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Posted

I only recently started using OpenXR.  Installed it for use with a Pico4, which is funny as I couldn’t get them to work.  Ended up returning the Pico and sticking with my old Rift S.

 

I remember reading some time ago that foveated rendering wouldn’t work with deferred rendering, as used by DCS.

So I was a bit surprised when I saw that I could used fixed foveated rendering with OpenXR in my Rift.  Gave it a try and was astounded by the frame rate improvement.

I’ve also read that with eye tracking VR headsets like the Omnicept, that full eye tracked foveated rendering works in that well known civ sim.

 

The above implies that it’s potentially fairly easy to introduce to DCS.

I also remember reading something about FV just needing to be told by DCS which are the left and right eye displays.  Is that all that’s needed?

Am I missing something here?

 

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Posted
40 minutes ago, Mr_sukebe said:

I only recently started using OpenXR.  Installed it for use with a Pico4, which is funny as I couldn’t get them to work.  Ended up returning the Pico and sticking with my old Rift S.

 

I remember reading some time ago that foveated rendering wouldn’t work with deferred rendering, as used by DCS.

So I was a bit surprised when I saw that I could used fixed foveated rendering with OpenXR in my Rift.  Gave it a try and was astounded by the frame rate improvement.

I’ve also read that with eye tracking VR headsets like the Omnicept, that full eye tracked foveated rendering works in that well known civ sim.

 

The above implies that it’s potentially fairly easy to introduce to DCS.

I also remember reading something about FV just needing to be told by DCS which are the left and right eye displays.  Is that all that’s needed?

Am I missing something here?

 

Fixed foveated works well and improves GPU frametime, dynamic foveation not so well and benefits might be offset by increased workload from eye tracking.  In the other flightsim you get bigger performance boost from using DLSS (I’m talking nearly 20 fps in VR).

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Posted
11 hours ago, Supmua said:

Fixed foveated works well and improves GPU frametime, dynamic foveation not so well and benefits might be offset by increased workload from eye tracking.  In the other flightsim you get bigger performance boost from using DLSS (I’m talking nearly 20 fps in VR).

Does DLSS work in VR then? I’ve seen sources where they claim it doesn’t. If it does, I’d be curious to see DLSS 3 in action 

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Posted
5 hours ago, Dentedend10 said:

Does DLSS work in VR then? I’ve seen sources where they claim it doesn’t. If it does, I’d be curious to see DLSS 3 in action 

DLSS2 yes. DLSS3 with frame generation no. No Man’s Sky VR and Kayak VR Mirage also use DLSS. 

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PC: 5800X3D/4090, 11700K/3090, 9900K/2080Ti.

Joystick bases: TMW, VPC WarBRD, MT50CM2, VKB GFII, FSSB R3L

Joystick grips: TM (Warthog, F/A-18C), Realsimulator (F-16SGRH, F-18CGRH), VKB (Kosmosima LH, MCG, MCG Pro), VPC MongoosT50-CM2

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Posted
21 hours ago, Supmua said:

Fixed foveated works well and improves GPU frametime, dynamic foveation not so well and benefits might be offset by increased workload from eye tracking.  In the other flightsim you get bigger performance boost from using DLSS (I’m talking nearly 20 fps in VR).

 

Have you got links/stats for the degradation from moving from fixed to dynamics foveated rendering?

I'm already using DLSS in the other sim.

 

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Posted
5 hours ago, Mr_sukebe said:

 

Have you got links/stats for the degradation from moving from fixed to dynamics foveated rendering?

I'm already using DLSS in the other sim.

 

No significant change last I checked, may be 1 fps less in terms of gain with DFR but within margin of error.  I typically gained around 5-7 fps with FFR (wide/quality).

PC: 5800X3D/4090, 11700K/3090, 9900K/2080Ti.

Joystick bases: TMW, VPC WarBRD, MT50CM2, VKB GFII, FSSB R3L

Joystick grips: TM (Warthog, F/A-18C), Realsimulator (F-16SGRH, F-18CGRH), VKB (Kosmosima LH, MCG, MCG Pro), VPC MongoosT50-CM2

Throttles: TMW, Winwing Super Taurus, Logitech Throttle Quadrant, Realsimulator Throttle (soon)

VR: HTC Vive/Pro, Oculus Rift/Quest 2, Valve Index, Varjo Aero, https://forum.dcs.world/topic/300065-varjo-aero-general-guide-for-new-owners/

Posted
22 minutes ago, Supmua said:

No significant change last I checked, may be 1 fps less in terms of gain with DFR but within margin of error.  I typically gained around 5-7 fps with FFR (wide/quality).

The point of DFR isn't to help with performance, it's to minimize the visual impact of FFR. So this observation is basically what is expected. 

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Posted
On 11/5/2022 at 6:57 AM, mbucchia said:

This! 

Couldn't agree more! We need native OXR in DCS. You must be blind/ignorant if you see no benefits from it. 

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Posted
24 minutes ago, exil said:

This! 

Couldn't agree more! We need native OXR in DCS. You must be blind/ignorant if you see no benefits from it. 

 

Nothing wrong with petitioning ED for native Open XR support but not sure I would carry it so far as to start name calling.

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Posted
2 hours ago, exil said:

This! 

Couldn't agree more! We need native OXR in DCS. You must be blind/ignorant if you see no benefits from it. 

For clarity, that thread isn't about native OpenXR support in the sim, it's about adding a few lines of code to tag left/right views during rendering and enable OpenXR Toolkit to do DFR.

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Posted
3 hours ago, dburne said:

 

Nothing wrong with petitioning ED for native Open XR support but not sure I would carry it so far as to start name calling.

Yep, sorry, you're right. Sounded harsh, which wasn't my intention at all. So no offense against anyone. 

Just wanted to make clear, that openxr works for the majority of players and has proven that it's worth to go that way. 

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  • 2 weeks later...
Posted

Not DCS, but interesting all the same, i.e. foveated rendering with dynamic eye tracking in an FPS:

 

With the frame rate improvement that I had from fixed, i.e. with a "wide" view, the implications are pretty clear, i.e. that you could significantly narrow the "centre" of the rendering, I'm amazed that there's so little being said about this.  After all, eye tracking on say a HP Reverb is another £500, which is massively less than the cost of a new GPU.

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