Awesome, thanks a ton!!
Quick update: no CTDs anymore since I reverted to an older version of Vive Console (which was also causing weird motion compensation artefacts in one eye only, so I reverted for that primarily). It looks like the cause was not OpenXR Toolkit (or it was an interaction with the newest buggy versions of Vive Console, but I suspect that it’s their mess to fix)
I’m actually already doing this on MSFS. I still don’t know if this is a bug or something done on purpose since it got disabled in the SU11 (but brought back in SU12 Beta), but you can aim the center of your head to an instrument (or ATC/pause menu), and press A (with an Xbox Gamepad) to lock to it, then interact with it, and press B to unlock. Also works on the VFR map, with LT and RT to zoom in/out.
No eye tracking of course but it’s pretty awesome.
We just need a “white dot” toggle because so far, you either “center-aim” blind or have to move the mouse first to bring the cursor, and then your head for the white dot to appear, and it’ll disappear after a few seconds.
Hello.
Any info about this? Looks really good!
Motion reprojection + OpenXR has still this main weak point
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Sneak peek of OpenXR Toolkit 1.3.0 which will release in a few days hopefully:
- Add chromatic aberration correction for Varjo (reduces red color depth inconsistency, precludes usage of post-processing like sunglasses)
- Contributed by Bernard Berger, thanks!
- Add foveated rendering support for Quest Pro
- Warning: there are bugs in the Oculus software that prevent using the eye tracker on PC for some users. If you are experiencing issues, check your OpenXR Toolkit log file for the following error message:
xrCreateEyeTrackerFB() failed with XR_ERROR_RUNTIME_FAILURE! This is an Oculus platform software bug, please file a report to Meta!
- Remove resolution override cap on Pico (was limited by SteamVR)
- Make resolution override use the height instead of width as reference (allows to change FOV level on Pimax)
- Renamed “Shaking reduction” to “Over-prediction reduction” and reverted behavior to version 1.1
- Some bug fixes related to foveated rendering with Direct3D 12
- Some bug fixes related to Turbo Mode
- Fix an issue with foveated rendering that caused blocky clouds in iRacing
- Fix an issue when using OpenComposite with Vive Cosmos
- Fix an issue when running non-Direct3D applications (OpenXR Toolkit will not be enabled)
The DX12 fixes apparently helping with some CTD in MSFS, so hopefully this will help with stability!
@mbucchia Matthieu, thank you very much again, for all your efforts, both in creating and continuing to support and improve this awesome tool of yours. Much appreciated!
@mbucchia Greatly appreciated!
Ditto +1, great addition to VR
When turning on the advanced fps overlay I’m seeing:
rdr cpu: 16ms or so
app gpu: 0.0 (it never moves)
vram: 80% or so usually
So, does this mean I’m cpu bound? Just surprising to me that I’m cpu bound with a 5800x3d, if so.
EDIT: Upon restart of the sim I’m showing app GPU at around 20% usually. So that would mean I’m actually gpu bound, correct?
OXRTK is known to show false CPU limited indications. Use MSFS developer mode view instead, but even then it can show 0 GPU frame if using DX12. In that case use an external GPU load monitor, like GPU-Z, that will show you when your GPU is near or at 100% load and hence indicate that you are GPU limited, just not by how much.
I had this, too. Sometimes it helped me to just look around and the app gpu gives a value different from 0.0.
Solved!
Is it possible to deactivate the mirroring that shown on the Display?
May I save some fps.
once you’ve entered VR…just …turn off your monitor
Ok found a solution on Discord. IMO it runs smoother.
@Kocinski19 What was the solution that worked for you?
Thanks!
That release is live on the website!
DX12 with CAS sharpening causes occasional blank frames in either eye using Steams OpenXR (Index HMD).
It also did this with the previous OXRTK version (reported here a while back) and the latest v1.3.0
Hi Mbuccia, many thanks for the awesome work. It is very much appreciated. I have a quest Pro and seem to be one of the ones effected by the broken eye tracking in OPENXR. I’m in the process of interacting with the oculus/meta support team trying to make them aware of the issue. Its an exercise in frustration. They seem to be incapable of grasping that their might be an issue with their software and im each time I get passed onto someone new - I basically have to start again on the update drivers, factory reset treadmill. Is there any more technical information that I can give them regarding the nature of the bug that might help me short-cut this process ?