Thank you for all your efforts. It is discouraging that Nvidia doesn’t want to help improve VR in their cards and our games. They are really mean not offering any help.
I’m now playing Starfield with VorpX, which is an app that puts flat games to VR, and does it surprisingly well. And this issue is there as well - when I’m sitting still, I do have this very small jitter, even pulsating in sync with my pulse! When I’m moving it’s not noticeable. What’s interesting, it doesn’t bother me in MSFS, because it’s not as noticeable there. OpenXR Toolkit menu is present, and I’m using its sharpening on max CAS. But the “over-prediction reduction” isn’t working for me, and it supposedly breaks motion reproduction, which I have to use, because the game can barely manage 45FPS in high enough resolution even on 4090, considering I’m using VorpX.
LOL, I even managed to use my motion VR cockpit with it, trying to get it as close to the space simulator as possible. I mapped all my DIY joystick/hotas controls via a gamepad emulator (because Starfield doesn’t support joysticks!) and fed the motion software with the joystick movement and thrust delta data (because I can’t get any data from the game!). But because there’s no gravity in space, so it feels great - as I move the joystick I get pitch, roll, acceleration and deceleration motion cues that are quite immersive. I even made a VoiceAttack (voice control) profile for Starfield and made joystick and controller triggers play a “bump” sound on my DIY vibration transducers, so I feel recoil when I shoot.
OpenXR Toolkit seems to work great with VorpX. No issues.
Most of the links in the OP are dead.
I see 2 dead links:
- We’re addressing some of the top wanted feature requests such as support for custom world scale, brightness/contrast/saturation control and the sunglasses mode;
That thread was closed. Not in my control.
And the roadmap page was removed.
All other links including the download, FS guide, FAQ are working for me
@Mihaita - You need to use the Varjo Optical Adjustment tool, which will improve but not get rid of the red/blue shift in pixels.
How to use tool:
- Install Varjo Base 3.10.1.
- Connect and run your Varjo headset as usual.
- Make sure Automatic IPD adjustment is enabled or manual IPD adjustment is set to a value matching your actual IPD.
- Download VarjoOpticalAdjustment.zip from here:
Varjo file sharing platformPW: 5bXDBm4h4O
Unzip VarjoOpticalAdjustment.zip to any folder.
5. Run EnableOpticalAdjustment.bat in the folder to enable OpticalAdjustment with the default value.
6. The default value is -0.4. You can change the value by editing value.cfg file in the folder and running EnableOpticalAdjustment.bat again. We recommend testing values between -0.3 – -0.6 to find the value giving you the most optimal visual experience.
7. You can disable the optical adjustment by running DisableOpticalAdjustment.bat.
8. If you are having problems with the tool, here are some great tips and help from the community: DiscordPlease note that this adjustment is not persistent and needs to be applied again every time Varjo Base is started or if the system is restarted (for example, after changing the resolution quality in Varjo Base).
Heads up for Quest Pro users, there will be an update soon enabling support for Virtual Desktop just-released eye tracking support. For folks using foveated rendering in OpenXR Toolkit.
Will post about it when available.
Tool in question is out now:
Home · mbucchia/OpenXR-Eye-Trackers Wiki (github.com)
Install side-by-side with OpenXR Toolkit (current version works with it).
Yes this is spread in two tools, because eye tracking support isn’t specific to OpenXR Toolkit, and some people may want to use eye tracking for other stuff in other apps.
Great !
Does Eye tracker in OpenXR toolkit have to be enabled as well for this to work…and will it work alongside quad views as well ?
When people say OpenXR 200, what are they meaning? Which setting is it?
Probably 2x resolution increase (super sampling) in OpenXR Tools for Windows Mixed Reality (don’t confuse with OpenXR Toolkit).
OXR Tools for WMR are only applicable to WMR-based headsets, most commonly HP Reverb G2.
Similar results can be obtained for all headsets supporting OpenXR (like Pimax Crystal, HP Reverb G2) by setting custom resolution in OpenXR Toolkit (System tab → Override resolution).
Ok, I think I’m more clear now. I was messing with openXR toolkit and now noticed openxr tools in the store!
Yes this just offers the ability to OpenXR Toolkit to do eye tracking. So you still need to enable it.
Yes it works with quad views (obviously not with MSFS)
OpenXr tools for Mixed Reality World Scale 200%. different than OpenXR toolkit. What Headset are you using? HP Reverb?
…thank you, will give it a go !
I’m using the reverb g2
Have 4090 and 13900 at 5.8Ghz with Reverb G2, can you recommend the best settings for OXR and toolkit? I’ve had OXR set to 100% /DLSS in the sim VR settings and used the turbo mode (performance?) or whatever the heck it’s called in the toolkit. I believe a post mentioned if you use the toolkit performance mode it overrides OXR render scale?
Thanks in advance.
No, turbo doesn’t override the resolution, it disables motion reprojection.
In terms of best settings, that very much depends on your personal preference - i.e. whether you want smooth, high framerates or graphical fidelity.
Using current 1.3.2 with pretty average settings. I9-9900k/RTX3080ti 64gb RAM HP Reverb G2, all on SSD I am seeing the same framerates in 2D and in VR?!?!
Anyone have any idea what may cause this. Vsync is off.
Rick
Turbo mode:
Turbo mode makes the game entirely ignore any frame timing or throttling dictated by the OpenXR runtime. In other words, Turbo mode forces the game to draw and submit frames as fast as possible regardless of any recommendations or policies from the OpenXR runtime
After going through a gruelling update to SU13, I just lost all control of keyboard and mouse twice on a flight and had to Force Quit the sim as a result. Any ideas what this could be caused by? I hope it’s just me and not a new ‘VR bug’ introduced with SU13 as a result of Asobo playing around with the mouse cursor? I’m pretty sure it’s nothing to do with OpenXR but wanted to post this here just in case..
Has anyone else experienced this complete loss of cursor, mouse and keyboard input during a VR flight? I can use hardware keybinds on my yoke but the keyboard and mouse become totally unresponsive but ONLY in MSFS, if I alt+tab to the desktop, mouse and keyboard work fine.
Any help much appreciated, thanks.