12 months ago
Native HMD OpenXR
For owners of headsets from Varjo, Pimax, HP and possibly others too their native OpenXR runtimes are not working correctly. Currently the only way for us to get the game running is by switching run...
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.