VectorXR, a new app that replaces OpenXR Toolkit

Hi all,

VectorXR seems to be a good app that replaces the OpenXR Toolkit. I installed it a week ago and tested it, and it is working very well.

This is for dcs and directx 11

Not sure if this is only for DirectX 11. I have MSFS 2024 and Quest 3, and it is working great.

It literally says MSFS024 in the video!

I’ll check this out later, looks promising.

…not tried yet, FYI, new release:

Is this a competing project to OFXR Bridge?

Has anyone tried both?

I have both, and now I’ll test the new version of VectorXR to see how it works.

Does VectorXR allow reducing the FoV per eye?

A lot to read :grinning_face:

No, VectorXR does not appear to offer a direct setting to reduce the field of view (FoV) independently for each eye.

off-topic

Incidentally, I am a committed user of reduced/optimized FOV. OXRTK trades optimized FOV perfectly for me. FOV settings in the Virtual Desktop Streamer app are good, but they can’t be configured perfectly. I think that reduced FOV via OXRTK is better/sharper than FOV via the VD Streamer app… maybe I’m just seeing ghosts:)

First impression:
Frame generation causes wobbling (and nausea, at least at 4x and 6x). I will take a closer look at the Advanced Settings tomorrow and test them further.

Quest 3, VD, 7800X3d, 7900XTX

Same for me. And therefore VectorXR can’t replace OXRTK currently for me. Nevertheless there are some nice features I will have a look at. Maybe next Weekend.

These two features, which similarly named, are doing two different things.

OpenXR Toolkit FOV override reduces the FOV but does not adjust the resolution to maintain 1:1 pixel density. Instead, it increases the pixel density ==> more supersampling anti-aliasing aka crispness, but no performance gain.

Virtual Desktop FOV tangent reduces the FOV while maintaining a 1:1 pixel density with the desired resolution. This effectively lowers the overall render resolution, while maintaining the same clarity ==> nice performance gain, slightly more efficient compression, but no changes to the final amount of supersampling/anti-aliasing.

Historically, people who are reducing FOV are mostly doing it for the sake of performance, therefore VD’s approach is closer to what most people want.

Hi Matthieu, I’m overwhelmed by your feedback—thank you so much! It’s clear to me now where the difference lies, and I can go on to configure the sim even more optimally and efficiently.

I really wish I could configure the FOV just as effectively using other apps as I can with your OXRTK.

Can it be stated generally that the final display quality and performance—when using VD FOV combined with supersampling—are identical to using OXRTK FOV without any additional supersampling?

I’m trying to better understand the differences between VectorXR and OFXR Bridge. At first glance, they seem like competing projects, but I may be misunderstanding their purpose or how they fit into the VR ecosystem.

I’d love to hear from people with experience in this space who can explain how the two compare and contrast. What are their respective goals, key features, strengths, and limitations? Do they overlap directly, or are they designed to solve different problems? Could they complement each other, or is one a better choice depending on the use case?

I’m hoping to get an informed, technical perspective from people familiar with both projects so I can better understand where each one fits and which might be the better option for different VR setups and use cases.

Thanks in advance for any insight!

I tested them both back to back today for a long time, in the same terrain, weather and aircraft. VectorXR seemed to work much smoother for me today, to the point where I was wondering if OFXR was working properly. I have the latest version of both installed.

VectorXR works like an app, there’s a lot more options (which you don’t really need to mess with), there’s a more extensive OSD, and it seems to work better if you start it after starting your sim. OFXR Bridge is in your system tray and out of the way. I’ll have to give OFXR another go in the next release, because I recall it working better before. It was definitely on because I could see the FPS counter, but I was getting noticeably more stutter even with the FPS locked to my headset refresh rate.

Tested the frame gen feature. The other features I do not need.
OFXR Bridge does not work for me, it just locks up the whole application.
VectorXR does work. It definitely smooths the motion but introduces artifacts as well. During normal flight they do not bother me, during landing the prop artifacts can get in the way.
The more native FPS you have, the less artifacts there are.
When I was pushing the resolution of my Pimax Crystal Super to 1.1, I hardly got +30fps, and this introduces way too many artifacts.
Resolution is at 0.85 now and this works way better.
The greatest difference is those taxiing turns around airports. Those used to require me to have some suspension of disbelief. “Yep, I do believe there is a parked plane there somewhere but I know I will only see it properly once I stop turning.”
With VectorXR FG, I can see that plane the whole time quite steady. That is a really nice effect.

The stutter due to the sim loading objects is still there, but way less.

My settings are interpolate and dynamic. Rest default. Changing the other settings did not really improve things or made them worse.

Tried OFXR (4090, Crystal) and it crashed (BSOD) my pc on every test. With SU7 and Nvidia (msfs) update with new DLSS presets, its incredibly smooth and crystal clear. Don’t really need a frame-gen addon.

You should try VectorXR, if only to see how professional it’s made.

It’s funny how the smoothness affects things.
I have gone down to 0.7 resolution on my Crystal Super. Which makes some fine text on labels harder to read. So less clarity. But there is also clarity in smoothness. Hard to explain but several things I can now just focus on, which makes them more clear. Before the image was always too nervous.

It has even affected my landings. I was so used to around 30-35 fps, that now with 90 fps, things seem to move a touch faster. Also a psychological effect, but then again, almost everything in VR is.
Clarity is king, but smoothness is crown prince.