Just wanted to know if this “strange behavior” is intended.
As I wrote, it’s about the “Display resolution (per eye)” option. While using SteamVR (and the Pico4), in the Toolkit the value is capped at 3240x3240, and can’t go any higher. But this can be “solved”.
If I open FS2020 and use WMR + OpenXR Toolkit (with the G2), I can set the Display resolution (per eye) value as high as I want.
Then: close the game and restart the PC, switch OpenXR to SteamVR.
Restart the game, activate VR, open the OpenXR Toolkit… and the resolution is there! Any value set in WMR is still there and it’s active in the headset, with much, much, much better definition.
If I try to change this resolution while using SteamVR, it gets back instantly to 3240x3240 and it’s capped.
Do you think it would be possible to have the value “free” when using SteamVR, too? Otherwise, please leave it as it is now, because the Pico 4 @ 4408x4408 is really on par with a cranked up G2!
(Oh, and of course… THANK YOU for your outstanding job!)
This is an issue of SteamVR, also reported by Vive and Index users. There’s already an exception in the code for Varjo users to remove the limit, and the same needs to be done for SteamVR users (in a next version).
For now it is safe for you to change the resolution via WMR (inconvenient) or perhaps easier by writing the value you want to registry at HKEY_CURRENT_USER\Software\OpenXR-Toolkit\FS2020\resolution_width (this will take effect after Ctrl-Tab).
Just thought I’d come back with some more findings. Went back to DX11 and found another 10FPS. My CPU render time was frequently north of 20ms with DX12. Always CPU bound. Now with everything ultra I am seeing 50+ FPS at ground level and 60+ once above a few hundred feet. No stutters, nothing. CPU is running cooler. GPU is running cooler. CPU render is 7ms or so.
Also have disabled SSW in the Pico and now use OXR MR. Seems to artefact much much less.
If I enable DLSS I see north of 70FPS.
Not sure what the problem was with DX12, but it’s a night and day difference.
cannot find it in openxr toolkit. The openxr tools is for WMR I think not Pico compatible. I tried the virtual desktop one SSW but was getting wavy stutters
OpenXR Toolkit is not for WMR - it’s an open standard, it works for SteamVR as well (but you have to activate it - SteamVR - Developer Menu - Dedicated option).
I know I use it with the pico 4 and msfs but cannot see motion reprojection. He is referring to openxr tools which is different and as far as I know does not work with pico 4
I have the Neo 3 Link (which is really good btw), from what I understand there’s no way to use Open Composite with it, so although I could use the Toolkit it would still be running through Steam VR. Is that correct?
The motion reprojection setting in OpenXR Toolkit is for WMR devices only. For Pico AFAIK you can either enable motion smoothing in SteamVR itself or SSW in Virtual Desktop.
You are confusing quite a few things. OpenComposite has no use for MSFS. OpenComposite is to bridge OpenVR apps to use OpenXR instead. MSFS uses OpenXR already, so there is no need for it. And yes you can use OpenXR Toolkit with MSFS regardless of the device, since MSFS use OpenXR already.
As for bypassing SteamVR, it is not possible with Pico because they never implemented native OpenXR support for PC. So you are stuck with SteamVR.
Based on everything you wrote here, it sounds like you are not using motion reprojection at all. There is no such thing as “OXR MR”. The motion reprojection settings in both OpenXR Tools for WMR and OpenXR Toolkit are only applicable to WMR devices, not Pico.
If you were using motion reprojection, your framerate would be locked to an integer divider of your refresh rate, for example with a 90 Hz device, you would be getting 45 FPS or 30 FPS. The fact that you are getting 50 or 70 is further evidence that no motion reprojection is in use.
This is a very ambiguous space at the moment. They should make it very clear what their intentions are for PCVR, rather than only advertising their Android features without a fine print. And bloggers posting about it without understanding the difference doesn’t help
Ah I see, I did wonder if it was the standalone only but didn’t know where to look for proper information. Oddly their own news section on their website doesn’t have anything at all about it.
This is not possible. See a few messages above: Pico doesn’t support OpenXR natively, it only does so via SteamVR.
OpenXR hand tracking is not possible through SteamVR.
It all looks like a Pico marketing scheme: they’re not telling you, but these features (like hand and eye tracking on Pro) are only available to standalone Android apps, not to PC apps.