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Posted
2 hours ago, dburne said:

Using Open XR runtime for DCS is still pretty new for them. I am sure they will continue to improve it as time goes on. But yeah definitely we should make our wishes known to them. 

Are you guys saying those items you can no longer use also do not work in Steam VR's Open XR runtime?

OpenXR can run by SteamVR, but we need OpenVR for MT as well.

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Posted
1 час назад, dburne сказал:

But yeah definitely we should make our wishes known to them. 

After the last major OB patch, Bignewy was collecting our logs, but nothing has changed unfortunately.

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Posted
2 hours ago, BIGNEWY said:

MASK should be fixed, they may have missed it in the log. I have tested a fix. 
 

Sorry, not fixed 😞 it too ....

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Posted (edited)
2 hours ago, YoYo said:

OpenXR can run by SteamVR, but we need OpenVR for MT as well.

 Why? I run DCS MT in my Aero with Open XR. I thought MT was agnostic to VR devices.

Edited by dburne

Don B

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Posted
11 minutes ago, dburne said:

 Why? I run DCS MT in my Aero with Open XR. I thought MT was agnostic to VR devices.

 

For quality and performance reasons. OpenXR still gives less possibilities and looks worse simply in several aspects.

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Posted
36 minutes ago, YoYo said:

For quality and performance reasons. OpenXR still gives less possibilities and looks worse simply in several aspects.

My expectations are that OpenXR will catch up on the areas where it is deficient. It makes a lot of sense for developers to only have to support one common standard.

My personal view is that OpenXR support should be good enough in the early days of MT implementation, there are more important things for the developers to focus on in terms of tuning performance and aspects of the sim that are not working quite as intended. OpenXR should work across all VR devices, at least with some workarounds, so it gives pretty much every one the opportunity to try it out and assess the performance gains (or not) and where they do benefit from a better experience.

MT is still a little way from being the plug and play OpenBeta variant. It is a massive project. Whether OpenVR support will be a necessity when MT is ready to be promoted as the de facto version remains to be seen.

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Posted
10 hours ago, Baldrick33 said:

My expectations are that OpenXR will catch up on the areas where it is deficient. It makes a lot of sense for developers to only have to support one common standard.

My personal view is that OpenXR support should be good enough in the early days of MT implementation, there are more important things for the developers to focus on in terms of tuning performance and aspects of the sim that are not working quite as intended. OpenXR should work across all VR devices, at least with some workarounds, so it gives pretty much every one the opportunity to try it out and assess the performance gains (or not) and where they do benefit from a better experience.

MT is still a little way from being the plug and play OpenBeta variant. It is a massive project. Whether OpenVR support will be a necessity when MT is ready to be promoted as the de facto version remains to be seen.

It's not quite like that. In principle, every simulator (except MSFS) can run in two options. Sometimes you have to force it. Secondly, different goggles natively work on different runtimes, I guess you can see now that people with Oculus or this new Pico have a problem with MT version now because they have to manually set up for it to work, and remember that not everyone has the right knowledge. Thirdly, OpenXR is no any "Holy Grail". It is still being developed (btw. as far as we know now, nothing is being developed in OXR according to info of mbucchia, and OpenVR is still getting updates), it also has its bugs and problems that are not present, for example, in OpenVR. OXR has advantages and disadvantages. Personally, OpenVR looks better to me, but it has more customization options, reprojection works great here (OpenXR is still a disaster here), and in terms of performance both systems currently perform the same quality (even OVR has better MS time). So it's not easy as you say, the more that the runtime itself is independent of the ED. ED is only supposed to make an overlay that works with the appropriate runtime, that's all. Notice also that DCS stable and OB works with both, even as native is set to OpenVR, not OXR like MT.

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Posted
1 hour ago, YoYo said:

It's not quite like that. In principle, every simulator (except MSFS) can run in two options. Sometimes you have to force it. Secondly, different goggles natively work on different runtimes, I guess you can see now that people with Oculus or this new Pico have a problem with MT version now because they have to manually set up for it to work, and remember that not everyone has the right knowledge. Thirdly, OpenXR is no any "Holy Grail". It is still being developed (btw. as far as we know now, nothing is being developed in OXR according to info of mbucchia, and OpenVR is still getting updates), it also has its bugs and problems that are not present, for example, in OpenVR. OXR has advantages and disadvantages. Personally, OpenVR looks better to me, but it has more customization options, reprojection works great here (OpenXR is still a disaster here), and in terms of performance both systems currently perform the same quality (even OVR has better MS time). So it's not easy as you say, the more that the runtime itself is independent of the ED. ED is only supposed to make an overlay that works with the appropriate runtime, that's all. Notice also that DCS stable and OB works with both, even as native is set to OpenVR, not OXR like MT.

I don’t disagree, just that in the priory list having VR support for multiple APIs and being as simple as possible for the end user with a multitude of headsets may be some way down the track of MT development and tuning. 
DCS does support OpenVR with a Stable and Beta version, just not the MT beta version. Although I would like OpenVR as an option to compare and contrast, the big deal of MT for me is to maximise performance on the myriad of PC CPU and GPU combinations we have which is where the focus for the MT beta and its testers (I.e us) should be IMHO. For which OpenXR and some workarounds should be sufficient for testing. Of course as it evolves it will need to do everything the current ST version can.

if OpenVR is a must have for enjoyment then you can always opt out of the MT beta and use the other versions until either it is supported or OpenXR improves.

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Posted (edited)

Presently, it seems that results vary a lot depending on hardware.  With a Pimax, OXR + MT is really bad in term of stability and quality of visuals compared to SVR.  I get my best results with OVR + ST version, the image is clear, crisp and stable over time.  I will admit the performance wise, OXR is a bit better, until it starts wobbling.  Nevertheless the image is not as nice and clear.

We are still in the early stage but as of now, I prefer OVR which seems much more mature and stable.  Will OXR reach this?  It take resources...  

Edited by WipeUout
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  • 1 month later...
Posted
On 4/13/2023 at 10:48 PM, YoYo said:

For quality and performance reasons. OpenXR still gives less possibilities and looks worse simply in several aspects.

Correct! Steam gives  much better experience.

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  • 3 months later...
Posted

I've been using the MT executable and until the last couple driver updates, had not been bothered too much by the jitter, as of late that's no longer the case and the jitter while looking at at cockpit / controls and even side to side.. jitters. Ugh.

I've been using open composite instead of Steam VR and the OpenXR tools. 

If the current wisdom is switching from Open Composite back to Steam VR, I'll try that. I'm up to date on drivers, ED Open Beta, etc. I've a good rig and a 4080 and play with HP G2 V2 I may try single thread as well, my 5800x kept up before but initially I noticed a pretty decent uptick in FPS in VR. 

Thanks in advance!

Posted (edited)
35 minutes ago, Splashtrick68 said:

I've been using the MT executable and until the last couple driver updates, had not been bothered too much by the jitter, as of late that's no longer the case and the jitter while looking at at cockpit / controls and even side to side.. jitters. Ugh.

I've been using open composite instead of Steam VR and the OpenXR tools. 

If the current wisdom is switching from Open Composite back to Steam VR, I'll try that. I'm up to date on drivers, ED Open Beta, etc. I've a good rig and a 4080 and play with HP G2 V2 I may try single thread as well, my 5800x kept up before but initially I noticed a pretty decent uptick in FPS in VR. 

Thanks in advance!

 

Get rid of Open Composite. DCS now supports Open XR natively. Then try again using MT. Disable Toolkit for testing purposes as well as any Mods.

Edited by dburne
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Don B

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Posted
2 minutes ago, dburne said:

 

Get rid of Open Composite. DCS now supports Open XR natively. Then try again using MT. Disable Toolkit for testing purposes.

 

Thank you! Apologies if answered elsewhere but what's the best way for both of these rec's.. uninstall or ? Thanks again!

Posted
4 minutes ago, Splashtrick68 said:

Thank you! Apologies if answered elsewhere but what's the best way for both of these rec's.. uninstall or ? Thanks again!

Unless you use Open Composite for any other sim, totally uninstall it. Open XR Toolkit has a disable feature. I have Open XR Toolkit but currently not using for my Aero with original Quad View for Aero, so I just have it disabled. It disables fine.

Don B

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