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Patch notes discussion thread 25th January 2023


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Posted
1 hour ago, BIGNEWY said:

Forcing motion reprojection in OpenXR for WMR seems to create a crash, we are reporting now. 

Auto or disable seems ok. 

You may forward to dev team: the game is doing 2 back-to-back xrWaitFrame() from the same thread, which causes a deadlock.

nullThis condition is probably exacerbated by the frame timing of motion reprojection.

Read more about xrWaitFrame() deadlocks here: OpenXR-Guide/frame_submission.md at main · KhronosGroup/OpenXR-Guide (github.com)

Happy to find a more official channel to discuss. Thanks.

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Posted (edited)
3 minutes ago, mbucchia said:

You may forward to dev team: the game is doing 2 back-to-back xrWaitFrame() from the same thread, which causes a deadlock.

nullThis condition is probably exacerbated by the frame timing of motion reprojection.

Read more about xrWaitFrame() deadlocks here: OpenXR-Guide/frame_submission.md at main · KhronosGroup/OpenXR-Guide (github.com)

Happy to find a more official channel to discuss. Thanks.

image.png

Does the foveated rendering work now that openxr officially supported?

Edited by HoBGoBLiNzx3
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Posted
9 minutes ago, mbucchia said:

You may forward to dev team: the game is doing 2 back-to-back xrWaitFrame() from the same thread, which causes a deadlock.

nullThis condition is probably exacerbated by the frame timing of motion reprojection.

Read more about xrWaitFrame() deadlocks here: OpenXR-Guide/frame_submission.md at main · KhronosGroup/OpenXR-Guide (github.com)

Happy to find a more official channel to discuss. Thanks.

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will mention it thank you

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Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

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Posted

Hi BIGNEWY,

I just landed on some smooth set and forget settings using Motion reprojection in the previous patch (thanks to your help in getting VR to run). MR made a big difference to me. Should I avoid using this most recent patch if I want to play in VR with those settings and wait for the MR bug to be fixed?

Thanks

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DCS Modules: Too many to list after the 15 year sale

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Posted
11 minutes ago, Chief_Biv said:

Hi BIGNEWY,

I just landed on some smooth set and forget settings using Motion reprojection in the previous patch (thanks to your help in getting VR to run). MR made a big difference to me. Should I avoid using this most recent patch if I want to play in VR with those settings and wait for the MR bug to be fixed?

Thanks

We found a crash when motion reprojection is forced on, if it is left in auto or off no crash, the team will take a closer look in the morning. 

DCS now has native support for openXR 

So if your headset can select openXR as its runtime you should not have any issues. 

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Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

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Posted

How do you show that config screen for Foveated rendering?
(Oculus Quest 2, OpenXR is selected as runtime. I saw this once after the update, but i can't get it back after switching back and forth between Oculus runtine and OpenXR runtime)

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  • BIGNEWY changed the title to Patch notes discussion thread 25th January 2023
Posted (edited)
24 minutes ago, Chief_Biv said:

Hi BIGNEWY,

I just landed on some smooth set and forget settings using Motion reprojection in the previous patch (thanks to your help in getting VR to run). MR made a big difference to me. Should I avoid using this most recent patch if I want to play in VR with those settings and wait for the MR bug to be fixed?

Thanks

If you want to use motion reprojection then you will need to wait for the bug to be fixed before updating.

Edited by Baldrick33

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Posted
Quote

Resource manager of air bases has been corrected.

Can we have more information on what this means? Is it related to having to remake warehouse definitions with each update?

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Posted
3 hours ago, Miro said:

I started a topic how to temporary fix it. F-16 canopy is not even made of glass. Canopy is very resistant. 

Here's a canopy of downed F-16: https://www.f-16.net/articles_article8.html

 

Waiting ED implement the WW2 damage model on modern aircrafts with pilot moel.

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Posted

Airshow smoke looks like it was fixed in this latest Open Beta Patch. I did not see any mention of the fix in the change log unless is was related to the removal of dust effect when Ships are firing. 

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Posted (edited)

 

 

 

2 hours ago, BIGNEWY said:

We found a crash when motion reprojection is forced on, if it is left in auto or off no crash, the team will take a closer look in the morning. 

DCS now has native support for openXR 

So if your headset can select openXR as its runtime you should not have any issues. 

2 hours ago, Baldrick33 said:

If you want to use motion reprojection then you will need to wait for the bug to be fixed before updating.

 

I have a G2 headset. I believe that is a native openXR headset. Can G2 users now bypass using the OpenXR Tools for WMR when starting DCS with the new patch. I have Motion Projection "Always on" in that app. Is BIGNEWY saying I only have to run the WMR Portal and OpenXR Toolkit to run VR in DCS now?

I suppose I should also ask, if you can bypass OpenXR Tools for WMR, will the crash occur if I turn motion reprojection on in the OpenXR Toolkit?

 

 

Edited by Chief_Biv

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Flight Controls: Winwing Orion 1 FA-18 Stick and Throttle HOTAS / Logitech Rudder Pedals

DCS Modules: Too many to list after the 15 year sale

Posted (edited)

I believe WMR is the software that runs the G2.. Quest and Rift owners use Oculus app.. Each headset has it's own software where you can select the resolution, refresh rate, and motion reprojection. Only with the G2 I believe because you also needs windows openxr tools (not the tool kit, it's on the microsoft store) This was the weird thing about Windows headsets, you need both but I believe the openxr tools is more of a driver with software and options, while WMR is where you connect windows to the headset.. Windows reality headsets natively run OpenXR as does Oculus headset devices. Openxr toolkit is optional for ingame features and designed to be changed within the headset. 

I have a quest so I don't know the in's and out's of the WMR system but I've used the software before. Especially with opencomposite. 

If you have a WMR kit you don't need to change anything, you just don't have to run opencomposite to get openxr to run anymore.

As for toolkit, if you change motion reprojection on it, it changes the openxr tools settings too. Quest users don't have the option of changing it in toolkit. 

Edited by HoBGoBLiNzx3
Posted

I can follow some of what you are saying and I understand that I should not have to use OpenComposite anymore to bypass SteamVR. However, my question is, if G2 users still have to use the OpenXR Tools app (from the MS Store not the Toolkit) then the system will crash if I have MotionProjection forced "always on" based on the above post. BigNewy also alluded to headsets that use OpenXR will not have the issue if the try and use MR. I am a new VR user and I have followed previous advice on this forum that said set MR as "always on" in Open XR Tools and then in the Toolkit set the MR (I had it on auto and seemed to work well). I will be following Baldrick33's advice and won't update to this patch until the procedure for starting VR as a result of this change can be confirmed.

PC Hardware: i9-12900k, RTX 3080 10GB, 32GB DDR5 4400MHz, NVME.2 Drives, Alienware 38" 3840x1600 144MHz Monitor, TrackIR Pro Clip, Pimax Crystal

Flight Controls: Winwing Orion 1 FA-18 Stick and Throttle HOTAS / Logitech Rudder Pedals

DCS Modules: Too many to list after the 15 year sale

Posted
6 hours ago, BIGNEWY said:

 in this update OpenXR is natively enabled in DCS, so maybe a conflict with "OpenXR toolkit" ?

But just retested mine using open composite and openXR and all seems good for me. Please post you logs in the VR bug section we will take a closer look

there is nothing in the release notes about OpenXR - that is a very serious miss in your release process.

many people use other SteamVR based apps with DCS, like VRKneeboard and fpsVR, which are now broken (updating to the Beta of VRK gets it back) as when SteamVR launches it shuts down DCS (DCS needs to be started from outside Steam now).

I have heard from folks that have headsets which depend on SteamVR, dont have WMR support as far as they know, what is the workaround?

Posted
24 minutes ago, pablofe said:

there is nothing in the release notes about OpenXR - that is a very serious miss in your release process.

many people use other SteamVR based apps with DCS, like VRKneeboard and fpsVR, which are now broken (updating to the Beta of VRK gets it back) as when SteamVR launches it shuts down DCS (DCS needs to be started from outside Steam now).

I have heard from folks that have headsets which depend on SteamVR, dont have WMR support as far as they know, what is the workaround?

You always have the option to set SteamVR as your OpenXR runtime. That should work pretty universally and re-enable the use of things like fpsVR.

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Posted (edited)

I have issues using my Valve Index with VR Kneeboard.

I have one of two options:

1. Set VR Kneeboard to OpenXR and then it doesn't display

2. Set VR Kneeboard to SteamVR mode and then it breaks the display in the 3d environment looking fairly similar to light speed in Star Wars. It freezes the 3d display to a point in space and stops reflecting head movement in the display. Edit, see picture below to see what this looks like, the 3d environment stops rendering. 

image.jpeg

Edited by xAzDKr
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Posted

I went from a solid 65-75 fps in multiplayer servers to 35-40 fps. Singleplayer performance seems fine, but that doesn't mean it's not degraded, and I spend most of my time in DCS in multiplayer.

Valve Index
Ryzen 9 5900X
64GB DDR4-3600
RTX3080Ti

dcs-performance.png

dcs-settings-steam.png

dcs-settings-vr.png

dcs-settings-system.png

Posted
4 hours ago, Chief_Biv said:

I can follow some of what you are saying and I understand that I should not have to use OpenComposite anymore to bypass SteamVR. However, my question is, if G2 users still have to use the OpenXR Tools app (from the MS Store not the Toolkit) then the system will crash if I have MotionProjection forced "always on" based on the above post. BigNewy also alluded to headsets that use OpenXR will not have the issue if the try and use MR. I am a new VR user and I have followed previous advice on this forum that said set MR as "always on" in Open XR Tools and then in the Toolkit set the MR (I had it on auto and seemed to work well). I will be following Baldrick33's advice and won't update to this patch until the procedure for starting VR as a result of this change can be confirmed.

You need both WMR and OpenXR Tools from Microsoft Windows Store. (you already have it downloaded as you said) <--- this is where you will find your motion reprojection. If you have Openxr toolkit companion, the option will show up there as well but it is changing the Openxr tools option when you change it in game. They should be one and the same. Two different ways of accessing it. So you did it right. Once they patch it you can turn it back on in game or out of game in those two locations. It works really well for me, I'm not using any motion reprojection to start with, it causes ghosting in fast moving objects. So it didn't bother me to start with. 

Posted
3 hours ago, xAzDKr said:

I have issues using my Valve Index with VR Kneeboard.

I have one of two options:

1. Set VR Kneeboard to OpenXR and then it doesn't display

2. Set VR Kneeboard to SteamVR mode and then it breaks the display in the 3d environment looking fairly similar to light speed in Star Wars. It freezes the 3d display to a point in space and stops reflecting head movement in the display. Edit, see picture below to see what this looks like, the 3d environment stops rendering. 

image.jpeg

 

Look, sorry this does not directly solve your issue, but I think it's worth mentioning: I've been using OpenKneeboard and I have been a happy camper. I had been using VRK in the past, but OK is far easier and works a lot better IMHO. try it? 

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Posted
3 hours ago, avgyst said:

How to get back to steam vr?

See the post from @mbucchia three or so posts above yours

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Posted (edited)
11 hours ago, Gunfreak said:

I liked steam VR, i never had to go into DCS and click the vr check to play VR.

If i wanted VR i choose start steam vr when i hit the play button.

If i didnt want VR(working in the editor or watching a track) i choose to start with out vr.

Now I'll have to go into DCS.  Click the vr tab. Wait for a restart to play vr. And the reverse to play flat. And keeps doing that.

It was one of the main reasons I gave up on openxr in DCS and went back to steam vr.

Just do a shortcut like 
Start DCS.exe --force_enable_VR  --force_steam_VR
that should fix it. 

11 hours ago, zildac said:
11 hours ago, BIGNEWY said:
yes agreed, should have been in there. Caught me out, but I have been using openXR for a while and didnt notice the change 

Hi, just to confirm, so there is no longer a need to swap the DLLs out? The app is using OpenXR natively out of the box with no modification? If so, that also means Reshade will no longer work, not an issue for me personally.

Reshade works with an old, unofficial version 4.9.1
Link here

Edited by SPAS79
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Posted
6 hours ago, Chief_Biv said:

I have a G2 headset. I believe that is a native openXR headset. Can G2 users now bypass using the OpenXR Tools for WMR when starting DCS with the new patch. I have Motion Projection "Always on" in that app. Is BIGNEWY saying I only have to run the WMR Portal and OpenXR Toolkit to run VR in DCS now?

I suppose I should also ask, if you can bypass OpenXR Tools for WMR, will the crash occur if I turn motion reprojection on in the OpenXR Toolkit?

As I understand it @BIGNEWY is saying two things:

1/ OpenXR is now natively supported by DCS. There is no need to mod it using opencomposite. Any headset that can support OpenXR will be able to work.

but...

2/ Motion reprojection is bugged with the DCS implementation of OPenXR - it must be disabled to run

 

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