Just putting it out there so there is no surprise:
OpenXR Toolkit is currently NOT expected to work with SU10 while in beta.
SU10 comes with some engine changes that are expected to break certain features of OpenXR Toolkit, like DX12, Foveated Rendering, and perhaps more.
To be clear, this is not Asobo’s fault nor their responsibility: this situation is inherent to hooking into the game engine from outside the game. It could have very well happened at SU8 or SU9, we just got lucky back then.
It will take some time to make adjustments in OpenXR Toolkit following the engine changes. We hope to be ready by the time SU10 releases as stable, but even then there is no guarantee.
I know some of you plan to rush to the SU10 beta for DLSS etc, so consider yourself warned. Staying on stable SU9 is the safe bet if you rely on OpenXR Toolkit.
Please if you experience issues be sure to disable OpenXR Toolkit before filing issues to Asobo. We don’t want to send the Asobo devs on a wild goose chase for OpenXR Toolkit issues.
For those who will still use SU10 beta, I’m going to maintain a table of known status on this post. Based on OpenXR Toolkit 1.1.4.
- DX12: (CTD, has a band-aid workaround)
- Fixed Foveated Rendering: (WMR, Oculus) (Varjo, Pimax - works but overall quality is reduced)
- Eye-tracked Foveated Rendering: (auto-fallback to Fixed Foveated Rendering)
- World Scale: (also supported by the game itself)
- Post processing:
- FOV override:
- Hand tracking:
- Pimax WFOV hack: (no longer needed )
There is NO known issues with DLSS. If you use DX11, then DLSS and OpenXR Tookit work together without problems.