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

Thanks so much - you not only have improved our performance significantly but have been able to explain the technology to us with your expertise! Not sure why you stepped forward to spend so much of your precious time to help us, but I am very thankful!

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Happy B-Day OpenXR Toolkit! You Legend!
You have brought joy to so many in such a short time!
Enjoy your cake day!

Congrats to the Dev team and to all of us here sharing our experiences!

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Happy B-Day and thanks so much for the time, dedication and work from “the team” of the OXRTK!
You have brought a lot of joy to the community and we are so very grateful. Many thanks! Hope you make the best of your R & R and enjoy the time with your family.

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I went through the OpenXR guide for MSFS, but I’m a little confused. It tells me to use in-game rendering of 100%, so should I switch to TAA? I’m currently on DLSS which doesn’t give me a rendering option.

i9-9900, 4090, 64 ram, Pimax 8kx

DLSS is fine too.

Suck it and see! You hurt nothing by giving it each option a try and seeing which you prefer.

The manual was partially written before DLSS become available. In my case (with 4070Ti} DLSS results in decent FPS and acceptable sharpness (I’m even using 125% super sampling in OXR Developer Tools - you can also set it directly as increased resoultion in the OXR Toolkit).

A reminder to keep this thread on track. If you want to continue participating, avoid posts aimed at other users and focus solely on the discussion at hand.

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Hi, does anyone know what the phenomenon is called? When you enable the MR in the sim along with the toolkit, sometimes the VR screen will become a bit wobbly, which looks like a piece of jelly. What does it mean?

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I get that when my computer can’t quite keep up. It’s MR trying to calculate a new image with insufficient data.

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Resolution override is the same as OpenXR toolkit render resolution? Or is this “on top” of that scaling?

Reason I ask is I have OpenXR render scale at 200%, with performance to spare, but going over 200% gives an immedeiate hard crash as soon as I press Fly now in MSFS.

It’s very much like screen tearing in 2D. The pixel has to light up at a certain place and time, but it can quite get there. I have been experimenting with turning OpenXR custom resolution down to 75%. This seems to reduce the MR artifacts, and you don’t need any scaling or sharpening when you drop the resolution.

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Those wobbles are called “motion propagation error” (motion over-propagation or under-propagation). They are typically due to the motion reprojection thread running too slow or using a poor quality motion estimator (read: non-Nvidia GPU). If you have any such thing as Process Lasso or another thread affinity utility, I urge you (all of you) to stop using them.

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Assuming you meant “[OpenXR Toolkit] Override Resolution is the same as OpenXR Tools for WMR Custom render scale”, then answer is yes.

They do not stack on top of each other: OpenXR Toolkit Override Resolution specifies an absolute value (not a percentage) which takes precedence over any other platform settings. OpenXR Toolkit Override Resolution “always wins” because it is the same as the game forcing itself to the specified resolution.

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Thanks guys, that make sense. To get rid of the motion propagation error the best option is :grinning: :

A: Turn off MR
B: Decrease the render scale in the OpenXR tool, ( currently it sits 150%)
C: Downscaling the resolution in the toolkit (currently it is 100%) :

I had the same problem since months, and the post of mbucchia give me an idea that i’ve made something wrong with cpu tweaks . In Nvidia panel, the Threaded optimization was OFF , so i put it ON , et voilà ! no more wobbling with MR !!
I suppose it was the culpreat , so check this one .

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I definitely will try your advice after finishing work. thanks.

can’t hurt to try, but historically having threaded optimization to off produced better results in terms of performance.

Maybe I just missed it, but I haven’t seen anyone mentioning a new version of OXRTK . Version 1.2.4 seems to be working quite well for me but I’m not sure what changes have been made. Thanks Matt for your time and dedication to this app.

I think v1.2.4 was mostly directed towards DCS, bringing turbo mode , MR, using OpenxR instead of OpenVr