkit" quit interesting. The appoach shown there might be a way forward... 

So seems like he is not shuting the door completely for NS to work with OpenComposite 🙂

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23 minutes ago, fastf1nger said:

Thanks guys for your incredible work for us VR users. Cant thank you enough!
Any ideas regarding NVidia settings? Do these effect anything? Or leave them
alone as they are?  What do you tweak inside there?

Cheerz and thanks again 😉

My NVCPL is all default apart from prefer maximum performance (which should be a given for DCS) and I'm currently testing out pre-rendered frames 3 to see if it makes it any smoother at lower framerates with reprojection turned off.

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56 minutes ago, Slo-Mo said:

J2_NobiWan on the forum of the *other sim* stated the following;

VRNS depends on SteamVR/OpenVR functions. Unless these are not provided by OpenXR (or OpenComposite) it will not work. However I also find the well documented "OpenXR Toolkit" quit interesting. The appoach shown there might be a way forward... 

So seems like he is not shuting the door completely for NS to work with OpenComposite 🙂

Yea this gave me hope 😍 then I ll only need a working anti-haze shader like reshade 4.9

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1 hour ago, edmuss said:

My NVCPL is all default apart from prefer maximum performance (which should be a given for DCS) and I'm currently testing out pre-rendered frames 3 to see if it makes it any smoother at lower framerates with reprojection turned off.

Been running mine at 3 for some time, seemed to improve my experience.

And I have power management set to prefer max performance for each game listing that I play. No other settings in there matters.


Edited by dburne
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I have always had my pre-rendered frames at 1 I’ll try 3 to see if there’s any difference. Never really thought about that option.

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What OpenXR Toolkit settings are people using in-game?

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1 hour ago, ColinM9991 said:

v0.6.3 is live on Github(OvGME) and GitLab (source) 

whats new in this 🙂

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so my initial observations, and the data based evidence isn't really there to fully support my position, because i can't get a good data stream other than the on screen display, but for what it is worth:

- performance, there is not much performance difference overall between SVR and WMR in terms of absolute performance , SVR seems to be marginally quicker, my test for this is pretty basic of watching the same scene in one and then the other and getting 45 in SVR and 30 in WMR, this surprised me, i was expecting WMR to be faster, but i don't believe it is, based on one test type.

- smoother, 30 fps gives a real advantage in edge cases where you frame time will drop outside of the acceptable range for 45 

- motion vector, its simply worse than SVR, there is more "flicker"  in the frames that are being guessed, meaning the guesses are less accurate under WMR.

- it is less steps to install , but the in helmet UI is awkward, no more or less so than other though, personally i prefer a nice text editor.

my conclusion is that it is a really useful mod, if you are falling off the edge of of the 18-19ms practical frame time for your GPU to get into motion smoothing a lot, otherwise its shows a lot of potential but i don't think its ready yet... if you compare it to VRPerfkit v0.3 that said the devs have done good work, in a really short time ... the jury is out...

my 0.2c  

 


Edited by speed-of-heat
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Day 2 of starting to use OpenXR, Im still using MSAA @ 4 and Im not seeing any problems whatsoever. For an upgrade away from steam, this is one I feel like I should have paid for!

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Does anyone encounter the issue of controller being tilted wrong? When I run it through steam - it's correct. I replace it with OpenXR - and the "hands" are tilted in off angle.

I don't see option to correct this in Toolkit.

 

On top of that, I tested both SteamVR+OpenVR FSR vs OpenXR. Same server, same place. I get on OpenXR 20FPS. On SteamVR+OpenVR FSR -+ 40FPS.  I tried turning on FRS through the toolkit, but I see little gain. 😞


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