OpenXR Toolkit Tuning Guide (updated 21/02/23) (2024)

vor 2 Stunden schrieb speed-of-heat:

I have used rtss, and it works sorta, the global setting seems to work OK, but the game level setting doesn't seem to...but as I play other games I don't really want to limit everything to 45fps... Again ymmv

vor 5 Stunden schrieb johnbowzer:

@edmuss, I am on a 3080 & G2 and just wondering about using the RTSS, as per your edit in main post regardinglocking it, and your observationswhen you ran it that way. .. if setting framerate to 45, was that with also setting OXRDT to 100%, MR disabled, and OXRTK disabled? Or was that also with OXRTK with NIS 100%, frames unlocked? And your references to resolution.. in game or ? Apologies, but I get bogged down in details sometimes.

The feature to lock 45Hz ( hertz not FPS ) in the Tookit affects only how OpenXR repojection works. If Reprojection is set to off in OXR development tool, the feature in the toolkit shouldn´t affect anything at all.

SteamVR Asynchroneous Reprojection ( it´s always mixed up with motion reprojection, which smoothes the head movement, but not the scenery movement, what Asynchroneous Reprojection does ) works only in one step: If asynchroneous Reprojection in SteamVR is activated, it kicks in when the FPS drops from 90 ( the optimum for 90Hz headsets ) down to around 80FPS, when at 80 instead of 90FPS it instantly reduces the FPS to 45 and interpolates on image to put between a real each really processed images ( 45 real processed images + 45 interpolated images = 90 FPS to meet the 90 Hz of the displays for a smooth visual effect of movements in the scenery ). To got this work perfectly, it needs to maintain 45 real FPS constantly, if the system can´t hold up to real 45 FPS and dips below, it results in ghosting effects ( the interpolated image is just a copy of the before real processed image ). The ghosting effect is pronounced to very fast changing object in the scenery, like very close buildings or other close flying aircrafts, just because the movement, respectively the change in position of ots place in the scenery of far away objects is not as fast as the change in position of close by objects.

Now OpenXR comes with its own reprojection technique, which works in more steps, than only cut in half the real FPS like OpenVR ( SteamVR ) Asynchroneus Reprojection does.
OpenXR Reprojection adds more steps with reducing to 30FPS and interpolating 2 copies to meet the 90Hz. If reprojection in OpenXR is activated and the system can´t maintain 90FPS it reduces the FPS to 45 and adds one interpolated/copied image. I assume it kicks in, when the real processed images are dipping below 90 at around 80 FPS. The next step in reprojecting a copy of a formerly real rendered image kicks in, when the FPS goes down below 45FPS ( I assume at 44FPS the 2nd step in OpenXR reprojection already kicks in ) and reduces the rendered FPS to 30 and interpolates two images to reach the 90Hz dispaly frequency ( to get a smooth , stutterfree image in VR ).

That´s where the toolkit feature get´s active, where the 2nd step in reprojectio could be avoided by locking to 45Hz in the toolkit. OpenXR reprojection then works the same as OpenVR asynchroneous reprojection in only one step reducing to 45FPS.

In my observation OpenXR Reprojection works much better with the Reverb G2 than OpenVR ( SteamVR ) reprojection by creating a butter smooth movement in the scenery, but for that it needs to be forced more to maintain the 45FPS rendered images, than OpenVR ... but that´s only an impression, maybe by noticing any stutter more pronounced in a buttery smooth image than in a scenery which got tiny stutters anyway. Of this it could be concluded that OpenVR handles significant dips below 45FPS better by AsynchroneousReprojection than OpenXR does, as OpenXR reprojection results in a stutterfest if it significantly dips below 45FPS when locked in the toolkit at 45Hz or when unlocked in the toolkit switches to the next step and reduces to 30FPS by interpolating 2 frames. Maybe that´s exactly the reason, why it got those additional reprojection with 30FPS and two interpolated images, because it´s more sensitive in the area of acceptable image quality off the exact calculated 90, 45 and 30 FPS.

TIn my observation the visible advantage of OpenXR in comparison to OpenVR in DCS World with a Reverb G2 ( probably other WMR headsets too ) is a much smoother and better image quality at 45FPS with reprojection - but the 45 FPS needs to be maintained at any cost to get the advantage.

I have explained to myself the issues I got with helicopters and locked 45Hz reprojection in the way, that the animation of the rotorblades is such fast by changing the places of objects ( the rotorblades ) in the image scenery, that reprojection is not fast enough to fill in the gaps with interpolated images and get somehow stuck, which results in a stutterfest then. Same maybe could be assumed to a general stutterfest at locked 45Hz in the toolkit, if the targeted 45FPS could not be maintained and permanently drops below 40FPS, where the OpenXR reprojection gets stuck somehow ( if unlocked it would instead reduce to 30FPS permanently ). The KA-50 seems to have a different rotorblade animation from the Apache or Hind, what makes the KA-50 maintaining 45FPS easily and not get "stuck" in reprojection.

OpenXR Toolkit Tuning Guide (updated 21/02/23) (2024)
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