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Posted
4 hours ago, SN68 said:

Hi all,

Ive been told that  OpenXR is not longer needed with the Quest Pro. Is that correct ?

Open XR is the API which allows DCS and meta link to communicate so yes this is still required but not something that you need to download or setup. Do you mean Open XR Toolkit? 

PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.

IMG_0114.jpeg

 

Posted
14 minutes ago, SN68 said:

Exactly, Open XR  toolkit

You don't need open XR toolkit but it can still be useful. I don't really use it much other than fine tuning sharpening and the overlay monitor. Sometimes I adjust contrast and colour. 

PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.

IMG_0114.jpeg

 

Posted
On 4/26/2025 at 7:50 PM, mbucchia said:

There is no support for OpenXR Toolkit foveated rendering on DX11 with AMD GPUs. It simply does not exist.

I literally wrote the OpenXR Toolkit program and I know how it works.

To use VRS on D3D11, you must use the NVAPI library (also known as NVidia VRWorks), here is the code in OpenXR Toolkit doing that:

https://github.com/mbucchia/OpenXR-Toolkit/blob/6b9ecb69a4b2dc714b14a86407868af315d02531/XR_APILAYER_MBUCCHIA_toolkit/vrs.cpp#L1171

As the name indicate, NVAPI or NVidia VRWorks is exclusive to NVidia and does not work on AMD.

https://developer.nvidia.com/vrworks

Variable Rate Shading (VRS) is an easy to implement rendering technique enabled by Turing GPUs.

Turing = NVidia.

I'm not going to have another back and forth on this. Previous user ultimately realized that they were not speaking of DCS, but instead they had used the feature in another game, a DX12 game, with their AMD card. You're probably in the game boat.

Or you are thinking of ",Quad views foveated rendering" which is nothing to do with OpenXR Toolkit, and is a completely different feature (that does work on AMD with DX11).

You're right. What I said or meant to say was that I had foveated rendering working. How/What was it, I didn't know. I think it was "Quad views foveated rendering", and looks like now DCS requires enabling the checkbox in VR tab in its own setting to make it work! Very silent change in DCS which wasted a lot of time of mine!

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