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OpenXR Toolkit Tuning Guide (updated 21/02/23)


edmuss

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3 hours ago, Fiztex said:

You can check the built-in DCS WMR tool - it doesn't work in Oculus mode, but it does in OpenXR. Also there should be a log file next to exe, you can try to check it out.

For me with latest versions of OC and OXRTK on Quest 2 installation was pretty straightforward:

1) Install OpenXR for Windows Mixed Reality. Did not not change any settings there;

2) Install OpenXR Tools for Windows Mixed Reality. Again, did not not change any settings there.

3) Make sure Oculus remains as the active OpenXR runtime, can be checked in Oculus Home settings and changed there to this default, if needed.

4) Install OpenXR-Toolkit 1.1.2. All I did there is enabled experimental features and changed the menu keys to arrows (nothing which makes it run or not, I think);

5) Replace openvr_api.dll in DCS/bin with a current 64 bit version of Open Composite. No ini file was needed in my case. I've made a mod with OvGME for this to keep it organized.

6) Rename D3DCompiler_47.dll in DCS/bin e.g. into D3DCompiler_47.bckp. Your system should normally have an updated dll on it's own, DCS has it's older version which doesn't work with current OC AFAIK.

7) Launch DCS.exe with --force_steam_vr parameter. Some use Skatezilla's app for this, should not really matter.

And that's it, you should have DCS working with OpenXR and OXRTK on Quest 2.

FYI keep PD setting in DCS at 1.0, change PD in Oculus Debug Tool in case you need it. For reference, this is how my config looks like on rtx3080ti and IPD between positions 1 and 2 on Quest 2:

IMG_20220525_075127.png

And PD in Oculus Home is all the way to the maximum (I don't think it makes sense leaving it anywhere else, unless your system is really struggling with performance). This works in 72 Hz for me with ASW disabled with proper graphics settings in DCS with all modules that I fly. I don't fly Marianas, of course 😉

If you have image distortions (you really shouldn't with latest versions of everything) enable DCS built-in WMR tool and click "swap top and btm" for both eyes:

https://forum.dcs.world/topic/214525-wmr-debug-tool-cross-eye-alignment/

P.S. Man, I've typed this all on my phone accessing my PC through remote desktop while laying in the bed.. when the PC is only 5 meters away. I must be nuts 😂

 

Haha thanks man, but I already have all that. I just need to know if there is a way to check the APi while DCS is running.

I already know all the other stuff.. You don't need WMR though, it's not compatible with quest2 even though it's in part of the installation video,. Just openxr tools, toolkit, open composit, and I use skatezilla launcher to launch into in steam vr..    

You can check in openxr tools what api is being used for openxr. It's quest2 with toolkit API layer. So we know all that of that is good. 

The issue of installation wasn't the hard part it's diagnosing if it's actually working when you can't pull up the actual toolkit menu... You're not sure if Openxr is actually running, even with all things active. There is no screen to tell you as such. For all I know, OC could be rejecting OCDSW.exe and booting into the quest2 api launcher and that is why the menu isn't working. 

Until I know how to actually check what api is running while in game, I can't be sure.

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58 минут назад, HoBGoBLiNzx3 сказал:

Haha thanks man, but I already have all that. I just need to know if there is a way to check the APi while DCS is running.

I already know all the other stuff.. You don't need WMR though, it's not compatible with quest2 even though it's in part of the installation video,. Just openxr tools, toolkit, open composit, and I use skatezilla launcher to launch into in steam vr..    

You can check in openxr tools what api is being used for openxr. It's quest2 with toolkit API layer. So we know all that of that is good. 

The issue of installation wasn't the hard part it's diagnosing if it's actually working when you can't pull up the actual toolkit menu... You're not sure if Openxr is actually running, even with all things active. There is no screen to tell you as such. For all I know, OC could be rejecting OCDSW.exe and booting into the quest2 api launcher and that is why the menu isn't working. 

Until I know how to actually check what api is running while in game, I can't be sure.

You are right, first two steps are not necessary, just deleted these and everything still works.

Did you check OXRTK log? I'm my case it is pretty obvious that it works based on log, not only the fact that the menu is working. There is a button for the log in the OXRTK companion app. Here is my log, for example:

Скрытый текст

[OXRTK] 2022-05-25 12:13:41 +0300: OpenXR Toolkit - GA-1 (v1.1.2)
[OXRTK] 2022-05-25 12:13:41 +0300: dllHome is "C:\Program Files\OpenXR-Toolkit"
[OXRTK] 2022-05-25 12:13:41 +0300: OpenXR-Toolkit layer is active
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_D3D11_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_D3D12_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_opengl_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_vulkan_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_vulkan_enable2
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_depth
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_win32_convert_performance_counter_time
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_convert_timespec_time
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_cube
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_cylinder
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_equirect
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_visibility_mask
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_color_scale_bias
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_EXT_win32_appcontainer_compatible
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_recenter_event
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_audio_device_guid
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_color_space
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_display_refresh_rate
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_ovrsession_handle
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_perf_stats
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_EXT_hand_tracking
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_aim
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_capsules
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_mesh
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_keyboard_tracking
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_render_model
[OXRTK] 2022-05-25 12:13:41 +0300: XR_EXT_eye_gaze_interaction is not available from the OpenXR runtime or any upsteam API layer.
[OXRTK] 2022-05-25 12:13:41 +0300: Application name: 'OpenComposite_DCS', Engine name: ''
[OXRTK] 2022-05-25 12:13:41 +0300: Detected OpenComposite
[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR runtime Oculus 1.71.0
[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR system Oculus Quest2

[OXRTK] 2022-05-25 12:13:41 +0300: OpenXR Toolkit - GA-1 (v1.1.2)
[OXRTK] 2022-05-25 12:13:41 +0300: dllHome is "C:\Program Files\OpenXR-Toolkit"
[OXRTK] 2022-05-25 12:13:41 +0300: OpenXR-Toolkit layer is active
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_D3D11_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_D3D12_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_opengl_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_vulkan_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_vulkan_enable2
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_depth
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_win32_convert_performance_counter_time
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_convert_timespec_time
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_cube
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_cylinder
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_equirect
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_visibility_mask
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_color_scale_bias
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_EXT_win32_appcontainer_compatible
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_recenter_event
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_audio_device_guid
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_color_space
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_display_refresh_rate
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_ovrsession_handle
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_perf_stats
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_EXT_hand_tracking
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_aim
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_capsules
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_mesh
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_keyboard_tracking
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_render_model
[OXRTK] 2022-05-25 12:13:41 +0300: XR_EXT_eye_gaze_interaction is not available from the OpenXR runtime or any upsteam API layer.
[OXRTK] 2022-05-25 12:13:41 +0300: Application name: 'OpenComposite_DCS', Engine name: ''
[OXRTK] 2022-05-25 12:13:41 +0300: Detected OpenComposite
[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR runtime Oculus 1.71.0
[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR system Oculus Quest2

[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR resolution (no upscaling): 2624x2864
[OXRTK] 2022-05-25 12:13:41 +0300: Unsupported graphics runtime.
[OXRTK] 2022-05-25 12:13:50 +0300: Using Direct3D 11 on adapter: NVIDIA GeForce RTX 3080 Ti
[OXRTK] 2022-05-25 12:13:51 +0300: MipMap biasing for upscaling is: -0.000
[OXRTK] 2022-05-25 12:13:56 +0300: Creating swapchain with dimensions=2624x2864, arraySize=1, mipCount=1, sampleCount=1, format=29, usage=0x31
[OXRTK] 2022-05-25 12:13:56 +0300: Creating swapchain with dimensions=2624x2864, arraySize=1, mipCount=1, sampleCount=1, format=29, usage=0x31
[OXRTK] 2022-05-25 12:13:58 +0300: Projection calibration: 0.07858, 0.02116 | -0.07858, 0.02116
[OXRTK] 2022-05-25 12:13:59 +0300: Late initializeInterceptor() call
[OXRTK] 2022-05-25 12:14:10 +0300: Opening menu
[OXRTK] 2022-05-25 12:14:24 +0300: D3D11Device destroyed
[OXRTK] 2022-05-25 12:14:24 +0300: Session destroyed

Also, you can always try OXRTK Discord server, there is a support channel there where mbucchia might be able to help you.

https://discord.gg/WXFshwMnke

 


Edited by Fiztex
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41 minutes ago, Fiztex said:

You are right, first two steps are not necessary, just deleted these and everything still works.

Did you check OXRTK log? I'm my case it is pretty obvious that it works based on log, not only the fact that the menu is working. There is a button for the log in the OXRTK companion app. Here is my log, for example:

  Reveal hidden contents

[OXRTK] 2022-05-25 12:13:41 +0300: OpenXR Toolkit - GA-1 (v1.1.2)
[OXRTK] 2022-05-25 12:13:41 +0300: dllHome is "C:\Program Files\OpenXR-Toolkit"
[OXRTK] 2022-05-25 12:13:41 +0300: OpenXR-Toolkit layer is active
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_D3D11_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_D3D12_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_opengl_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_vulkan_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_vulkan_enable2
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_depth
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_win32_convert_performance_counter_time
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_convert_timespec_time
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_cube
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_cylinder
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_equirect
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_visibility_mask
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_color_scale_bias
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_EXT_win32_appcontainer_compatible
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_recenter_event
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_audio_device_guid
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_color_space
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_display_refresh_rate
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_ovrsession_handle
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_perf_stats
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_EXT_hand_tracking
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_aim
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_capsules
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_mesh
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_keyboard_tracking
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_render_model
[OXRTK] 2022-05-25 12:13:41 +0300: XR_EXT_eye_gaze_interaction is not available from the OpenXR runtime or any upsteam API layer.
[OXRTK] 2022-05-25 12:13:41 +0300: Application name: 'OpenComposite_DCS', Engine name: ''
[OXRTK] 2022-05-25 12:13:41 +0300: Detected OpenComposite
[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR runtime Oculus 1.71.0
[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR system Oculus Quest2

[OXRTK] 2022-05-25 12:13:41 +0300: OpenXR Toolkit - GA-1 (v1.1.2)
[OXRTK] 2022-05-25 12:13:41 +0300: dllHome is "C:\Program Files\OpenXR-Toolkit"
[OXRTK] 2022-05-25 12:13:41 +0300: OpenXR-Toolkit layer is active
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_D3D11_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_D3D12_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_opengl_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_vulkan_enable
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_vulkan_enable2
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_depth
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_win32_convert_performance_counter_time
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_convert_timespec_time
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_cube
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_cylinder
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_equirect
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_visibility_mask
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_KHR_composition_layer_color_scale_bias
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_EXT_win32_appcontainer_compatible
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_recenter_event
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_audio_device_guid
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_color_space
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_display_refresh_rate
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_ovrsession_handle
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_OCULUS_perf_stats
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_EXT_hand_tracking
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_aim
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_capsules
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_hand_tracking_mesh
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_keyboard_tracking
[OXRTK] 2022-05-25 12:13:41 +0300: Runtime supports extension: XR_FB_render_model
[OXRTK] 2022-05-25 12:13:41 +0300: XR_EXT_eye_gaze_interaction is not available from the OpenXR runtime or any upsteam API layer.
[OXRTK] 2022-05-25 12:13:41 +0300: Application name: 'OpenComposite_DCS', Engine name: ''
[OXRTK] 2022-05-25 12:13:41 +0300: Detected OpenComposite
[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR runtime Oculus 1.71.0
[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR system Oculus Quest2

[OXRTK] 2022-05-25 12:13:41 +0300: Using OpenXR resolution (no upscaling): 2624x2864
[OXRTK] 2022-05-25 12:13:41 +0300: Unsupported graphics runtime.
[OXRTK] 2022-05-25 12:13:50 +0300: Using Direct3D 11 on adapter: NVIDIA GeForce RTX 3080 Ti
[OXRTK] 2022-05-25 12:13:51 +0300: MipMap biasing for upscaling is: -0.000
[OXRTK] 2022-05-25 12:13:56 +0300: Creating swapchain with dimensions=2624x2864, arraySize=1, mipCount=1, sampleCount=1, format=29, usage=0x31
[OXRTK] 2022-05-25 12:13:56 +0300: Creating swapchain with dimensions=2624x2864, arraySize=1, mipCount=1, sampleCount=1, format=29, usage=0x31
[OXRTK] 2022-05-25 12:13:58 +0300: Projection calibration: 0.07858, 0.02116 | -0.07858, 0.02116
[OXRTK] 2022-05-25 12:13:59 +0300: Late initializeInterceptor() call
[OXRTK] 2022-05-25 12:14:10 +0300: Opening menu
[OXRTK] 2022-05-25 12:14:24 +0300: D3D11Device destroyed
[OXRTK] 2022-05-25 12:14:24 +0300: Session destroyed

Also, you can always try OXRTK Discord server, there is a support channel there where mbucchia might be able to help you.

https://discord.gg/WXFshwMnke

 

 

Yeah, my initial log shows everything working. Loading up DCS etc. It only ran once though. I haven't had a log pushed out since. That's the thing, I can verify the install is done properly in multiple different ways but without knowing if the API is running in game.

I think I should be able to check a console command or at least, run a log during a DCS session to find out.. so I'll wait for that info. Until then, business as usual. lol.

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Ok, so have slight "issue" going on. Maybe someone else has seen this behavior.

Flying the AH-64 in a area with a lot of forest.
Looking straight ahead everything is smooth. 45 FPS in the toolkit overlay.
Looking left/right and instant "stutter". I even see the FPS goes down to 40-43 FPS.
It also shows "Target Missed" quite often. But at the same time my frametimes for my CPU and GPU are well below the 22ms needed for 45 FPS.

Looking at my VRAM it's maxed out. I'm running RX6900XT OC @ 2600mhz. Also using 0.8 FSR and simplex mod. Clouds to medium.
Is it simply due to my VRAM getting maxed out?

 

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29 minutes ago, TZeer said:

Ok, so have slight "issue" going on. Maybe someone else has seen this behavior.

Flying the AH-64 in a area with a lot of forest.
Looking straight ahead everything is smooth. 45 FPS in the toolkit overlay.
Looking left/right and instant "stutter". I even see the FPS goes down to 40-43 FPS.
It also shows "Target Missed" quite often. But at the same time my frametimes for my CPU and GPU are well below the 22ms needed for 45 FPS.

Looking at my VRAM it's maxed out. I'm running RX6900XT OC @ 2600mhz. Also using 0.8 FSR and simplex mod. Clouds to medium.
Is it simply due to my VRAM getting maxed out?

 

Set the MR to "Unlocked" instead of 45. That way you get variable reprojection rates. You'll get more if you can set your headset to 60Hz instead of 90Hz. In 90, you get 90, 45 and 22. In 60Hz you get 60, 30 and 20. So you can drop down to 30 whereas you can't with your headset set to 90Hz. I even get down to 20 at times and it's still very flyable. This is the benefit of OpenXR, variable reprojection rate. It's not about fps anymore but about smoothness at lower fps.

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That's actually wrong. With 90 Hz you can run 30 as well. I have done it multiple times.

I have also run with 60 Hz with no MR with FPS mostly on 60 FPS. But sometimes it drops, and that just breaks immersion for me.

I actually have it on unlocked now. Just messing around in Nevada to get the stutter to a bare minimum.

I can easily reproduce the effect by simply doing what I mentioned in earlier post in Nevada as well, but it is greatly reduced. What I'm asking is if someone else is having the same experience. Simply turning the head 90 degrees, looking out, induces stutter. If you lock the MR to 45 FPS, one can see the framerate dropping below 45 while your GPU and CPU frametime is staying well below the 22ms limit. CPU is often around 10-12 ms while GPU is 16-19ms. Yet I get "Target missed".

 

I can actually see the stutter getting better as I move my head gradually back to center in my AH-64. Which I find strange, as I would think getting more of the detailed cockpit in view would increase load, compared to just looking out to the side into the forest. It's just as much forest looking forward...

Trying to figure out if it's actually the CPU missing the target, or if it's lack of VRAM that is triggering the stutter.

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1 hour ago, TZeer said:

my frametimes for my CPU and GPU are well below the 22ms needed for 45 FPS

Don't forget that if you're using reprojection you need to account for the associated overhead, it is displayed as postGPU on the OXRDT performance overlay.  If the sum of both appGPU and postGPU is above your reprojection rate then it will step down to the next bracket. Typically I see 4-5ms postGPU if I have reprojection enabled, that suddenly means your 17-18ms GPU frametime could well be reprojecting down to 30Hz.

DCS will allocate as much vram as you have, how much it actually utilises is another matter, typically if you're out of vram then FPS will be tanked and typically runs 15ms/50ms alternating which averages out to an extremely bad experience!  I have read that the apache on high textures is a bit of a hog and medium is equal visual quality but much smoother; try playing with them and see if it helps the cause at all.
 

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45 minutes ago, TZeer said:

That's actually wrong. With 90 Hz you can run 30 as well. I have done it multiple times.

I have also run with 60 Hz with no MR with FPS mostly on 60 FPS. But sometimes it drops, and that just breaks immersion for me.

I actually have it on unlocked now. Just messing around in Nevada to get the stutter to a bare minimum.

I can easily reproduce the effect by simply doing what I mentioned in earlier post in Nevada as well, but it is greatly reduced. What I'm asking is if someone else is having the same experience. Simply turning the head 90 degrees, looking out, induces stutter. If you lock the MR to 45 FPS, one can see the framerate dropping below 45 while your GPU and CPU frametime is staying well below the 22ms limit. CPU is often around 10-12 ms while GPU is 16-19ms. Yet I get "Target missed".

 

I can actually see the stutter getting better as I move my head gradually back to center in my AH-64. Which I find strange, as I would think getting more of the detailed cockpit in view would increase load, compared to just looking out to the side into the forest. It's just as much forest looking forward...

Trying to figure out if it's actually the CPU missing the target, or if it's lack of VRAM that is triggering the stutter.

Yup. I stand corrected. Rates are 1/2, 1/3, 1/4.

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On 5/15/2022 at 9:09 AM, edmuss said:

Just a quick test, A10 @ angels12 over the eastern sticky outy bit of Cyprus and I'm getting 80 fps.  G2 @ 75% with the same FFR and the same settings except I have standard clouds not high.  Not sure what map he's on, guessing its PG which I don't have.

I'm not suprised that he's beating refresh rate given that he's got at least 2500 quid invested in the hardware 🙂

edit: @ZoneySD yes it is possible to run DCS via OXR with a pimax. Performance wise Vs SVR I don't know if there's an increase. The video posted proves it can be done but the hardware used is so capable of brute forcing the frametimes that it proves nothing.

 

 

Thanks edmuss

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On 5/26/2022 at 8:06 AM, slughead said:

Yup. I stand corrected. Rates are 1/2, 1/3, 1/4.

and 2/3...  You can get to 60 reprojected from 90 also.

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1 hour ago, M1Combat said:

and 2/3...  You can get to 60 reprojected from 90 also.

You can't reproject at 60hz with 90hz. Only if you have the headset running at 60hz but then you would be beating refresh rate and reprojection would be off 🙂


Edited by edmuss

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I swear my reverb will hang at 60 when it can't get to 90 FPS...  I mean with my rig I have to be looking at the sky for 60 so maybe I'm just getting lucky and that's 60 for me when I'm looking :)..

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Me?  It's off 🙂

 

It's just I'm only running a 3800X@4.3 and a very mildly overclocked 2080 non-Ti.

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The only time I have ever seen it lock at 60

- HAGS is on

- it's running at 60hz

- dumb luck

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@M1Combat If you have reprojection enabled then you should never see 60 unless you're bouncing between 45 and 90 all the time and it's displaying the averaged framerate.

You should be able to get 60 FPS with your system by dropping the resolution slightly. At 2800 wide rresolution(approximately 88+on the G2) set in OXRTK I can pull 14-15ms on Syria in the A10; obviously modules like the Apache are more intensive though. I don't think the 2080 is that far away from the 3070 🙂


Edited by edmuss

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I have repro disabled...  but it acts the same either way.  Is there another place to disable it aside from the OXR tools (purple WMR looking icon...)?

Also it's at 90Hz...  I don't care for the flicker at 60...  but honestly when I actually just put it on and play with it at 60 I get used to it super quick...  I just don't like it in the menu really.

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Works very nice, no flying without it any more for me Just use 0.6.3 ACC version for now, as current OC is broken with OXRTK on Quest 2 AFAIK. The only issue I had were distortions, but it's easily fixable with a built-in WMR tool in DCS.
UPD: Apparently OXRTK 1.1.2 works as intended with current OC, no need in 0.6.3 ACC anymore.
What is ACC?
To use oculus headset with openxr there is the need to launch with --force_steamvr or the openxr toolkit nis/fsr/foveted rendering works just normally with oculus software?
Thanks




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4 hours ago, VirusAM said:

What is ACC?
To use oculus headset with openxr there is the need to launch with --force_steamvr or the openxr toolkit nis/fsr/foveted rendering works just normally with oculus software?
Thanks



 

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and those files came directly from VR implementetion for that game. All 0.6.3 ACC is way way outdated, forget that name, use OpenComposite/OpenXR Tools.


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Assetto Corsa Competizione*

and those files came directly from VR implementetion for that game. All 0.6.3 ACC is way way outdated, forget that name, use OpenComposite/OpenXR Tools.
Ok thanks again.
But if possible could you (or someone else ) clarify if then i have to launch dcs with "SteamVR "
Or openxr toolkit can work just fine with oculus software

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For oculus headsets I believe you have to force it to use steamvr, OC_ACC (which is the openxr translation wrapper that we're using) just translates the steamvr (openvr) data to openxr data.

I'm on a G2 so can't say for certain but I think if you don't force steamvr it will just use the oculus runtime as normal.

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1 час назад, TylerPL666 сказал:

Assetto Corsa Competizione*

and those files came directly from VR implementetion for that game. All 0.6.3 ACC is way way outdated, forget that name, use OpenComposite/OpenXR Tools.

 

True today, but before hotfix for 1.1.2 it was actually the only way to play with OXRTK as otherwise it was crashing on Quest 2 (issue with Open Composite). So it's not THAT outdated for Oculus users, just for 18 days 😉 When I suggested that I was not aware that it was fixed a day or two ago and was still flying with ACC version.

1 час назад, edmuss сказал:

For oculus headsets I believe you have to force it to use steamvr, OC_ACC (which is the openxr translation wrapper that we're using) just translates the steamvr (openvr) data to openxr data.

I'm on a G2 so can't say for certain but I think if you don't force steamvr it will just use the oculus runtime as normal.

@VirusAMIndeed, personally I'm using  --force_steam_VR launch parameter for DCS.exe


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