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


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33 minutes ago, nilpointer said:

No such luck here unfortunately. I have done a complete removal of all OpenXR related tooling and reinstalled and have the same issue. MSFS kicks into OpenXR instantly with no problems... which was exactly how well DCS was working for me prior to the new global install option

 

I have now tried completely removing OpenXR and reinstalling, completely removing DCS and reinstalling, replacing the local openvr_api.dll instead of the global installer option. In all cases DCS simply starts in flat screen mode as though my headset were not even connected. 

The instant I switch back to SteamVR it works perfectly again

 

Open openComposite.ini with notepad++

edit:     Line 2 ;mirrorMode=disabled

edit:     Line 7 ;performanceStats=disabled

 

its missing the semi colon. Put the semi colon in place and try again

 


Edited by Hammer1-1

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3 minutes ago, Hammer1-1 said:

Open openComposite.ini with notepad++

edit:     Line 2 ;mirrorMode=disabled

edit:     Line 7 ;performanceStats=disabled

 

its missing the semi colon. Put the semi colon in place and try again

 

 

I'm not using an opencomposite.ini ... unless there is a default one somewhere

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you absolutely should be...it needs to be in your dcs/bin folder. ill find a link if you dont find a copy of it before me. matter of fact its right here. no need to edit. also be sure to delete D3DCompiler_47.dll. It works, but Im still troubleshooting my install. Had it working a few days ago but Im just getting  frustrated. Im sure Ill fix it when I get a few beers in me and relax a bit.

opencomposite.ini


Edited by Hammer1-1

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47 minutes ago, Hammer1-1 said:

you absolutely should be...it needs to be in your dcs/bin folder. ill find a link if you dont find a copy of it before me. matter of fact its right here. no need to edit. also be sure to delete D3DCompiler_47.dll. It works, but Im still troubleshooting my install. Had it working a few days ago but Im just getting  frustrated. Im sure Ill fix it when I get a few beers in me and relax a bit.

opencomposite.ini 434 B · 2 downloads

 

No change, it does not seem to be related to the ini file in this case unfortunately

 

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OMFG, as someone who works with git on a daily basis I am utterly and totally ashamed to admit what the problem was......

I was downloading from the wrong branch. I was browsing the master branch on the gitlab repo and the link was obviously old... sure enough I switched to the openxr branch and problem solved.

I will now go and hang my head in silent shame.

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33 minutes ago, nilpointer said:

OMFG, as someone who works with git on a daily basis I am utterly and totally ashamed to admit what the problem was......

I was downloading from the wrong branch. I was browsing the master branch on the gitlab repo and the link was obviously old... sure enough I switched to the openxr branch and problem solved.

I will now go and hang my head in silent shame.

well done 😉 we all make mistakes!

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8 hours ago, Hammer1-1 said:

you absolutely should be...it needs to be in your dcs/bin folder. ill find a link if you dont find a copy of it before me. matter of fact its right here. no need to edit. also be sure to delete D3DCompiler_47.dll. It works, but Im still troubleshooting my install. Had it working a few days ago but Im just getting  frustrated. Im sure Ill fix it when I get a few beers in me and relax a bit.

opencomposite.ini 434 B · 11 downloads

 

The recent version of opencomposite does not require an ini file unless you need to use other than default settings. For DCS default is sufficient.

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11 hours ago, nilpointer said:

OMFG, as someone who works with git on a daily basis I am utterly and totally ashamed to admit what the problem was......

I was downloading from the wrong branch. I was browsing the master branch on the gitlab repo and the link was obviously old... sure enough I switched to the openxr branch and problem solved.

I will now go and hang my head in silent shame.

a nilpointer exception 

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8 hours ago, johnbowzer said:

a nilpointer exception 

LOL boom boom ching 🙂 

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anyone having any issues in the apache, especially the monocle?

 

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Thank you very much for sharing all this. OpenXR gave me a nice performance enhancement.

A slight minor negative effect, compared to steamVR, for me : slowly but surely, the view goes up, and I have to recenter from time to time  (I have a HOTAS button for this)

Other issue : sometimes WMR interferes : the WMR menu appears in the middle of a flight. Or a message : "do you really want to shut down your headset ?" Or the flashlight.

In the best case, I can pause DCS, use my HP G2 controller and make this stuff desappear and resume DCS. Sometimes I can't recover.

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1 hour ago, Hammer1-1 said:

anyone having any issues in the apache, especially the monocle?

 

Do you mean it blurring as you look through the rotors?

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1 hour ago, Falken2 said:

Thank you very much for sharing all this. OpenXR gave me a nice performance enhancement.

A slight minor negative effect, compared to steamVR, for me : slowly but surely, the view goes up, and I have to recenter from time to time  (I have a HOTAS button for this)

Other issue : sometimes WMR interferes : the WMR menu appears in the middle of a flight. Or a message : "do you really want to shut down your headset ?" Or the flashlight.

In the best case, I can pause DCS, use my HP G2 controller and make this stuff desappear and resume DCS. Sometimes I can't recover.

Try clearing and resetting the WMR environment and disable the headset sleep options. I think you can rebind the flashlight as well, to make sure it's not bound to something DCS uses.

I've never had any of the issues you describe though, I doubt it's specific to OXR 🙂

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Hi

I don't know what i do wrong but i can't have DCS logo in the OpenComposite configuration window like you show in 4).

Anyone's help would be great

thanx

Capture.PNG

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39 minutes ago, edmuss said:

Try clearing and resetting the WMR environment and disable the headset sleep options. I think you can rebind the flashlight as well, to make sure it's not bound to something DCS uses.

I've never had any of the issues you describe though, I doubt it's specific to OXR 🙂

Thanks for your answer. I'll investigate the flashlight bind stuff. 

I periodically do a WMR clear environment. 

I have set the "never sleep" headset option and yet I got once this annoying panel : "do you really want to shut down the headset?" 

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48 minutes ago, franzy666 said:

Hi

I don't know what i do wrong but i can't have DCS logo in the OpenComposite configuration window like you show in 4).

Anyone's help would be great

thanx

Capture.PNG

have you run dcs yet?

in vr

 

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57 minutes ago, speed-of-heat said:

have you run dcs yet?

in vr

 

Yes i did and everything is in order, now. thanks

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Thanks a lot for this guide!

But why such hostility against motions reprojection users? Many of us simply prefer little bit more details or resolution but suffer nausea from raw 45 FPS so we use motions reprojection to make up for the lost smootheness. It is better than running the game on lowest to achieve true 90 FPS, and even then there are only few graphic cards on the market that can do it. Majority of hardware will not be able to output 90 FPS for a 4K headset such as the Reverb G2 even on lowest settings, so the motion reprojection is the only way to have smooth look-around.

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2 hours ago, Youda said:

Thanks a lot for this guide!

But why such hostility against motions reprojection users? Many of us simply prefer little bit more details or resolution but suffer nausea from raw 45 FPS so we use motions reprojection to make up for the lost smootheness. It is better than running the game on lowest to achieve true 90 FPS, and even then there are only few graphic cards on the market that can do it. Majority of hardware will not be able to output 90 FPS for a 4K headset such as the Reverb G2 even on lowest settings, so the motion reprojection is the only way to have smooth look-around.

I think it is just personal preference and our different sensitivities to various aspects.

For me any stuttering or loss of smoothness is a massive immersion killer. Either it runs at 90fps (which it virtually never does on my system in DCS) or I need motion reprojection. Any drop from 90 with MR on is in my opinion immersion breaking. Not particularly from a nausea perspective but it simply doesn't look right. No frame rate capping resolves that in my experience. Yet for others MR introduces aspects that makes it immersion breaking for them and prefer MR off and deal with the loss of smoothness. That is what works for them.

Very occasionally my G1 drops to 60Hz (I get a message in WMR) and I need to restart the PC or disconnect and reconnect the headset to resolve it. If I miss the message and load DCS I can instantly tell and the flickering is unmanageable , I have to exit immediately. Yet some actually run with 60Hz through choice. It is hard for me to believe but again that works fine for them.

For me, VR is all about immersion yet what works for making our brains feel we are "in the plane" can differ from person to person. There are no one size fits all answers which can make setting it up something of a trial and error exercise but there is a lot of good advice and pointers to help on these forums IMHO.

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I have nothing against motion reprojection but currently the implementation in OXR for DCS simply isn't as good as it is in SVR.

In SVR the only reprojection artifacts I see on the A10 is the right wing pitot tube tip distorting, in OXR it's the HUD frame, cockpit frames, MFD glare shields, MFD text, cockpit release handles, wing edges and all weapons mounted. Rotor blades are absolutely atrocious and cause distortion across the entire cockpit due to the shadows.  That is why I refuse to use it for now.

If they can sort that out then I'll have no issues using it as I'll be able to run more resolution and higher details 🙂

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4 hours ago, Youda said:

Thanks a lot for this guide!

But why such hostility against motions reprojection users? Many of us simply prefer little bit more details or resolution but suffer nausea from raw 45 FPS so we use motions reprojection to make up for the lost smootheness. It is better than running the game on lowest to achieve true 90 FPS, and even then there are only few graphic cards on the market that can do it. Majority of hardware will not be able to output 90 FPS for a 4K headset such as the Reverb G2 even on lowest settings, so the motion reprojection is the only way to have smooth look-around.

I think many people don't know that there is actually a difference between auto reprojection and forced on reprojection, the first one almost always creates ghosting artifacts all around the cockpit, the second one creates artifacts only around overlapping edges (see video attached, 45fps reprojection through the lense).

If you run reprojection, it's important to leave some headroom for the GPU (6-7ms of frametimes), otherwise it will ghost.

 


Edited by Dragasath
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Once the OXR crew figure out the motion reprojection I'll consider switching back. For now, I'm perfectly happy with 60Hz and stutter free DCS at eye popping resolutions.

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2 hours ago, Dragasath said:

there is actually a difference between auto reprojection and forced on reprojection, the first one almost always creates ghosting artifacts all around the cockpit, the second one creates artifacts only around overlapping edges

That's because auto reprojection in OXR is actually not reprojecting at all, simply relying on the vsync built within OXR which results in ghosting.

Auto reprojection in OXRDT is a function whereby the app used (msfs/DCS/xplane/whichever) had a predefined reprojection profile set up based upon a list written by the devs, however only msfs is implemented at this time. For anything other than msfs reprojection is currently disabled when set to auto.

I believe that the differences between OXR and SVR implementation of reprojection is based upon how the head pose/position is calculated. Unfortunately it causes far more artifacts in DCS as a result but all being well will get fixed 🙂

edit: if you were to lock fps to half refresh rate with reprojection set to auto in OXRDT then you'll notice that rotational head movements are smooth (this is the vsync working) but translational head movements are not.

If you're not exactly on half refresh rate then it will be ghosting in both rotational and translational head movements. This is why if you can't make refresh rate and don't want to use reprojection it's better to lock to half refresh (45fps for 90Hz) than to be running at 75fps.

Note that locking the framerate outside of the VR render stack isn't advisable but it is a workaround that can work. Much better to be able to beat refresh rate of you want stable image quality.


Edited by edmuss

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15 hours ago, edmuss said:

I have nothing against motion reprojection but currently the implementation in OXR for DCS simply isn't as good as it is in SVR.

In SVR the only reprojection artifacts I see on the A10 is the right wing pitot tube tip distorting, in OXR it's the HUD frame, cockpit frames, MFD glare shields, MFD text, cockpit release handles, wing edges and all weapons mounted. Rotor blades are absolutely atrocious and cause distortion across the entire cockpit due to the shadows.  That is why I refuse to use it for now.

If they can sort that out then I'll have no issues using it as I'll be able to run more resolution and higher details 🙂

Might be placebo on my end but MR seems improved since I updated. Rotor blade distortion was less noticeable and bearable, interfering less with the IHADSS when looking through the blades. My preference is still the rotor delete in 3Dmigito but it seems improved to me. 

The smoothness of MR is still my go to, despite a few compromises like artifacting in clouds for example. I also find text clearer to read under motion with MR than without. Certainly worth any user experimenting with imo (not that I'm suggesting you're saying otherwise!)

 

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