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Posted

Hi everyone, I haven't started DCS since this summer and I am asking you for some update on the VR HP REVERB G2 situation. Until August before starting DCS with the VR I would start the OpenXR Toolkit. However I have read that several updates have been made in DCS, also I have read that OpenXR toolkit is no longer updated by the author. I ask you experts, is it still necessary to use OpenXR?

Thank you all. Have a good flight!

 

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Posted (edited)

I wouldn’t claim to be an expert, but I’m still using OTT and XRtoolkit

Edited by Mr_sukebe

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Posted (edited)
vor 2 Stunden schrieb calys:

Until August before starting DCS with the VR I would start the OpenXR Toolkit.

Do you mean the OpenXR tools for WMR or the OpenXR toolkit companion which lets you make some adjustments while in VR with the blue-ish window popping up.

In any case neither of them need to be started prior starting DCS. 
And you are more than likely running DCS in OpenXR anyways because it us the default, and arguably best way of running DCS in VR.

But yes, the ORX toolkit companion is not being updated anymore and might(!!!) cause issues.

Edited by Phantom711

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Posted

Amazingly, I always started OpenXR before DCS. Anyway you say it is no longer needed.

So you don't even need to start it with this specification:

”D:\Games\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe” --force_enable_VR --force_OpenXR

 

S.O: Win 64bit
MB: ASUSTek TUF GAMING X570P/Alim: 850 watt Corsair 850TXEU
CPU: AMD Ryzen 7 5800X3D 8 Core/GPU: nVidia RTX3070 8GB (GIGABYTE Technology)
RAM: DDR4 64 GB 1600Mhz
Accessories: Thrustmaster Hotas Warthog

Posted
1 hour ago, calys said:

Amazingly, I always started OpenXR before DCS. Anyway you say it is no longer needed.

So you don't even need to start it with this specification:

”D:\Games\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe” --force_enable_VR --force_OpenXR

 

No

5800x3drtx407064Gb 3200: 1Tb NVME: Pico 4: Rift S: Quest Pro

Posted

OpenXR Toolkit is not absolutely necessary. However there is nothing wrong if you still want to use it and it has some benefits for G2/WMR users. If you are tech savvy and you upgraded your PC hardware you could also use Quadviews (look up the guides) that will give you a performance boost, but I would not recommend it because your CPU is not strong enough to run it.

If you have a G2 and you have set OpenXR as your default run time in the OPenXR Tools for Windows Mixed Reality, and you have ticked the "enable HMD" in the VR tab in DCS settings, then the only thing you need to do to launch DCS in VR is:

  1. Launch Windows MR and turn your headset on; and
  2. Launch DCS

DCS now launches VR in OpenXR by default making launching DCS in VR very simple for  you provided you have set up your PC to run your headset in OpenXR and not steam/OpenVR by default. You don't have to run the OpenXR Toolkit, or the OpenXR Tools for WMR apps unless you want to change their settings outside the game, or to enable or disable them prior to launching the game. However once they are enabled, you don't really need to touch them. Unfortunately, this stuff is quite complicated. I hope this helps you understand it a little more.

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Posted

Your OS (SO?) is listed as Win 64bit. If Win11, beware of the 24H2 update that will stop using WMR. Either use Win10 or stop updates to keep using th G2.

Meta Quest 3, Intel i9-10900K, EVGA 3080Ti FTW3, Corsair 64GB DDR4 3200, ASUS ROG Strix z-490-E Gaming, Samsung 990 Pro 2TB M2 NVME Windows 11 Drive, Samsung 970 EVO Plus 2TB M2 NVME Game Drive

Posted (edited)

Thank you very much for the answers. I started the game without the toolkit and didn't notice any particular difference. By now as far as performance is concerned I have found my correct setting, I attach it. I will keep trying it and in case I find any difficulties I will refer to you kind coopilots. For now thank you very much. As for my PC hardware, however, I had outdated information in the signature. These are the correct ones, not a gramche but enough to have fun 🙂

As for updating Win, I have already done it 😞

S.O: Win 64bit

MB: ASUSTek TUF GAMING X570P

CPU: AMD Ryzen 7 5800X3D 8 Core

GPU: nVidia RTX3070 8GB (GIGABYTE Technology)

HD: Sabrent SSD 2TB

RAM: DDR4 64GB 1600Mhz

Accessories: Thrustmaster Hotas Warthog

Alim: 850 watt Corsair 850TXEU

Thank you all for your courtesy.

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Edited by calys

S.O: Win 64bit
MB: ASUSTek TUF GAMING X570P/Alim: 850 watt Corsair 850TXEU
CPU: AMD Ryzen 7 5800X3D 8 Core/GPU: nVidia RTX3070 8GB (GIGABYTE Technology)
RAM: DDR4 64 GB 1600Mhz
Accessories: Thrustmaster Hotas Warthog

Posted

Just to add my two-pence worth, the OpenXR Toolkit isn't necessary—was it ever? I can't remember. However, I use it with a Quest Pro to reduce the FOV slightly, 90%, I think, which gives me some frame time headroom to keep out of ASW/SSW in more scenarios. To get this boost, you also need to reduce the render resolution in OPXRTK too.

Posted
21 hours ago, slughead said:

Just to add my two-pence worth, the OpenXR Toolkit isn't necessary—was it ever? I can't remember. However, I use it with a Quest Pro to reduce the FOV slightly, 90%, I think, which gives me some frame time headroom to keep out of ASW/SSW in more scenarios. To get this boost, you also need to reduce the render resolution in OPXRTK too.

I think this can make a big difference for full resolution across the whole FOV. However, with QVFR reducing the FOV has no noticeable effect as the peripheral resolution is so low. 

5800x3drtx407064Gb 3200: 1Tb NVME: Pico 4: Rift S: Quest Pro

Posted
15 minutes ago, Qcumber said:

I think this can make a big difference for full resolution across the whole FOV. However, with QVFR reducing the FOV has no noticeable effect as the peripheral resolution is so low. 

For sure, there is no noticeable gain when reducing FOV if QVFR is used. As I said somewhere else, I don't use QVFR anymore.

And I remember what the OXRTK was good for... with the HP G2 it provided 1/2, 1/3 and 1/4 rates of motion reprojection or something like that. So if you couldn't get along with 60Hz refresh rate, 90Hz would work with 45 and 22.5Hz motion reprojection. Now I use the Quest Pro with 72Hz and so OXRTK is no longer something that I need in that regard.

Posted
Just now, slughead said:

For sure, there is no noticeable gain when reducing FOV if QVFR is used. As I said somewhere else, I don't use QVFR anymore.

And I remember what the OXRTK was good for... with the HP G2 it provided 1/2, 1/3 and 1/4 rates of motion reprojection or something like that. So if you couldn't get along with 60Hz refresh rate, 90Hz would work with 45 and 22.5Hz motion reprojection. Now I use the Quest Pro with 72Hz and so OXRTK is no longer something that I need in that regard.

The main reason I used OXRTK is for easy sharpening and for the brightness/contrast/colour settings etc. It still has a place but it seems to cause problems for me since the last DCS update. 

5800x3drtx407064Gb 3200: 1Tb NVME: Pico 4: Rift S: Quest Pro

Posted
Just now, Qcumber said:

The main reason I used OXRTK is for easy sharpening and for the brightness/contrast/colour settings etc. It still has a place but it seems to cause problems for me since the last DCS update. 

You could use Reshade instead of OXRTK in that case.

  • Like 1
Posted
1 hour ago, slughead said:

You could use Reshade instead of OXRTK in that case.

I thought Reshade had performance impact. 

5800x3drtx407064Gb 3200: 1Tb NVME: Pico 4: Rift S: Quest Pro

Posted
On 10/22/2024 at 3:14 PM, slughead said:

the OpenXR Toolkit isn't necessary—was it ever?

 No, OpenXR Toolkit was never strictly required for anyone, regardless of headset/runtime. Some people may have been unable to get performance they were happy with without it though.
 

The unrelated but similarly-named "OpenXR Tools for Windows Mixed Reality" is also not theoretically required, even for people with WMR headsets -the WMR openxr runtime is installed automatically when you plugin in the headset - but if the default OpenXR runtime had changed since installation, WMR users may need it or another runtime switching tool. For non-WMR headsets, it was widely incorrectly described as mandatory on these forums and elsewhere on the internet, but it was never a good idea for non-WMR headsets - it is unnecessary and frequently misleading.

  • Like 1

My projects:

OpenKneeboard - VR and non-VR kneeboard with optional support for drawing tablets; get help
HTCC - Quest hand tracking for DCS; get help

If you need help with these projects, please use their 'get help' links above; I'm not able to track support requests on these forums.

 

Posted

The best way to approach VR these days is minimalistic. Only use add-ons if really necessary.

All I use now is QVFR. I am hoping (based on comments from mbucchia a few weeks ago) that QVFR will be incorporated into Virtual Desktop in the next (+1) iteration. 🤞

  • Like 3

5800x3drtx407064Gb 3200: 1Tb NVME: Pico 4: Rift S: Quest Pro

Posted
On 10/23/2024 at 9:29 PM, slughead said:

I'm not noticing much, if any. Give it a whiz.

Just installed reshade and it works on the screen mirror but not in VR. I have tried meta link and VD. Any advice would be great. 

5800x3drtx407064Gb 3200: 1Tb NVME: Pico 4: Rift S: Quest Pro

Posted
2 minutes ago, Qcumber said:

Just installed reshade and it works on the screen mirror but not in VR. I have tried meta link and VD. Any advice would be great. 

I think I posted full instructions of what I did to get it working earlier in the thread.

Posted

Does Virtual Desktop have advantages over QVFR considering my Reverb G2 V2?

Looking for ways to improve further on the current VR experience

Regards

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