OpenXR Toolkit (upscaling, world scale, hand tracking...) - Release thread

Asobo has been messing with the DX11 ‘performance’

try the XRTool 'registry hack and switch to DX12? That works fine here

This update 1.27.16 might be messing with XRTool …

Hi, having the same issue/get the same error message. Confirm error, OXR Toolkit is working for me :smirk:

Well here is a twist on things. Did a flight around New York City exited sim. just thought for giggles lets click on open xr tools and to my surprise everything is working fine no errors. wonder if someone was working on i guess a new update??? Not sure but it corrected itself. So far fingers toes eyes crossed 1.27.16 is working a bit better than last update.

OpenXR update today not tested, just say´n

@mbucchia is there a chance to get the fps lock feature for the pico neo 3 link? this would be awesome!

Welcome back! There is currently no “real” compatibility of OpenXR Toolkit with SU10 (see PSA: OpenXR Toolkit mod is not expected to work with SU10 during beta phase) because there were some major engine changes in SU10 which basically set me back several weeks behind. Your questions are all legitimate, but the short answer as of today is that OpenXR Toolkit is not compatible with SU10 :frowning: and I don’t have enough free time to work on it.

PS: Regarding motion rig, you might want to check out OXRMC: OpenXR-MotionCompensation

I have had no new reports of the issue, so I’m assuming it’s not an issue anymore and not looking into to. Truth is, I haven’t touched the hand tracking in several months now.

You’re providing no details so I can’t help. What headset are you even using? If you are using Oculus + Virtual Desktop, it’s not supported (and I had reports of issues matching your symptoms).

This is a minor update that fixes crash at exit/lingering MSFS process (has to be killed with Task Manager).

Definitely not. The frame rate locking in OpenXR Toolkit is only activating the feature of WMR motion reprojection. It’s not doing any actual frame throttling, it’s just writing a setting for WMR to use.

Also, I will be a broken record: don’t lock your framerate in VR unless it is part of the motion reprojection offered by the platform. The motion reprojection knows what it is doing and how to throttle the app to minimize latency. Any other attempt (via GPU control panel for example) to limit the framerate in VR will lead to increased latency, and even worse, jittering in the latency. These are all bad things.


Then again, I do still use XRToollkit with SU10beta and DX12,
NOT possible to using FSR or any upscaling (SU10 does this in MSFS option with AMD), but

  • with the @mbucchia registry hack (‘fully disable Foveated Rendering’) -

still using the Color Correction, Contrast, Sunglasses etc., which still is Awesome.

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i don’t understand why some of you are so keen on using dx12? What benefit exactly does it bring you at the moment? I mean, dx11 right now is very well optimised and you can use the toolkit with full functionality including FFR which does still raise performance noticably.

i suggest you reconsider dx12 until it’s fully fixed via nvidia drivers and will also be supported very soon in SU10 as @mbucchia just posted in the other toolkit thread.


I’m not suggesting this is the reason for those above wanting DX12, but as an AMD GPU owner, I believe FFR is supported only in DX12, whereas FFR works on DX11 for nVidia.

That is one feature I would like to take advantage of for better fps, but currently I can’t try it out.

Have a ASUS 6800XT and SU10 DX12 runs super smooth (I know it’s a casino).
XBox apparently has a AMD CPU which explains MS attention for FSR (MS calls it ‘AMD sharpening’).
Had decades of NVidia cards, changed for the liquid cooling, plenty of problems at the start, horrible software, finally fixed, drawing the long stick now.

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Yep, my experience with SU10 beta and DX12, is like your’s, very smooth. I previously had the same hassles in MSFS VR with my 6800XT, now things have swung the other way for us.

Here’s a teaser of the changes currently staged for the next version:

  • Fix crash with DX12 and MSFS/SU10.
  • Fix Eye-tracked Foveated Rendering with MSFS/SU10.
  • Fix WMR motion reprojection on/off setting not sticking across leaving/re-entering VR.
  • Fix WMR motion reprojection issues when used with Shaking Reduction.
  • Fix “invisible menu” issue with DX12 and Varjo.
  • Fix incompatibility between eye tracking and controller/hand tracking on Varjo.
  • Fix hand tracking with PimaxXR.
  • Fix issue when RGB color offsets are not applied when post-processing is off.
  • Add new “tutorial menu” for first time-use, will help debugging issues with users not able to bring up the menu.
  • Add “legacy menu” mode that reverts the menu to pre-1.1.2, for people not able to bring the menu or having performance issues with the new menu.
  • Add option to disable the hidden area mesh.
  • Add left/right blind eye option (grabs a few FPS, don’t get your hopes up)
  • Add frame throttling (latency-unaware and reprojection-unaware) for all headsets (*)
  • Add option to record frame rate and frame times to CSV file (*)
  • Removed Pimax WFOV hack.

(*) I’m not happy about these two… but it looks like I’m not going to stop hearing about them, so might as well implement them.

No, there is currently no date for when it will be out. Currently undergoing some private beta-testing, and still adding a few features/bug fixes as we go.


Hey…looking GREAT! Many thanks for your ambition and work. Again!

Awesome news, many thanks Matthieu & Team!

Great to hear!

Thans for the reply. I will get everything running and test the latest version. Keeping my fingers crossed (pun intended)…

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Hi Matthieu, thank you for the great job!
Just please remember that we still cannot save the screenshot of the tool settings, but just the screen with no settings.
Many thanks

The “legacy menu” mode will allow you to have it included in screenshots (but you will lose the ability to set the menu opacity).

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Well I think it was also just a popular wishlist item and FSR works just fine on Nvidia GPUs also (same goes for Nvidia’s NIS and AMD I believe) so it doesn’t really matter what GPU the Xbox has in this case.

Some feedback on getting back to the MSFS / OpenXR Toolkit and trying to get it to work again :slight_smile:
I installed the latest version and made sure it worked in non-beta SU9 as it did before, though I haven’t tested extensively. When I learned that SU10 is delayed I installed the SU10 beta and proceeded with trying to get a minimum workable performance goal, which is for me maintaining 30FPS Motion Reprojection with fallback to 22.5 MR in the worst areas, but never falling down below that (I call it the “vomit comet” range). And this needs to hold in airliners in the dense areas like KJFK etc. To my dismay on 5900X / RTX3080 / Reverb G2 this was always a very difficult if not impossible task.

The brilliant OpenXR Toolkit was the ONLY was this goal was even remotely achievable prviously. But I’ve run into issues this time, possibly because it’s a SU10 beta:

  • It does work in DX11 and I do like the FFR and can get it to be almost invisible and would like to use it along with DLSS (DX11) which does much better upscaling than NIS/FSR.
  • I can get manual crop to shave off 1-2% without noticeable visual difference even with my 3D-printed thin face gasket on G2. This must help another tiny bit with performance.
  • However the deal-breaker is that when using OXRToolkit framerates drop significantly. Disabling OXRToolkit (via companion app) with running DLSS at “Quality” mode I get smooth 30fps most of the time (falling to 27 periodically), but when adding OXRToolkit to it (no scaling, no post-processing, any other settings I tried) with the same DLSS setting I only get around 23 fps, often falling below 22.5 fps, breaking MR. I could not get an acceptable performance. It’s a shame, because I would love to add extra FPS boost from FFR and crop, and I really dream on using hand tracking with ultraleap

Hand Tracking feedback:

  • It works better than the old version I tested, in terms that the tracking stays longer with the new setting. However it’s still not there to be fully usable because of the same problems there were before:

  • After “controllers” disappear (hands out of field of view or a timeout), when they appear again, very often (possibly every time) the interaction dieappears - buttons and switches do not highlight blue and can’t be pressed. As before, switching to “laser” and back (touching index fingers of both hands) fixes it, but it’s very inconvenient to do often.

  • The curious thing is that if I don’t do anything to restore interaction, after a minute or so it misteriously restores itself without anything specific that I do.

  • “Fingergun” gesture to press buttons by just approaching them with this gesture already in place (instead of touching and then “triggering”) doesn’t work for me. Maybe I have configured something wrong, but this doesn’t press anything, just highlights as usual.

*Because of the FPS issues I had to disable OXRToolkit for now, because the only workable FPS for me is with DLSS only. Of course all testing with MSFS is very difficult because it likes to randomly sink the FPS for no reason whatsover and in precisely the same circumstances it’s easy to get drastically different results with same settings. But I tried enough times to be sure that I could never achieve acceptable performance on SU10 beta with OXRToolkit at this time, while I could often achieve it with DLSS alone.

  • Something must be in the way to tank FPS when using DLSS + OXRToolkit. If @mbucchia could figure it out and streamline it, then I believe OXRToolkit can still add significant boost with FFR and crop on top of DLSS. Hand tracking is also invaluable, but will only be fully usable when the old interaction loss bug is solved. The test case is that OXRToolkit should INCREASE FPS on top of DLSS with FFR/crop enabled, but it decreases it instead right now, at least for me, even with hand tracking fully disabled (to eliminate its interference).

  • Post processing is very valuable. Once everything else is working, many people will like it a lot. I played with it for a bit and by reducing saturation to about 30, increasing contrast a and vibrance a bit etc. I instantly got a more life-like image. But this will have to wait…

If anyone is curious, I also tried OpenXR Motion Compensation layer, but while it generally works on my 2DOF home-built rig running FlyPT Mover, it introduced HMD jittering.

My OXR DevTool settings are 100%, MR on. OXRToolkit is set to lock at 30 (also tried without it), scaling off, post-processing off, FFR on (custom), crop on (custom, about 1-2% crop). I also tried with MR auto and off - without OXRToolkit I got 40FPS at KJFK with MR off, but I can’t stand the jitter. MR has artifacts but at least it’s mostly smooth.

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