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

I completely agree. Unfortunatelly wmr hardly gets updated anymore. Very poor support from MS

Totally new topic-

I know we’ve been asked before whether OpenXR Toolkit works with DCS. By nature it does not, however for WMR users, a developer has started a project to interoperate between OpenVR (SteamVR) and OpenXR. This project can be used in conjunction with OpenXR Toolkit, and we’re getting good results with DCS. It is called OpenComposite-ACC.

Not everything works yet, but it’s getting there. The OpenXR Toolkit stays focused on MSFS, but we try to help here and there.

Full thread: https://forum.dcs.world/topic/295123-update-213-v05-openxr-quickstart-guide-for-g2-g1-and-other-headsets/

There’s also very active support on the OpenXR Toolkit Discord, look for channel #open-composite-acc.

Note: a new version 1.0.4 should come out this week to address some compatibility issues with OpenComposite-ACC.

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I am having the same issue with Ctrl F2 not not launching the menu in the headset. I’ve tried Safe Mode, Hard resetting Toolkit as per instructions, it shows as active also. And the correct runtime is showing. It did work all fine up until a couple of days ago but nothing now. I have reinstalled the Toolkit. I cant see any assignments to the keyboard F2 key. I haven’t installed any new software or mods recently.

Does anyone else have any ideas Is there anything else I should be checking. RoyalSiren769 was the issue fixed for you and what was the issue if so?

Any help much appreciated as the Toolkit was a great peice of software when it was working

just wondering if there’s a way to bring the FPS display down some more. It is way up at the top and I can barely see it. Running a Quest 2. thanks

I had the same problem, my function keys were not working. I had to download the software for my keyboard model. I never use the function keys so not sure how long they were not working, maybe after I upgraded to Win 11?

Good luck!

Does your keyboard have a function/action switch on it? I sometimes bump that switch when moving the keyboard around and discover only days later that my function keys are disabled.

Thanks George, I’ll double check that. I’ve spend most of today trying to resolve this.

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Thanks for the input MajorAnxiety, I’m afraid my keyboard doesn’t.

I’m thinking about reinstalling the whole sim sadly as just can’t sort this. Thanks for you inout though.

Ta

Don’t do that…

Have you verified your F keys are working normally in windows? (I.e., Alt-F4 to shut down an application?)

Have you verified your F keys are working normally in MSFS without the toolkit enabled? (Unless you have remapped them, Ctrl+ F1/F2 should adjust the throttle I think… If you enter drone view, Ctrl+F2/3/4 will decrease/increase/reset the drone exposure setting)

Have you verified you are attempting to access the OpenXR toolkit menu with the MSFS window in focus? If you have another window (like your VR app mirror for example) in focus, the keystrokes might not make it to the sim.

Have you tried, temporarily, to re-assign the menu navigation keys to something other than F1/2/3? I personally do not use the keyboard to control the aircraft ever so I have unbound all of the numberpad keys in the simulator and use Num2/4/6/8 for D\L\R\U controls.

I’m certain blowing away MSFS and reinstalling is not going to be your fix.

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This should show you if your f keys are working normally:

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That’s really helpful I’ll have a look at this - so good things to try.

Many thanks

Hi Mick

Thanks for the link, I’ll give it a go

Cheers

Isn’t RSR the same as FSR, and therefore already supported?

AMD Radeon™ Super Resolution | AMD

Radeon™ Super Resolution (RSR) is an in-driver upscaling feature that uses the same algorithm found in AMD FidelityFX™ Super Resolution (FSR) technology.

So yeah, we already support that!

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Are you talking about DLSS not being possible with the OXR Toolkit? Because the sim should be getting native DLSS support around SU10 or 11.

Which makes me curious - I’m using FSR right now. What sort of performance difference can I expect between using that, and DLSS…

It is the same thing. RSR is the driver-level implementation of FSR, for applications that have not added FSR themselves. They achieve the same exact thing.

We’ve added FSR, therefore no need to do anything about RSR.

The are both done on the GPU. They are exactly the same. FSR is done by the game, RSR is done by the driver.

I have a very detailed explanation of the differences here (for NIS, but exact same thing applies to FSR):

Nvidia Image Scaling NIS and VR - Virtual Reality (VR) / General - Microsoft Flight Simulator Forums

This image sums it up perfectly:

The problem is deeper than that. Something, somewhere, needs to know when to apply the upscaling and how to apply it. Your GPU is seeing dozens if not hundreds of rendering passes throughout each frame being rendered by the application.

You can’t apply upscaling on every single one of them for 2 reasons:

  • Not all passes create content that is meant to be displayed onto a screen. Certain render passes compute things like shadows and you do not want to do upscaling to those, because it will literally break the game engine
  • Performance: you only want to do upscaling on the final image. Upscaling at every pass would be extremely slow.

Right now those driver-level upscaling injection techniques typically only work for monitors because it’s easy for the driver to intercept when something is drawn directly on screen. But this isn’t trivial for VR since a VR headset does not function like a monitor. A driver alone cannot easily know when to apply upscaling for VR.

You can’t apply things like DLSS on just any render pass because DLSS needs to have access to correlating information such as the depth buffer used when rendering the image and the motion estimation since the previous frame. In addition, DLSS requires to inject “noise” into the image. So a driver alone cannot know how to apply DLSS for free to just any content.

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Btw I’m not sitting through the 20min video you posted. But fast-forwarding through it, it looks like his conclusion is the same: FSR implemented in-game is always going to look better than RSR, because it is placed in the right stage of rendering (the when I talked about in my message). Neither OpenXR Toolkit nor RSR are placed where optimal, therefore the resulting quality is inferior (see 6 minutes in the video). This is also what my diagram showed above (with quality being inferior for implementation outside the game engine).

Regarding the rumor you mentioned, I doubt it’s accurate. The most recent development I’ve heard of from NVIDIA is that this week at their annual GTC conference, they are announcing a software called the Streamline SDK, which will greatly facilitate engine integration of DLSS. Snippet from their slide deck (available publicly if you register for GTC):

This Streamline SDK will enable game developers to spend minimal amount of effort integrating the “SL interposer”, which is solving the exact problems of the when and the how I mentioned in my message. Basically giving developers and easy way to answer this when and how questions to enable things like DLSS.

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Hi Mick,

The keyboard checker indeed did the trick as it indicated my F keys hand all stopped working due to a sticking Function key. (https://keyboardchecker.com/)

Thanks for your help, I really should have looked at the obvious rather than looking at the sim and the Toolkit - maybe time for new keyboard as Ive had this one for 10 years! Again many thanks

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Thanks for your help with this, the issue is now resolved.

It was a sticking Function key highlighted by using the keyboard check tool.

Now back to flying, I’ve missed it!

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Thanks for this fantastic tool, it really makes VR possible for me.

Forgive me if this has been mentioned before (the thread is a bit long lol), do you think it would make sense to implement some sort of target fps mode? Where you say you want let’s say 30fps, and then it dynamically adjusts quality to try and hit that.

I understand upscaling percent cannot be done on the fly as it needs a composer restart, but FFR could, so let’s say it can dynamically bring in the rings as perf get’s worse, or bring them out further once you’re over your target fps.

On the other hand maybe it’s also too distracting if this changes too much on the fly, I’m just looking to brainstorm a bit.

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