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VR MT - OpenXR - OpenVR - SteamVR


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VR MT - OpenXR - OpenVR - SteamVR  

311 members have voted

  1. 1. Which VR runtime do you like to use

    • OpenXR
      256
    • OpenVR
      10
    • SteamVR
      16
    • SteamVR - openVR
      7
    • SteamVR - openXR
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  • ED Team

Currently DCS VR in multithreading only uses the openXR runtime for VR

Please let us know which runtime you use and why. 

 

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Weird. I have a G2 and a 4080 and SteamVR gets me better performance. I can't even run MSFS that well due to its OpenXR requirement. In DCS and MSFS I get bad stuttery double vision with OpenXR, even down to 70% resolution. In Steam I can run it at 90%.

Any PMs that can help me would be appreciated, to keep this thread uncluttered!


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OpenXR for me to, as with every MT update it gets better and better. G2

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For those that are trying to stick with OpenVR for Reshade you can get the same effect with some tweaking using 3Dmigoto with OpenXR...then you get the best of both worlds!  Best frames and visuals!

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Open XR.

Why? I can run DCS with dynamic foveated rendering/eye tracking using @mbucchia 's  wrapper for the Aero.  Please do not do anything to change this (quad view which Aero supports in Open XR). Made a big difference for me in performance allowing me to crank up graphics nicely.


Edited by dburne
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The MT build actually still supports the Oculus runtime on VD on the Quest 2, to clarify.

Personally I've been using OpenXR via oculus link and having pretty solid performance, as I have been having problems on VD on the oculus runtime (nothing to do with DCS I don't think) for a few weeks.

Do have some odd issues where FPS gets wonky for a bit at random times and the view lag behinds (feels like vram/asw problems but not sure), and big fps drops while on the menu. These don't happen on the oculus runtime via VD however.


Edited by MoleUK
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2 minutes ago, SgtArmyGuy said:

As a Vive Pro 2 user I'm stuck with SteamVR, since the obligatory Vive Console used to drive the VR goggles functions only through it.

I’m pretty sure you can run the Vive Pro 2 through OpenXR.  

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2 minutes ago, Greekbull said:

I’m pretty sure you can run the Vive Pro 2 through OpenXR.  

It cannot. They specifically say it's limited to SteamVR. https://service.viveport.com/hc/en-us/articles/4423262844813-How-to-setup-correct-OpenXR-runtime

Probably because of this, I cannot run the MT version in VR properly. The result is this: https://forum.dcs.world/topic/324309-slideshow-level-stuttering-and-frametime-oscillation-in-vr-vive-pro-2-wireless-adapter/#comment-5201954

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25 minutes ago, SgtArmyGuy said:

The question in the thread is highly ambiguous because SteamVR can be used through either OpenVR or OpenXR... so anyone picking SteamVR as the answer could mean either OpenVR or OpenXR...

Cc @BIGNEWY, because I feel the question is poorly asked.

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OpenXR, it's natively supported by WMR and SteamVR allowing for the use of either API, it runs a lot smoother for the reverb through the WMR native interface.

Like mbucchia I think there needs to be slightly better wording on the question and or maybe an explanation as some people honestly do not understand how their VR works they just know they use SteamVR or the mixed reality portal etc.

Fairly certain though that almost all headsets now support OpenXR either natively in their own runtimes or using SteamVR.

 

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12 minutes ago, robgraham said:

Fairly certain though that almost all headsets now support OpenXR either natively in their own runtimes or using SteamVR.

That's 100% correct yes.

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As a Quest2 user I’ve seen improvement in performance with MT and OpenXR but OpenVR at night conditions is still better.

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  • ED Team
55 minutes ago, mbucchia said:

The question in the thread is highly ambiguous because SteamVR can be used through either OpenVR or OpenXR... so anyone picking SteamVR as the answer could mean either OpenVR or OpenXR...

Cc @BIGNEWY, because I feel the question is poorly asked.

Added more options to the poll

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Oculus. I tried with openxr but it doesn’t track well or have as good performance so I forced oculus. 

4 hours ago, BIGNEWY said:

Currently DCS VR in multithreading only uses the openXR runtime for VR

Please let us know which runtime you use and why. 

 

Why no oculus option?  I’m on a rift S

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31 minutes ago, ricktoberfest said:

Oculus. I tried with openxr but it doesn’t track well or have as good performance so I forced oculus. 

Why no oculus option?  I’m on a rift S

Oculus mode (OVR) is now deprecated, and even Oculus themselves don't want developers to keep using it. I would not expect anyone in 2023 to keep writing/maintaining support for Oculus mode in their app. ED is doing the right thing here.

If you have issues with OpenXR and the Oculus runtime (or perhaps Virtual Desktop), you need to report them to Oculus or to GGodin, this is the only way things can be improved. My 2c.

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