QuebecTech
2 years agoSeasoned Scout
Re: Native HMD OpenXR
I have a Reverb G2 and a beefy PC 13700KF@5.6g 32gb ram, 3080 , and right now the framerate is not very high... Hopefully OpenXR compatbility will bring a performance uplift.
I have a Reverb G2 and a beefy PC 13700KF@5.6g 32gb ram, 3080 , and right now the framerate is not very high... Hopefully OpenXR compatbility will bring a performance uplift.
Check the following post from EA_Groguet relating to the OpenXR Toolkit:
https://answers.ea.com/t5/Technical-Issues-VR-Beta/Game-crashes-after-stage-load/m-p/13688128#M78
Thanks.
@EA_BarryAs stated in the OP all OpenXR layers need to be off and runtimes switched to Steam. This means OpenXR layers like the OXR Toolkit are also off. This is sub-optimal for performance due to non-native OpenXR runtimes being in use. The OP is not about the Toolkit use but runtime use. Thanks.
Just disable Openxr toolkit doesn't work with Varjo and Pimax Crystal.
Its something else. I tried all these stuffs and I could not play the game in VR.
Im pretty sure EA will do nothing do fix that.
@EA_Barry Native openxr support doesn't interfere with dlss/fsr in the uevr mod guys. In fact it runs and looks better too. I realise this is still beta but cmon lots of people prefer native openxr support over steamvr for obvious reasons. Can you confirm native openxr support in a future update? An EA answer to this would alleviate a lot of frustration.
Also forcing on tonemapper sharpness (around 2.2) can help when dlss/fsr is enabled. That and material levels/ lod biases for vr could be greatly improved.
As far as I know Varjo and Pimax have Quad Views Foveated rendering extention. You can actually install it as an addon in steamvr for any headset, and with it enabled the game just refuses to render VR views. I found it because I'm using it for Pavlov and DCS world with my Vive Pro 2. Have to disable this every time https://github.com/mbucchia/Quad-Views-Foveated/ before starting WRC.
Maybe you can somehow hide Quad Views extention from your native OpenXR runtime too?
Bumping this post 🙂
It's not that I'm undermining the level of work and commitment the team of devs have provided. I'm looking more at management & their inability to convey terms transparently. I've been a Jeweller for the past 22yrs with my own business so I know what it's like to be under pressure, however what do you think would happen if I made an item and left out a couple of gems with the 'promise' I'll get to them later whilst demanding full payment up front. Do you really think anyone would stand for that?
I agree there are always unknown variables at play and nothing/ no one is perfect, though the levels of downright anti consumerism and questionable ethics in business policy remain the sole focus of all the hate put toward E.A. and their management.
So please no one take it personally, my point is that if something isn't even close to being finished you can't release it with promises of grandeur which as history dictates falls flat on its arse, and expect people who have paid full price to not feel ripped off!
A reply from E.A. would be greatly appreciated. You guys are active on here are you not!?!
Still no reply from E.A. Good job team, such admirable concern for your client's needs.
It would be great if we could use our headset's native OpenXR rather than have to fallback on SteamVR OpenXR which does not perform as well.
Apparently prior to 1.9.0 it did work for some headsets, but not anymore.