Yes, I’d noticed the same behaviour with the hand tracking. I usually have both hands active, so I could see how it was working (i.e. you need to “enable” a controller by performing the squeeze gesture - or any other gesture)
But you’re absolutely right, it’s such a frustrating way in which they have implemented VR controllers, with only one active at a time. How are you supposed to control throttle and yoke one at a time???
It’s the reason why I stopped using the hand tracking. It’s not the OXRTK implementation of the hand tracking - this is great. It’s the way the sim handles VR controllers which needs work (and lots of it!)
It’s obvious that the team are working on other things at the moment on the sim and VR, while not being completely ignored, is definitely taking a back seat while they improve other things. I can only hope that VR control and interaction gets some love from the devs soon. There are folks out there like us who want to use VR controllers to control the sim in VR (whether that’s using the actual controllers, or emulated ones using hand tracking!)
RomanDesign (or anyone who has experience) - I couldn’t find much on the Index specifically, but I’ve got the program installed and have played with the settings a bit. I have a 7700k oc’d to 4.7ghz, and a 3080ti. WITHOUT Toolkit, and native resolutions set at 100% in game and in Steam, I average 45fps. I tried a bunch of upscaling and sharpness combinations in Toolkit but the fps didn’t budge, even trying really low resolution settings. With the 3080ti, am I just not going to see a huge benefit?
See the other thread… Absolutely no such issue on our dev machines (I will even say that on my machine, things are significantly better than before), trying to gather information on what is different with some users.
Not that much can be done on this issue, we simply need more frames and the artifacts will stop appearing. Perhaps with the new generations of GF cards and 13th series processors we will get there. We need 90fps although a constant 45 + might help. You can get a mod for your props which will greatly improve matters for now. VR Friendly Prop Mod MULTI PASS! » Microsoft Flight Simulator
Back to WMR after a while. Today, I tried the latest preview of OpenXR Tools for WMR. I did a short one-hour flight to Vienna and didn’t notice any MR artefacts.
I’m flying on SU10 beta, DLSS Quality, VR secondary scaling 1.2, G2, WMR 100%, 3080ti, 5800X3D, Just Flight Piper Arrow III, c. 2,500ft, stable framerate 32-36.
@mbucchia Just tried out the latest OpenXR Tools with MR enabled in the Toolkit. This is the best I’ve ever been able to get MR working! Much less distortion than previously (it used to make me feel sick) and stable framerates.
after I upgraded to an AMD 5800x3d with my rtx 1080ti, I started flying again MSFS2020 with my reverb G2.
With low settings I can fly in Zurich with about 30-40 fps. After studying several posts, I did install OpenXR toolkit to optimize the experience. But everytime I install OpenXR the fps goes down to unplayable below 20…
Think I’m in the minority but the new preview isn’t working well for me, I’m getting the weird scenery shift again when looking sideways and the toolkit overlay judders badly when looking around (mr on).
Preview off is ok, this is on su10 beta.
HI Your problem of FPS drop may be due to a well-known issue. Firstly You want to install the early version of the toolkit , namely , the version like 1.1.1 . Secondly if you install the version 1.1.4, you want to turn off the option of HAGS in the setting. roll back the discussion of the topic and you will find lots of information .