OpenXR Update from Nov 17th - Reverb G2 CTD after switching to VR and back

Hi Mbucchia,

let me just explain why i excpected much more.


Following example (MSFS in both cases Render Scale 100%):

  1. using 100% in OpenXR, i get a Render Resolution of 3164x3092 and around 22.5fps
  2. using 65% in OpenXR, i get a Render Resolution of 2548x2492 and around 33.5fps (in the same scene, everything same)

So, if the PC renders around 64% of the Original Pixels, it gets faster by a factor of 1.49 in fps!
And this was what i expected by rendering 80% of FOV on horizontal and vertical, which is also 64% of the Pixels. That would be a real game changer for VR on the G2 (because the unmodded G2 just has so much Pixels we can not see, so why render them? And i will use it unmodded, because i want to use it with my glasses.)
So i dont get it, why this should not be faster…
As i searched the internet, i found out that in steamVR Beta just this is implemented and offers a high amount of speedup or increased sharpness.

SteamVR Beta 1.17.8’s new Field of View slider is good. : ValveIndex (reddit.com)
“You can now reduce your FOV for more frames per second. This is like pressing the + and - buttons in original DOS Doom if you remember that, shrinking the play area down for higher frames per second.”

SteamVR Update Adds Field-of-view Option and World Scale Adjustment (roadtovr.com)

" Similarly, the new feature in SteamVR essentially allows you to trade some peripheral view for a sharper view in a smaller area."

So i think this should also be possible with WMR, but perhaps impossible to implement in a plugin like you tried.

Thanks again,
Thomas