This is the way it’s intended to work. I don’t understand what you are asking for. Why do you want to “start” it manually? You can toggle it on/off for applications in the desktop companion app, but otherwise OpenXR Toolkit will just start when you start your game. This is how game injection mods work.
It wasn’t a Reflex thing, it was Optical Flow. And it wasn’t an OpenXR Toolkit thing, it was applicable to OpenXR for WMR.
For this one I (unfortunately) now want to start setting the bar very low.
I will write this up once, and I won’t answer any follow-up questions. As part of Microsoft layoffs/reorganization in February (the second round, not the first round which I commented on earlier in January), I ended up transferred to a different team. This means I am no longer accountable for anything WMR. I still work on OpenXR but for different products.
Out of the 3 proposed changes I had for motion reprojection:
- The first one, to bring parity with SteamVR motion vectors post-processing, was approved and will eventually end up in a release (but I am no longer in charge of these releases, so I don’t know what/when that means).
- The second one, the Optical Flow integration, while 95% done and working well in MSFS, still needs some fine-tuning work for other applications.
- The third one, the app-assisted motion vectors (the “Depth and motion” reprojection mode in MSFS settings), was about 75% done but not usable in that state. Requires significant debugging/tweaking.
At this point, I cannot say anything for the remaining two changes, since I am no longer accountable for this product. I suspect I could finish them up as 100% pro-bono work. Can’t say I’m really pleased to be taking even more of my personal time on this. You can probably already tell that OpenXR Toolkit development is pretty much non-existent these days due to lack of time. So I might not actually be inclined to do anything about the remaining work.
Thanks, it’s just the comment made that I was replying to seemed to suggest I needed to “start” OpenXR Toolkit - you’re right, there is no need which was how I interpreted your QuickStart.
Haven’t had a chance yet to try it again but at least I now know I’m doing it correctly!
Ah interesting. I’ll look over the quick start again. What bit would make it clearer?
Thank for the update and clarifications. Best of luck with your new assignment and further projects.
Don’t really think you need do anything, I did interpret it correctly, although perhaps mentioning that you need to press CTRL+F2 in the opening line of Basic Usage -
“…and instruct you to open the menu using CTRL+F2.”
would have made it clearer to this old brain. It’s just that I didn’t originally get the pop-up message and I’m a total newbie finding my way around when it comes to VR.
Thanks to all for spending so much time on helping me. I’m totally gobsmacked on how lifelike it is (including a touch of nausea!) when compared to using a monitor and hope your programme can improve the visuals to get somewhere near the clarity in the Pico I get on my screen.
Gotta go now, Matron has just told me to come and get my bedtime cup of cocoa…
Regardless of whether you do something about the remaining work or not, you sir, are simply amazing. Thank you so much for your effort an work you are doing for us VR enthusiasts!
I couldn’t have written it better because of my French English, but I also sincerely mean it @mbucchia.
Thank you so much for all your work!
Now I’m going to use your tools on a motion-platform.
@mbucchia,
Your super valuable efforts weren’t only a tool but a great education! Rarely do we have someone who actually speaks VR that we can converse with. Best wishes in your new assignment - please check with us once in a while to help interpret our VR challenges. We will do our best to help the newbies. We finally have the CPU/GPU/HMD hardware (although very expensive) to get quite clear imagery at least at half HMD update rates and MSFS looks pretty amazing. It took a couple of years.
Thanks!
I’m still replying to messages, doing OpenXR Toolkit/PimaxXR and other stuff. My message was just to say that on the WMR-specific front, I won’t be as helpful as before.
I suspect you alone did more for the WMR experience than the whole Microsoft team in the last couple of years - at least from MSFS user’s perspective. It’s really surprising - if a single person working on a semi-volunteer basis is all it takes for great strides like bringing motion projection on par with the best competition efforts (which is a huge deal for all games and sims), adding Fixed Foveated Rendering, all kinds of optimizations, sharpening, image controls, hand tracking support etc. - why is it not happening as a matter of corporate policy? By corporate standards, it would be a ridiculously small investment to hugely improve their product, WMR standard as a whole, and surpass the competition by just having a small team of people like you working on WMR. It’s a rhetorical question, I don’t expect an answer… It’s just such a pity VR is getting so neglected…
And once again, huge thanks for all you’ve done. I hope you can find some time to eventually finish the planned features or make any important fixes if needed in the future. But whatever may happen - you are greatly appreciated here in this flightsimmer’s community. I hope better days for VR are coming and corporations fight over people like you to lead their consumer VR projects.
Ditto to what Roman said. Words fall short of what you deserve, but you have been and are very appreciated Matt. Thanks
Matthieu, lots of thanks for your support to the community, especially on educational field.
Would the completion of items 2. and 3. be any more likely if wasn’t just pro bono, but community supported through, for example, buycoffe/patronite/whatever?
Best regards.
No, the real issue is my time, not money.
If you can do more for VR, will be great. If you need beta testers please let me know.
Well, then that’s just dramatic misallocation of the most valuable asset (from WMR standpoint
I don’t know whether this is really significant or just chance, but since the last update for both MSFS and the OpenXR toolkit, I’ve had more CTDs than ever (I rarely had CTDs at all before, maybe once in a long while). On sessions where I ad the toolkit off, I had not CTDs at all so far, on sessions with the toolkit on, I had about half of them ending with CTDs. That’s using a Vive Pro 2. I haven’t kept a tally of how many sessions that involves exactly, but not enough technically to be statistically significant I’d say, so this should still be taken with a grain of salt, but I thought I’d mention it in case others have also experienced that.
Are you using DX12 by any chance? If so, try DX11.
IDX12 support for FFR and a few more things in OpenXR toolkit is just flaky, and unfortunately I don’t not have an answer for that. It requires a full rewrite, and I don’t have time for that.
No, I’m using DX11 only.
I haven’t gotten any reports of issues with DX11. Only DX12 or Turbo Mode. If you have Turbo then try off. Or maybe just try Safe mode (in OpenXR Toolkit, not MSFS).