Patricks Posted October 9 Posted October 9 [VR related] Just read about this today, set the Dream Air to 90hz (was 72) gave it a go and it seems to work! Not sure what the deal is as the game reports 45FPS and the app a steady 90, but seems very smooth, see no artifacts... https://github.com/djules75/OFXR-Bridge/releases ALL testing is done in VR - GIGABYTE X870E AORUS Elite WIFI7, Thermaltake 1200w PS \AMD Ryzen 7 9800X3D - Corsair iCue Titan Liquid CPU cooler \ 64GB G.Skill Z5 DDR5 \ SBlasterX G6 \ 4TB NvMe M.2 Boot Drive \ ZOTAC GAMING GeForce RTX 5090 SOLID OC 32GB GDDR7 - Nvidia 621.01 drivers \ 3 Samsung LC32G53TQWUXEN 32" 7680x1440 at 144Hz Gsync \ Win11 Pro Ver. 26H2 - Build 26300.9711 \ TIR 5 \ Warthog HOTAS with VPC WarBRD joystick base \ MFG V3 Pedals \ TM MFDs on 2 8" Lilliputs \ Simgears ICP \ Pimax Dream Air VR running 90hz at Steam 100% 4056x3360 (per eye) OpenXR.
Husar Posted October 9 Posted October 9 (edited) I would like to see latency, the reprojection should work better that this. Anyway there are same issues with the image like duble objects (ghosting). Might be good for static environment like MSFS24 but not for dynamic CFS. Edited October 9 by Husar 1
Dash,Polder Posted October 9 Posted October 9 Just so your aware there's a bug in Pimax Play affecting VRAM that doesn't play well with that bridge. https://forum.openmr.com/t/issue-in-pimax-openxr-runtime-causing-vram-overhead-with-ofxr/43469 Maybe they'll eventually get it worked out and it'll be worth a look, only affects you if you try using it in openXR, should work OK in steam and openVR.
Charger Posted October 10 Posted October 10 Man, so much new VR mods coming out. Its fantastic. 5800x3D | 5090 | Pimax Super Ultrawide
Panzerlang Posted October 10 Posted October 10 5 hours ago, Dash,Polder said: Just so your aware there's a bug in Pimax Play affecting VRAM that doesn't play well with that bridge. https://forum.openmr.com/t/issue-in-pimax-openxr-runtime-causing-vram-overhead-with-ofxr/43469 Maybe they'll eventually get it worked out and it'll be worth a look, only affects you if you try using it in openXR, should work OK in steam and openVR. I'm guessing that would explain the increased issues I saw when I tried it. I wonder if a same/similar cause affected VectorVR for me too. Gigabyte Aorus Elite Mobo. No mods. AMD 9800X3D CPU. No mods. RTX 5090 GPU. No mods. 64GB G-Skill RAM at 6000mhz. XMP on. Samsung SSD. Monitor at 3840x2160. Pimax Crystal Super.
Dash,Polder Posted October 10 Posted October 10 3 hours ago, Panzerlang said: I'm guessing that would explain the increased issues I saw when I tried it. I wonder if a same/similar cause affected VectorVR for me too. There is a bug with Cheeky when I turn the new overlay feature on in vectorXR, eye tracking won't work, the F8 won't open it. Also if the vectorXR layer isn't over the Cheeky the game none of my directX 12 games will fire. So there is a bit of conflict in the mix.
YoYo Posted October 10 Posted October 10 That's right, I noticed that too; for example, I had trouble launching MSFS 2024. Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb. | Webmaster of yoyosims.pl. VR flying only (Meta Quest Pro).
lefuneste Posted October 11 Posted October 11 (edited) Hello. I just tried it, it seems not bad at all. Of course there is some slight ghosting on fast objects like side looking a f86 when it is at your 3 in head to head, but as soon you are behind him, ghosting is not so obvious. I did not see any issue for ground attack, it s seems to me a good option to overcome fps drops due to CPU load. What is missing is a way to turn it on/off during game. You have anyway to be in a sweetspot. My current settings worked fine, but as soon as I tried to re enable some items like shadows, mirror, or even AA then I had a lot of ghosting. So this is a solution to maintain fps in CPU bound situation but not a solution to set graphic options a level up... Edited October 11 by lefuneste
YoYo Posted October 13 Posted October 13 New version is out, from the author on MSFS2024 forum: "Hi, I just released a new version of OFXR that fixes issues for non SteamVR users. It’s likely to fix those unstable framerates you had, which is a sign of OFXR not working as it should. Also, there are multiple forks currently of OFXR. I am working with the original creator of the tool, Tigermaster. He is working on a future v0.3 and I am maintaining the v0.2 one. v0.2.13.3 on my fork (djules75/OFXR-Bridge), is the latest version as of today, and should be the most stable to use. I can’t post a link here to the github repository but a quick google search will take you there. Please try it and let me know if it works better! If it doesn’t happy to help diagnose and improve for everyone!" Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb. | Webmaster of yoyosims.pl. VR flying only (Meta Quest Pro).
Panzerlang Posted October 15 Posted October 15 Gave it another go, with greater understanding. The VRAM issue isn't one with 32GB of VRAM, so I ran it in OpenXR regardless of the warnings and it ran fine. Thing is, it just can't do what it's supposed to do particularly well. Planes are moving too fast for it to be able to calculate the fake frames without ghosting. Low over the city, instead of very low-frequency bigger steppiness it gives ultra stutter. I much prefer the steppiness. Anyway, was worth a punt to scratch the itch (graphics greed). VectorXR, same result (plus it broke stuff). 1 Gigabyte Aorus Elite Mobo. No mods. AMD 9800X3D CPU. No mods. RTX 5090 GPU. No mods. 64GB G-Skill RAM at 6000mhz. XMP on. Samsung SSD. Monitor at 3840x2160. Pimax Crystal Super.
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