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

Well that’s not helpful, I wouldn’t have asked in the first place, I’ve seen a lot of posts where people state use 150OXR, 100 in game render scale etc. I’ve never been able to reproduce ‘claimed’ performance with my RTX3080ti, I don’t understand the inter relationship, hence my question.

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There’s 2 things to discuss:

  • why the new option on the toolkit? Typically, the display resolution can be changed globally in the OpenXR runtime (eg: WMR custom render scale), meaning for all apps at once. SteamVR is the exception because it has a menu for each app. With newer OpenXR apps being supported (especially though OpenComposite-ACC) it’s useful to be able to set it per app (because the OpenXR Toolkit settings are saved per app).

  • what is this useful for? You can override the OpenXR runtime resolution above or below the actual headset resolution. There is little point to override it below, because you’ll likely get better results with NIS and FSR upscaling for that. However you can increase the resolution in order to perform supersampling, meaning that we render at a higher resolution than the native headset resolution, and the runtime eventually downscales the image back to native resolution, which can produce a crisper image (because more pixels than necessary are available, so it reduces aliasing). But the supersampling costs performance.

Now you’re seeing people with all kinds of combinations of OpenXR above 100 (aka supersampling) and also NIS/FSR not 100 (aka upscaling), which allows to use the upscaling+sharpening to produce the supersampled image at lower cost.

So in a way, you increase the cost by enabling supersampling, but then decrease the cost by using upscaling, all that to produce a higher resolution image with the least amount of loss of quality.

It might take some effort to find the right combination though.

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I think the key difference you’re not mentioning is the optics. I don’t have an Aero so I can’t tell for sure, but AFAIK the optics on the Aero offer much more clarity in the periphery. So the effects of Fixed Foveated Rendering are more visible on the Aero (more visible pixelation outside the center ring) than the G2 (where the region near the edges is blurry because of lense distortion).

So in a way, the Eye Tracking Foveated Rendering is more helpful with the Aero we’re the lenses offer better clarity near the edges.

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It’s dope guys. Thank you.

I guess this is where we make use of the detailed stats in the overlay to dial in the trade-off of render resolution vs scaling? What would be a really handy video/guide for users is to interpret the numbers to help them understand that relationship to adjust to the sweet spot for their particular system - i.e. wringing every bit of CPU and GPU horsepower up to the point where one or the other is negatively impacted.

@PIESKYTOURS reckon this is something you think would be helpful Chris?

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I am sorry, really didn’t mean anything bad by it. To simplify for us average people the awesome description mbuccia gave you…just leave your openxr resolution at 100, your ingame taa resolution at 100, upscaling at 100 and only tinker with resolution override until you get satisfactory result in terms of clarity vs performance.

Previously i had to raise the oxr resolution somewhere between 130-150 to get increased clarity by supersampling native res, but then i had to tinker with lowering the toolkit’s upscaling resolution to find that sweet spot. Since you had to move in 5% increments it was kinda hard simce thoseare pretty big increments. The new setting enables you to move by absolute increments that you desire and that is just amazing.

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Glad you like the video :wink:

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We’ve gone one step in that direction in 1.1, where there is an indicator when you are CPU bound. There’s more we could do to give the headroom, but it can get complicated. When we have a little more time we will improve that.

Generally, I will however say that in a game like MSFS, leaving no headroom is not a great idea, because there can be a lot of variations from a flight to another, going into certain areas will be super CPU-intensive, and you don’t want to constantly change your settings based on the situation (you can, but this shouldn’t be enjoyable…).

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If you are brand new to VR I strongly recommend you first try to get it running with only the default Oculus app, before adding other software such as tray tool, debug tool, open xr toolkit. This makes finding any issues much easier.

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What in the world compelled you into that idea? :open_mouth:

I absolutely despise youtube videos/streamers. I will admit you have a pleasant voice though. You kinda sound like Anthony Hopkins :smiley: I still wish you’d write like the rest of us though :slight_smile:

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Hey Matt,

Quick question, with the new adjustments is it possible to dial the resolution back in one eye to save workload? Reason I ask is that I’m actually blind in my right eye. I don’t care what the resolution looks like in that eye!

Is this possible?

Cheers

He was replying to the post above yours…

The resolution applies to both eyes. With Expert settings you can use the Bias option of FFR now (assuming you have a capable GPU). Not sure it will help much but curious to hear if it does. I will decrease FFR resolution per eye.

We’ll be looking at other improvements in due time.

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Thanks!

In the bias would I go full bias to the right (e.g. +4 R) to lower the resolution as much as possible in that eye?

Answered my own question - full bias towards the right (in my case) and sure enough about 3-4FPS reclaimed!

You’re a genius. :slight_smile:

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Cheers! I have a website and plan to start a blog soon and will link it to this - just takes a lot of time on top of a full time teaching job!

All the best! :slight_smile:

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Thank you for this it helped a lot :+1:

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This i will gladly support and follow, mate

No worries, thanks for the response :+1:

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Looking for an honest answer..

I have a full dash with most tactile controls for twin engine planes. I have an Oculus S and looking hard at the Reverb G2 as an upgrade.

To me, VR is used best for VfR flight. I can look in the VC for my direction towards the airport but I cant seem to see the airport on the horizon until I hit the ILS feather. The detail on the horizon is too blurry to pick out an airport. I’ve done all the Oculus tricks and settings so I’m looking at the G2.

The only reason for me to get the Reverb G2 is to see the airports on the horizon with a fast enough FPS.

Is the Reverb G2 that much better than the Oculus S or is VR just not there yet at a consumer level.

running 9900k, 2080ti and 32g on a single display with TrackIR.

I upgraded to a G2 from a Quest 2. I’d previously thought (and still do) think the Q2 is a fantastic bang for buck headset.

The G2 took some dialling in but now (big thanks in now small part to OXR TK), it is theres no denying its a wonderful headset. Not perfect - WMR can be finicky and the sweet spot is quite small - helped with the v2 gasket. However image quality for the money is beautifu which for me made the upgrade totally worth it.

Hope this helps.

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