Quad Views Foveated Rendering for MSFS 2024

OK. Useful safety tip. Thanks, Egon.

I did try one quick test tonight for proof of theory and sure enough with the Toolkit disabled I had no problems.
Of course, now I have to find other ways to set the various options that I do use in the Toolkit. Not least that nice little FPS display.

I will do some more tests tomorrow.

Can somebody explain what benefit that the option brings, as the one thing that I did notice is that instead of the 90fps I was getting at my test base, with SSW, I was only getting 75fps with FR, and SSW.

You only need disable foveated rendering in it. Other are working I heard

Do you mean if I disable Foveated Rendering in OpenXR toolkit, I can still use OXRTK without the sim crashing?

Will give the beta a go in that case because I use oxrtk to turn down the exposure in the sim.

Thats what i heard. Im in bed allready

Seems to crash the sim for me with pimax openxr if I enabled foveated in the sim… also crashes with pimaxxr and steam as openxr

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Same issue here

General question - Now that the sim has QVFR, can it work on any VR headset that has inside out eye tracking? Or is it specific only to headsets that support it?

Thanks.

it works fixed without eye tracking and dynamic with it. I don’t know what inside out eye tracking is but I don’t like the sound of it lol.

Assuming it doesn’t crash like it does for me

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Same question here. I’ve tried using OpenXR Quad-Views-Foveated to see if it presents anything to the game, but no dice. If you fly in clouds, you can see the quad rendered area but it doesn’t move. I’ve tried various combinations of Matt’s wonderful API layers with no success.
EDIT: I’m using Oculus Link so I’m aware it doesn’t expose the eye tracking data natively (QPro)

What do you mean the sim now has QVFR? Was QVFR added in SU2?

yes… see above

This appears to be in engine support so Matt’s quad views foveated layer wouldn’t apply. I think Virtual desktop solves the eye tracking problem for quest pro?

Oh wow. I didn’t expect to see that today! They actually did it…

Hmm. Just tried that but no luck with that either.

Also, I think because Link doesn’t provide eye tracking data to the game, you are more likely to need Matt’s layer to do that for you (at least that’s my understanding). Perhaps for Varjo/Crystal users it’s not needed as their runtimes expose the right extensions.

Pimax Crystal users, what is needed to get this to work? Is it plug and play, or do you need to fiddle with it? I haven’t tried it yet.

The implementation in MSFS doesnt seem to rely on platform extensions, which is what Quad-Views-Foveated presents. So its probably useless in this context.l (which is fine since Quad-Views-Foveated does not support D3D12 anyway).

no luck at all with pimax for me… all API layers removed or disabled, all runtimes tried.

For Link you need to

  1. ditch link and use Virtual Desktop because Link os obsolete ■■■■

  2. if you really insist, you can use OpenXR-Eye-Trackers which will deal with how Meta doesnt expose eye tracking

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Thanks Matt. Unfortunately I have a use case which requires Link. (I love Virtual Desktop btw, but need Link as I use Auto Oculus Touch which talks to the Oculus SDK). Will try Eye-Trackers on it’s own (I think maybe I had both that and Quad enabled earlier)