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

What happens if you change the key modifier from Ctrl to Alt?

Is Turbo mode only for WMR headsets? How does it work? Sorry if I missed that in an earlier discussion.

BTW, my shake reduction setting is only -15% anymore. Not really sure if I need it, but I do know that a large value didn’t work well

Well, whatever you have mapped to Alt-up etc will fire as well. For me that meant camera views would change in a dizzying fashion. With the default CTRL mappings, my throttle or prop would change. In VR, where you blindly feel the keys, you want something easy to find but not affect anything else.

Disable and no crash when going in to VR.

[OXRTK] 2022-12-06 18:28:42 -0700: OpenXR Toolkit - GA-2 (v1.2.2)
[OXRTK] 2022-12-06 18:28:42 -0700: dllHome is “C:\Program Files\OpenXR-Toolkit”
[OXRTK] 2022-12-06 18:28:42 -0700: OpenXR-Toolkit layer is active
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_KHR_win32_convert_performance_counter_time
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_KHR_D3D11_enable
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_KHR_D3D12_enable
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_KHR_composition_layer_depth
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_KHR_composition_layer_color_scale_bias
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_unbounded_reference_space
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_spatial_anchor
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_perception_anchor_interop
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_EXT_win32_appcontainer_compatible
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_EXT_conformance_automation
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_composition_layer_reprojection
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_spatial_graph_bridge
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_spatial_anchor_persistence
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_EXT_palm_pose
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_scene_understanding
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_scene_understanding_serialization
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_FB_display_refresh_rate
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_EXT_eye_gaze_interaction
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_hand_interaction
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_EXT_hand_tracking
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_EXT_hand_joints_motion_range
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_hand_tracking_mesh
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_MSFT_controller_model
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_KHR_visibility_mask
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_EXT_samsung_odyssey_controller
[OXRTK] 2022-12-06 18:28:42 -0700: Runtime supports extension: XR_EXT_hp_mixed_reality_controller
[OXRTK] 2022-12-06 18:28:42 -0700: Application name: ‘FS2020’, Engine name: ‘Zouna’
[OXRTK] 2022-12-06 18:28:42 -0700: Using OpenXR runtime Windows Mixed Reality Runtime 112.2211.2002
[OXRTK] 2022-12-06 18:28:42 -0700: Using OpenXR system Windows Mixed Reality
[OXRTK] 2022-12-06 18:28:42 -0700: Ignoring XR_MSFT_hand_interaction for Windows Mixed Reality Runtime 112.2211.2002
[OXRTK] 2022-12-06 18:29:30 -0700: OpenXR Toolkit - GA-2 (v1.2.2)
[OXRTK] 2022-12-06 18:29:30 -0700: dllHome is “C:\Program Files\OpenXR-Toolkit”
[OXRTK] 2022-12-06 18:29:30 -0700: OpenXR-Toolkit layer is active
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_KHR_win32_convert_performance_counter_time
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_KHR_D3D11_enable
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_KHR_D3D12_enable
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_KHR_composition_layer_depth
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_KHR_composition_layer_color_scale_bias
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_unbounded_reference_space
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_spatial_anchor
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_perception_anchor_interop
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_EXT_win32_appcontainer_compatible
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_EXT_conformance_automation
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_composition_layer_reprojection
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_spatial_graph_bridge
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_spatial_anchor_persistence
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_EXT_palm_pose
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_scene_understanding
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_scene_understanding_serialization
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_FB_display_refresh_rate
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_EXT_eye_gaze_interaction
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_hand_interaction
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_EXT_hand_tracking
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_EXT_hand_joints_motion_range
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_hand_tracking_mesh
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_MSFT_controller_model
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_KHR_visibility_mask
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_EXT_samsung_odyssey_controller
[OXRTK] 2022-12-06 18:29:30 -0700: Runtime supports extension: XR_EXT_hp_mixed_reality_controller
[OXRTK] 2022-12-06 18:29:30 -0700: Application name: ‘FS2020’, Engine name: ‘Zouna’
[OXRTK] 2022-12-06 18:29:30 -0700: Using OpenXR runtime Windows Mixed Reality Runtime 112.2211.2002
[OXRTK] 2022-12-06 18:29:30 -0700: Using OpenXR system Windows Mixed Reality
[OXRTK] 2022-12-06 18:29:30 -0700: Ignoring XR_MSFT_hand_interaction for Windows Mixed Reality Runtime 112.2211.2002
[OXRTK] 2022-12-06 18:29:31 -0700: Using Direct3D 11 on adapter: NVIDIA GeForce RTX 2080 SUPER
[OXRTK] 2022-12-06 18:29:31 -0700: Early initializeInterceptor() call
[OXRTK] 2022-12-06 18:29:31 -0700: MipMap biasing for upscaling is: -0.000
[OXRTK] 2022-12-06 18:29:31 -0700: Open menu with CTRL+F2
[OXRTK] 2022-12-06 18:29:31 -0700: Creating swapchain with dimensions=3164x3096, arraySize=1, mipCount=1, sampleCount=1, format=29, usage=0x21
[OXRTK] 2022-12-06 18:29:31 -0700: Creating swapchain with dimensions=3164x3096, arraySize=1, mipCount=1, sampleCount=1, format=29, usage=0x21
[OXRTK] 2022-12-06 18:29:31 -0700: Creating swapchain with dimensions=3164x3096, arraySize=1, mipCount=1, sampleCount=1, format=20, usage=0x22
[OXRTK] 2022-12-06 18:29:31 -0700: Creating swapchain with dimensions=3164x3096, arraySize=1, mipCount=1, sampleCount=1, format=20, usage=0x22
[OXRTK] 2022-12-06 18:29:31 -0700: Creating swapchain with dimensions=3164x3096, arraySize=1, mipCount=1, sampleCount=1, format=29, usage=0x21
[OXRTK] 2022-12-06 18:29:31 -0700: Creating swapchain with dimensions=3164x3096, arraySize=1, mipCount=1, sampleCount=1, format=29, usage=0x21
[OXRTK] 2022-12-06 18:29:31 -0700: Creating swapchain with dimensions=2109x2064, arraySize=1, mipCount=1, sampleCount=1, format=20, usage=0x22
[OXRTK] 2022-12-06 18:29:31 -0700: Creating swapchain with dimensions=2109x2064, arraySize=1, mipCount=1, sampleCount=1, format=20, usage=0x22
[OXRTK] 2022-12-06 18:29:34 -0700: Projection calibration: 0.04842, -0.00270 | -0.04833, 0.00087
[OXRTK] 2022-12-06 18:29:42 -0700: Fallback to swapchain acquisition

I’m confused because previous messages you said it crashes when pressing Ctrl while in VR. Now you’re implying it crashes when you enter VR. These are 2 very different things, with different ways to approach troubleshooting.

Can you clarify?

And while there, can you try using Safe mode (also in the Companion app)?

No you asked what happened if I disabled the toolkit and I said no crash when entering VR.

With the toolkit enabled as soon as I press CTRL (sometimes manage to get Tab pressed as well) it crashes every time.

Your own words:

The way I read your first message:

  • I can enter VR with Ctrl+Tab no problem. Then while in VR (“when in VR”), I am about to press Ctrl+F2 to open OpenXR Toolkit menu, it crashes when I press Ctrl.

The way I read your other messages since:

  • I cannot enter VR. Game crashes when I do Ctrl and not even press Tab.

The latter makes absolutely no sense, because OpenXR Toolkit is not loaded if you are not in VR.

So I think that you are not properly explaining what you are seeing. You have given me 3 different versions of your problem description so far. I cannot help until you very clearly and without ambiguity describe your problem, please.

You’re right Matt. Sorry for the confusion. I’ll look at it again tomorrow

1 Like

Yes, upsaled twice

I just got done reading the OXRTK guide and I’m still not quite sure, but is there any real benefit to increasing render scale over 100%? I had recently been messing with a lot of settings since getting my new RTX 4080, and one post mentioned doing just that. I noticed a huge improvement, but honestly I changed so many settings I could be fooling myself and the improvement may have come from something else.

Until reading the guide I wasn’t aware that the OXRT dev, OXRTK, and in-game settings were all upscalling. I was only running OXRT dev to 150%, as seeing the resolution number go down when adjusting above 100% in OXRTK made me think it wasn’t a good idea. So now I think I may try 100% OXRT and try increasing OXRTK to 150% and ignoring the lower resolution numbers given. Is this a good idea? Also, It wasn’t really mentioned but how would render scale work with DLSS, is one of the settings (quality?) a 100% render scale and can use it and OXRTK, or should upscaling in OXRTK be set to 100% when using DLSS?

Thanks,

Jay

I set render scale to 200% in the tools for windows mixed reality for the G2 and don’t make any render scale adjustments in the OXR toolkit (I use the toolkit for FFR and postprocessing). The benefit is clarity while the downside is it lowers FPS with my rtx3090.

DLSS renders the game a lower resolution (based off whatever you set as your OXR Custom Resolution) then upscales in a way that supposedly gives better image quality at lower costs than should be expected with “less smart” methods, thought it can introduce static and temporal artifacting.

Quality - 66.6% (2/3) per axis, 45% resolution (total pixels).
Balanced - 58% per axis, 33% resolution
Performance - 50% per axis, 25% resolution.
Ultra Performance - 33% (1/3) per axis, 11% resolution.

Some people here have reported great results with higher end cards using a high final OXR resolution (150-200%) and counteracting this with more-than-typical DLSS agression, yielding a good clarity-to-performance ratio.

I never had such luck on my RTX 3080 10 GB with a G2. Could have been a bad moment (since seemingly MSFS can have off-moments for no reason), but my performance TANKED severely trying this even with 130% OXR (usually 100% no issues). You should try it though.

For anyone more knowledgable about this stuff… does supersampling OXR from 100% to 150-200% try to take up more VRAM than I have available, causing slide-show FPS? Or is something else likely the cause? I find that with 100% OXR and DLSS quality I can often be near or at 100% VRAM usage (which seems not to be the full 10 GB, sometimes 8 GB and is that due to WMR stealing VRAM when it boots the cliffhouse??)

2 Likes

Same thing happens on my system, with 120% OXR being the trigger point for my VRAM to be overwhelmed. I’ve not yet found a solution and it is why I normally run TAA 100% in game and auto OXR (~80%), which gives the best visuals on my system. If I do want a good boost in performance, I up my OXR to 100% and go DLSS quality but glass displays are nowhere near as good as with TAA.

Increasing the Upscaling Factor above 100% does exactly the same as reducing below 100%: Reducing the render resolution and use upscaling.
So OXRT150%+OXRTK100% is not the same as OXRT100%+OXRTK150%.

1 Like

That works perfect. 100%FSR in toolkit and DLSS Quality. No MR. No Turbo mode. OXR 100 %

I read somewhere, perhaps here, that if you increase OXRT for WMR to over 100% while keeping OXRTK at 100%, you’ll get better cockpit clarity at the expense of landscape quality.

Since upgrading to a 3090, I’ve settled on this for my G2 and with sharp glass cockpit quality and smooth enough FPS:

OXRT:150%, MR Disabled
MSFS: DX11, DLSS, TLOD 350, most Settings HIGH
OXRTK: CIS, FFR Preset wide, MR Off, desaturation, color correction

On a clear day, I get ~38 FPS and maybe 10 less with lots of clouds (Ultra). I’ve stopped tweaking and turned off my overlay. Will keep it here until the next thing changes. And there’s always a next thing.

I forgot who it was, but I want to thank the person in this thread who suggested turning off “Holographic Device” in Computer Management. My Sim is significantly smoother. It is a night and day difference. It is like I am experiencing VR from the beginning all over again.
Thanks a lot!!

2 Likes

Any idea regarding the release of a new toolkit version to include some of the betterments in the motion reprojection department ?

Does anyone else get increased wobbling on the displays of the Garmin G3000 units? I’ve been noticing this problem since I started using an RTX 4090. Strangely, the wobbling is particularly noticeable with TAA100. “DLSS Quality” reduces the effect significantly. The wobbling only occurs while using MR.

OXRT 100% (or 150%), MR enabled
Sim TAA 100
OXRTK disabled
RTX 4090
HP Reverb G2
AMD 5800X3D
Win10
HAGS on
Nvidia driver 527.56

My Current settings with my 3080 / 58003dx and G2:

OXRT: 120%, MR Disabled
MSFS: DX10, DLSS Quality, MR Depth, Sharpening 200
OXRTK: FSR & NIS Both OFF, Override resolution to 2800 per eye, MR Off, FFR off

Visuals are really good, though glass is still a bit blurry. Unfortunately there’s just no way to completely mitigate this using DLSS. The tradeoff in performance is worth it to me though. I can still read most stuff and VR Zoom helps out of course.

Typical FPS is around 45 or so. Heavy PG areas will drop into the high 30’s. More desolate areas and high up in the flight levels will get me 55+

I really find the Depth reprojection within the sim itself to work great for me. Far less wobble than tradition MR.

1 Like