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

Yeah high OXR is just great! Are you getting any stutters or is it smooth all the time?

I think getting rid of stutters entirely is not possible at this point. I have it at a level where i dont get any jarring stutters most of the time. It can happen at a busy airport. But i really dont see stuttering unless im flying fast jets at low altitude. Like an F-16.

So for the most part im quite pleased!

getting constant CTDs 5-10 mins in to starting a flight (still on ground) after updating to 1.2.3.
wasnt having the issue on 1.2.2. ive tried everything. the only thing that fixes the problem is when i disable OXRTK.
im running a 4090 with 13900K.
i did often get CTDs before but i managed to stabilize my system previously by removing any OCs and running dx12 (anything else would result in CTDs) and been stable until i installed 1.2.3
any other info i can share to help debug the issue?

Remove any OC again and go back to OXRTK v1.2.2. If CTDs are gone, then install v1.2.3 again.

I also experienced CTDs like you recently, and did the above - no more CTDs. Still have to check which component caused the CTDs. I guess it might be the OC, which has been totally stable so far (but new software releases - both MSFS and OXRTK - might be more demanding on the CPU, making the OC unstable).

Good luck to you, as CTDs are very frustrating.

Sure, in some environment/plane combinations, stutters are a given.

But can you fly a simple.plane like a default Cessna at low altitude in a rural area/mountains/low density autogen urban area for, say, 15-20 minutes without any stutters?

The issue I have is that no matter where I fly, it’s mostly smooth, but every couple of minutes I get a stuttery phase before it recovers, then eventually they come back.

And these “stutter phases” don’t even show up in the DevMode FPS counter - FPS is locked and the frame time graphs look no different in the stuttery vs the smooth phase.

So are you completely stutter free in low-load areas? I’m trying to figure out whether a 7800x3D will help.eliminate the stutters I get with the 7700x.

Absolutely! I can fly for an hour in a Vision Jet around 8,000ft with no stutters, pauses or anything. I certainly dont get stutters every couple minutes, because that would drive me absolutely insane.

Stutters will occur where multiplayer planes load in, busy airports, or if its certain types of storm clouds on my system. OR if fly close enough (within the TLOD radius) of a densely populated area or airport… it will do its stutter and then smoothen out and im good for the most part.

Just clarify, OC (OpenComposite) is 100% NOT relevant to MSFS, since its an OpenXR game.

OC is only applicable to OpenVR applications.

OC = Overclocking :slight_smile:

Good to hear, although 8k feet is high for me in this context, i meant more 0-2000 feet. Are you also stutter free at such low altitudes?

And maybe i should clarify: it’s mainly just the scenery that stutters. Head movement is perfectly smooth and panning the plane is too.

I haven’t OC anything because any sort of OC (cpu or gpu) makes msfs unstable. The only thing I did to cause the CTDs was upgrade from 1.2.2 to 1.2.3.
Disabling OXRTK has fixed the CTDs. Haven’t tested going back to 1.2.2 but will do cause I need the sharpness, shake reduction and colour adjustments.
Seems like 1.2.3 resulted in some sort of heavier/different load on the GPU that id causing the crashes.
I never had CTDs until recently when I moved to a 13900k and 4090. In fact I used to OC my 12900k and 3090 to the point that they were unstable in tests but ok for Msfs. Since the upgrade, ironically, OC is definitely a no go but even without OC, I can’t use dx11 for example (CTD within 45-1.5 hours) and now seems like I can’t use 1.2.3 also.
Not sure how to make sense of any of this. I sometimes think it’s cause I’m running s z690 and not a 790, other times I feel it started from when I upgraded my windows 11 to the latest version. The system is extremely sensitive. Can’t even update my bios as the latest bios is also causing msfs to CTD. I don’t know why I plsy this game

Yup. For the most part! I will often fly the Cabri G2 and cruise around town and land on buildings etc and dont experience scenery stutter. Im really sensitive to it which is why i cant play without MR.

One thing that helped was completely deleting and turning off the rolling cache. I dont use it anymore. In the MSI tool (not the GPU tool) i have set priority on both the GPU and my LAN adapter to high. Disabled HPET. And HAGS enabled. Also back to DX11 as i noticed that while the overall frames are smoothe in DX12… the scenery would be… janky/jittery. Hard to explain but I think I understand what you are describing.

1 Like

This does sound to me like like a system stability problem. If it’s no CPU/GPU OC then the memory may be at fault. Especially if BIOS update affects your stability. Not all RAM runs well even at rated XMP profile. Many need voltage boosting, some remain unstable. Try to re-seat your memory modules, remove any RAM overclocking if you have one. Try running memory at default speed (not XMP) and see if your stability improves. Run RAM/CPU/GPU stress tests to see. Also if you have any undervolting - remove it and set default voltages. If you have 4 RAM sticks, try running on 2 sticks to check it that’s the problem.

i guess it could be the ram. when i upgraded my cpu, i did remove everything and had to reinstall the ram so maybe that caused an issue

i did however just run the windows memory diagnostic tool and it came up with no memory errors - can that safely exclude memory instability?

Not really. AFAIK the only reliable test is a very long stress test run with one of the appropriate memory benchmark tools. I’m not an expert in that, but it can take hours and if you get any errors - this may be what’s tripping the CTDs. I think it’s off-topic for this thread, but there are many resources on memory diagnostics…

Hello all

Sorry but I am very lost using my new VR. And trying to understand the OpenXR Toolkit.
I watched a lot of videos and forums but cannot find the specific answers regarding the relationship between HEADSET resolution and the upscaling resolution.

I will try to explain my question
My VR is a PIco4. (Native 2160x2160 p/eye)

Using Virtual Desktop with the streaming setup to Ultra (around 2736x2736).

  1. Why in VD Graphics quality (streaming) is nominated only the graphics card ? What’s inside this setting? Resolution? Filters? What value determine this section?

  2. In VD, which value determines the resolution of the game streaming? Which one decide if will stream on my native headset resolution (2160x2160) or below or higher?

  3. Why the native resolution of the headset cannot achieve a clear/crispy graphics image inside the sim? I mean… Can understand that lower resolution will produce a low quality but is like playing games with a non recommended monitor resolution?

  4. Steam VR: setting for render resolution is AUTO. Means that is dependent of the VD ticked graphics quality? If I put auto… and check the resolution it says 2736x2736. Why this resolution is not 2160x2160 as per native Pico4 headset?

  5. Regarding OPENXR toolkit
    In performance tab… If I select 100% resolution is doing something or it’s like without OXR ?

What is the difference between setting performance size at 100% and increase the resolution in System tab overide resolution?

What is the difference between no selection of System override resolution (leave as default) and increase the performance size to 120-130 or 150%???
I didn’t see videos where people leave system resolution and increase the performance size above 100% … is always going down 80% or 90%
What happens if I leave system resolution with no override and increase 200% the performance size?

If I want to increase quality… I need to increase the override resolution (system) above native headset? Or increase the performance size above 100% ??

How it’s possible some people set system resolution to around 4000x4000??? Is double the native resolution of my headset!!!

Why they are selecting this resolution so high? Why not to keep native headset resolution? Around Half …2000x2000 per eye?

Is something related with that in VR I’d you set your resolution as native i.e. 2160x 2160 your real resolution is half? 1000x1000 and you need to increase it?

Will appreciate a help on above matters.

So the 4090 is not strong enough clouds to be on ultra? Very sad indeed :cry:

The problem is nobody really knows how to use those tools. The people are fidelling in all settings and nobody knows what they are doing anymore. Alot become frustrated with the performance. Maybe the PSVR2 will help, always perfect performance with an experience comparable PC performance.

I am suspecting too like others before, if there is a problem rendering clouds somewhere in ¿MSFS related?, because the GPU in high-ultra clouds in my 3080ti, it is around 90% of usage with some spare power free and some free VRAM, and the bad performance arise. I remember to read a 4090 owner even with less GPU usage still had weirdly bad performance, with clouds in ultra.

Very disappointing and weird for a 4090 yes. I think in a few weeks I am going to be in that 90´s club.

If you are in DLSS performance and clouds medium, in cruise you can set BALACED an clouds high like I am doing now. Between DLSS Balanced and DLSS Quality, I didn´t appreciate difference with my G2.

Once you know, it is “easy”, like always, at first glance all that options and keys can be psychologically frustrating overwhelming and scary haha. Hope Xbox users too (only plug and play unlike PCs) can manage VR like PS5, that would benefit to VR PC users, in VR development etc.

Throwing a higher resolution using SteamVR or in OXR is called “Super Sampling”. So yes, while it’s impossible to render that higher resolution any higher than the native resolution of the display panels, it allows you to anti-alias the scene better and looks better at the lower native resolution.

The other reason why you see a higher resolution than the default 2160x2160 is to correct for barrel distortion. You have lenses in headsets that are curved, and the the distortion from those lenses against flat LCD panels (for example) requires a higher resolution the further out you go from lense center. It’s difficult to explain, but the purpose of the higher resolution is so it actually LOOKS like 2160x2160 through headset. I’m super simplifying this… but if you’re interested in what barrel distortion is, you can find some good videos on YouTube that explain it in technical details.

Furthermore, yes a few of us here (with good hardware like 4090’s) can super sample like crazy and throw “an insane resolution” at an upscaler. This can be FSR, or now more typically in MSFS, DLSS. DLSS is an upscaler first and foremost, which is one reason why performance is still really good with such a high resolution being thrown at it. Nobody here has the hardware (because the hardware doesn’t exist) to run native 5000x5000 without an upscaler. Coupled with the deep learning AI in the DLSS algorithm, you can get a good quality render for much better performance. And because some of us have so much more head room with that performance, we choose to super sample even more to get even better quality anti-aliased scenes.

Again, I’m trying to explain it like ELI5, and I hope it sort of makes sense.

5 Likes