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

Any sentence starting like this means you’ve changed something to break it. You’ll have to figure out what it is.

Start with making sure that Scale filter (FFR/Custom, with Expert enabled) is at 51.

Other suggestion is do a Restore defaults (from Menu tab).

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haha your answer made me laugh, I swear haven’t been drinking
So that Scale Filter to 51 did the trick, tried a couple of planes and all good so far.
May I ask, what is that option for and why at 51 and not other value(s)?
Went from version 1.1.0 straight to this one and hadn’t even noticed it. Yet, somehow, like a superpower I have, managed to break it :mechanical_arm:

Thanks for your time.

51 is default value, so if it wasn’t at 51, you explicitly changed it.

Rule of thumb:

  • only change one thing at a time, so you know it’s the thing causing an issue.
  • don’t change things that you dont know that they are, or if you do and it seems to make no difference, restore to the original value.

This setting is only meant to be changed when instructed by me. Unfortunately I dont have a easy way to hide it further than behind Expert settings. I thought for a moment that it wouldn’t be an issue, but you’re not the first person to touch it, and not realize it broke stuff. So I guess I will have to remove it and when I need people to tweak it for other troubleshooting, I’ll have to go the long way and tell people to use registry etc… will cost me time.

It’s very complicated to explain. 51 is what works with MSFS clouds rendering pass.

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@mbucchia is it the case that the toolkit is in sort of maintenance mode? I was going to suggest a feature request if it wasn’t in maintenance and you thought it was a good idea. On my G2/3080 I have settled for a setup where MR is off (no matter how smooth it is, the flickering objects just distract me too much). I have my settings low enough (DLSS Quality and a mix of others) where by 45fps locked with the toolkit, stays at 45 about 60/70 percent of the time. The other 30/40 percent, eg when I go through maybe some dense clouds, come across a busy city area etc, the fps drops do between 32 and 45.

I notice the stutters become fairly noticeable, even when it hits 40ish and in a test just now in NYC where I flew through a cloud/rainbow, I temporarily locked the fps to 30 within the toolkit and it looked smooth again.

My request is that, aswell as a fixed fps limiter within the toolkit, that it have a dynamic limiter, perhaps defaulting to only exact divisors of the frame rate. ie 45/30 for 90hz headset. Of course itd need some logic similar to MR to know when best to switch between the two and to avoid switching a few times per second which in itself would be a distraction. Just a suggestion anyways.

My other suggestion was in an earlier thread, also not sure if its feasible. It was to possibly add a filter/blur to the pixels within the outer / most pixelated rings when performing foveated rendering.

Thanks a lot.

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The frame divider locking is an interesting idea. I’ll see if it can be done quickly.

I tried the blur outer rings thing the other night, and it wasn’t particularly overwhelming IMO.

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Ah thanks for the quick reply on both. That’s a pity on the blur one. Was there much of a perf penalty. I had thought it would be a distraction from the larger pixels.

Understood.
Thank you! :blush:

That’s interesting - to check, I see approx 15ms CPU frame time and 25ms GPU frame time. I thought this meant I was strongly GPU constrained, but is it the case that the CPU frame time is (kind of) underreported and in fact I may see an improvement with a better CPU? Thank you!
(Hardware in question is 10850k and 3090)

You might be.
WMR vs OpenXR Toolkit there is a clear difference in some scenarios. I’ve seen it differ from 2-3 ms up to like 10 ms. So, if you’re reading 15 ms in OpenXR toolkit, WMR could show 25 ms.

This could be pretty huge - all the time I thought I was GPU limited, I may have been CPU limited (which I kind of suspected due to stuttering anyway). Guess I’ll find out soon when I upgrade

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Could anyone give me a hand? I tried making a screenshot under VR (Reverb 1) using Ctrl+F12, but the Screenshot directory is empty afterwards. Screenshots are enbaled in the Desktop App (jpg / both eyes).

Is there any trick (or possibility for a mistake/misconfiguration)?

log file might tell you whether the screenshot is taken or error occurs.

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Thanks for replying. I don’t see anything about a screenshot in the logfile, thus I guess it’s not taken at all.

That would mean it does not get the keystroke. Are you sure you didnt change F12 to something else in the Companion app? Maybe send me a screenshot of the Companion app.

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Other possibility is that Ctrl+F12 is being trapped by another application.

It’s quite common for utiliy apps to use these combinations because they don’t interfere with general applications, and then they conflict with each other.

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Thanks a lot guys. I will look for manipulation/catch of F12. That’s what I already was afraid of. F12 takes e.g. screenshots for Steam, but I already redefined this. Will investigate and return in case I can’t resolve it.

For the feint black lines: New Offset to fix in Piserver.exe for LukeRoss mods as well as other apps (such as Open XR Toolkit) - Game On! - OpenMR | Community - Also The newest Pitool .283 should have the fix included.

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Solved. Thank you guys for your help. I thought the screenshot hotkey would always be F12. However, a look upon the desktop app showed me it was set to Ctrl+Num/ (either by default or I reset it myself time ago and forgot it). Working now, and is a great feature.

After windows 10 crash / re-install I miss the additional games selection OpenXR Toolkit runs with, in particular DCS.

How do I get these checkboxes back.

DCS runs from its folder, there’s nothing DCS in the registry.

OpenComposite | OpenXR Toolkit (mbucchia.github.io)

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