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

I’m pretty sure those people don’t combine a high OXR with Toolkit 100! They go lower, e.g. 70. I’ve tried this and I’m not convinced it’s noticeably better than a more even distribution.

But that may be because the shimmering that MSFS natively brings (on scenery) makes it hard to spot nuanced quality differences.

Yeah, you’re right! I’ll do like this during the weekend.

Take care and thanks again!

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I’m running at 3080 alongside a 3700x with a G2. 125% in OpenXR, and 80% in Toolkit is definitely the sweet spot for me in terms of clarity and being able to keep a steady 30+ fps. 150% is completely unplayable for me at only 10 fps or so.

125% is very noticeably more clear than 100% for me.

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At present I am running 150 with 74 in toolkit 100 in game . The main difference seems to be in scenery at distance. May be placebo and may revert back as still testing.I am running a 3090 and I 11 processor though.Any higher settings start getting juddering during banking.

I absolutely agree!!! I can’t believe the smoothness and quality I’m able to get with my Radeon RT5700XT!

I’m using the FSR feature and have a question. Will FSR 2 be used in tools as well? If so, when it is released how long until it’s available for us to use in OpenXL Tools?

Thanks again for the unbelievable app you have put out!!!

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FSR 2.0 has comparable requirements to DLSS when it comes to game engine integration, with 3 massive challenges for an out-of-engine integration like OpenXR Toolkit:

  1. Requires the app to provide depth information. Today, FS2020 does not.
  2. Requires to compute optical motion vectors. Can be recomputed but expensive, likely will reduce the performance gain.
  3. (predict) Requires to inject sub-pixel jitter. Not even sure this is possible outside of the game engine.

These are all incredibly hard to achieve without proper support from the game engine. Right now I will say we have about 50% of each of these investigated/done (for DLSS), and about no clue whether they can even be completed.

Also, our efforts towards DLSS have been reduced since it was announced that it will go into the official game. Good news with that though: if FS2020 supports DLSS, then it should be easy to replace DLSS with FSR 2.0. Just not sure what the timeline of DLSS is.

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I’ve tried to raise OXR to 120% and lower FSR to 90% and must say the clarity of distant scenery improved. It’s sublet but noticeable. I looked more into the distance because of the added definition. The performance is similar-ish. Definitely a good tip. Thank you!

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I have some updates, I turn HAGS ON and my fps are perfect again!!! So that’s a bit weird as most of the users are having also good performances with HAGS OFF. It’s not clear to me… Anyway, if you guys have Win 11 Insider version you could give a try.

Thank you for taking the time to explain that to me. :blush:

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I tried the VR now, is much less stuttering bad not perfect yet, after 10 minutes of playing I had a big stutter, black screen and crash. OpenXR Toolkit was active and running. HAGS ON resolved a bit the situation but I guess there is something still wrong with the last Win 11 Beta update.

I just wanted to clarify something rather than dig through this huge thread - is it recommended that we run the game with the in game render resolution set to 100? Or can you turn it down a bit, then have things scaled back up with the Toolkit? (Sort of like DLSS, I think?).

I’ve had a similar very bad experience to you. Yesterday I updated Win11 Insider Beta to 22H2 (i.e. 22581.ni), a bigger update than I was expecting, also new Nvidia driver 512.15 and WU8, not a smart or good move.

I now have similar bad stutters and black areas every few seconds!
As suggested I tried switching HAGS on but it has not improved things.
As far as I’m aware I am still using all my previous (good) settings for MSFS, OpenXR and OpenXR TK.

Although I made three updates (Win11, Nvidia driver and WU8) I do suspect the problem is the Win11 update. In addition to the VR stutter problem I found that my Nvidia driver had been reset to a very old version, something like 45?.?? and my MSFS VR graphics had also been set to some old settings! Very odd, so I suggest you check if this has also happened to you.

My next move, in case the driver is the problem, will be to go back to 511.79. If that isn’t the cure then I would like to uninstall the Win11 update, if that is possible. Is it?

My equipment:
Intel i9-10900KF
64GB ram
RTX 3090
HP Reverb G2

As this problem doesn’t appear to be directly OpenXR Toolkit related maybe it should be moved elsewhere?

EDIT: Changing Nvidia driver back to previous version (511.79) has not fixed the problem, so certainly looking like Win11 22H2 beta update is the reason for jerking/stuttering.

In game usually RR 100. Do your adjustments in OXRTK and OXR Dev Tools. You can always experiment beyond that if you want.

Yeah OK I finally took the time to try this again and I can see what you and @ExeRay see. And I can reproduce the issue. It’s definitely related to MR I think and it’s a WMR bug. I’ll see if I can dig into that when I have some spare cycles at work.

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I had to back out of the Win 11 beta update. I was getting stuttering and CTDs. My process to do this must have been a little off because after I finished with Win 11…MSFS was gone. I’m reinstalling it now and hoping that’s the worst of it…

I would also like to leave the Win11 beta program (now) but my understanding is that it requires a full Win 11 install, loosing all data and programs, including MSFS … a lot of work.

Please let us know if your full reinstall (OS plus MSFS) works.

Hi everyone,

Sorry, a little off topic - a few days ago I came across a post that mentioned a project underway for bridging WMROpenXR to SteamVR (or similar) and I think it had a link to github. I think mbucchia mentioned it but I haven’t been able to find it again.

Does anyone know the software I’m referring to?

Thank you :slight_smile:

Yes it’s called OpenComposite-Acc and it’s here: Releases · Jabbah / OpenCompositeACC · GitLab

It’s been tested with WMR and Varjo so far. It bridges OpenVR (SteamVR) to OpenXR.

There’s a bit of a learning curve to set it up.
Two good threads:

This is applicable to other games too, not sure which ones. It works-ish with OpenXR Toolkit, with certain games, and the menu is broken (release coming up tomorrow to fix that).

Also, if you join our OpenXR Toolkit discord, there’s a channel #open-composite-acc that’s VERY active and has the developer of this tool.

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Terrific mbuccia - appreciate the fast reply too :grinning: :+1:

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You guys must have a bad luck…:slight_smile:
R5600x/3070/G2/W11/512.15/HAGS OFF/Game mode OFF/OpenXR Toolkit - best experience so far.
I’m finally back on 90Hz and with the MR ON I can keep a stable 1/4 or 1/3 reprojection rate (22.5/30fps) in the majority of situations with mostly high settings incl. clouds (OXR 100//RS100/FSR70/FFR performance wide - 2200x2200px)
With MR OFF I would normally bump up my resolution to 2600-2700px (OXR 140-150) and still get 35-45 fps depends on situation which for me is perfectly fine in case of airliners or a steady GA flying.
Btw, the new Lisbon is absolutely mindblowing:)

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