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Migrate VR API from SteamVR's OpenVR to OpenXR


FoxTwo
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In reference to this post on the hpreverb subreddit:

 

 

Steam's OpenVR isn't really that open and is very likely contributing to several performance issues experienced by people with high end hardware while playing DCS in VR.

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+1

http://dcsfinland.fi/

Dcs: F/A-18C, F-16C, F-14B, A-10C, A-10C II, AV-8B, UH-1H, MiG-21bis, M2000C, Bf-109K4, Ka-50, Hind, C-101, FC3, SC

System: i5-9600k@5GHz, Asus TUF 3080Ti OC 12gb, 32gb DDR4 3600MHz, HP Reverb G2, Virpil WarBrD, Warthog throttle with deltasim slew, logitech pedals, DIY ”UFC”, 3x TM MFD’s

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OpenXR is something we are looking into but I do not have any news to share with you currently. 

 

thank you

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@BIGNEWY
I know you have no news to share with us, but maybe these news shared with you and the team might be helpful: https://store.steampowered.com/news/app/250820/view/3044967019267211914

 

tl;dr: SteamVR 1.16 brings full OpenXR compliance into SteamVR. Since Oculus also does that, you could start migrating to OpenXR and only have to maintain 1 API instead of the current 2 (SteamVR and Oculus). That would also be super helpful for the people running WMR headsets since the performance gain should be substantial by just utilizing OpenXR alone (WMR via SteamVR copies the framebuffer between the 2, not the most elegant solution). 

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| i9 7900X @4.5GHz |  32GB DDR4-3600 | STRIX GTX 2080Ti OC | LG 38GN950 38" |

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Oh I didn't knew that, would make great sense since OpenXR is also from Khronos like Vulkan which probably has more developer crossover and experience in the community as well as compatability familiarity that can come helpful. I would coincide this with the Vulkan API renderer for DCS, that together could make a good splash for VR users, it would also make sense from usability for these major changes to coincide so there's less major changes to the configuration and tweaking process for VR users. Once Vulkan renderer comes, VR may work differently and old tweaks/config may not work anymore, making users to re-figure out the optimal process, OpenXR support may produce this same effect, but if they both come together along with other changes/improvements, then it might be one less change of procedure for users, or perhaps much lesser of a procedure overall because the whole thing would skip ahead to a better implementation that would work better out of the box, potentially sparing a lot of back-and-forth within the community. ...... at the expense of potentially delayed release and more waiting haha 😛


Edited by Worrazen
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1st.: PC Specs: Win10P 2004 (20H1), 1440p@75"32 - MB: Asus ROG Strix X-570E - CPU: AMD Ryzen 5 PRO 4650G - GPU: AMD Radeon RX480 - RAM: 64 GB - SSD: Samsung 970 EVO Plus 1TB NVMe

2nd.: PC Specs: Win10P 2004 (20H1), 1440p@75"32 - MB: Asus P9X79 - CPU: Intel i7 3820 - RAM: 32GB - GPU: AMD Radeon RX480 8GB - SSD Samsung 870 EVO 250GB (DCS), Input: Saitek Cyborg X/FLY5

Modules: A-10C I/II, F/A-18C, Mig-21Bis, M-2000C, AJS-37, Spitfire LF Mk. IX, P-47, FC3, SC, CA, WW2AP, CE2.

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On 2/28/2021 at 1:18 AM, Worrazen said:

Oh I didn't knew that, would make great sense since OpenXR is also from Khronos like Vulkan which probably has more developer crossover and experience in the community as well as compatability familiarity that can come helpful. I would coincide this with the Vulkan API rendered for DCS, that together could make a good splash for VR users, it would also make sense from usability for these major changes to coincide so there's less major changes to the configuration and tweaking process for VR users. Once Vulkan renderer comes, VR may work differently and old tweaks/config may not work anymore, making users to re-figure out the optimal process, OpenXR support may produce this same effect, but if they both come together along with other changes/improvements, then it'll one less change of procedure I would assume, or perhaps much less because it would work better out of the box, potentially sparing a lot of back-and-forth. ...... at the expense of potentially delayed release and more waiting haha 😛

 

Strongly agree as a long time vr user.

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The issue quoted in the first post will most likely be fixed waaay before ED even starts OpenXR migration. Besides the developer talks mostly about additional memory footprint required by current implementation - reducing that may, or may not help in case of DCS. If you don't run out of GPU memory now, you won't see much improvement when they further reduce memory requirements. 

 

OpenXR may still improve and streamline DCS VR development in the long run, but it's not a magic bullet that some may think. For a WMR headset it functions as a yet another middleware, replacing the job of SteamVR. For a Steam or Oculus headset, it will be an additional middleware layer, added between DCS and headset API, instead of current native DCS implementation. 


Edited by some1

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1st.: PC Specs: Win10P 2004 (20H1), 1440p@75"32 - MB: Asus ROG Strix X-570E - CPU: AMD Ryzen 5 PRO 4650G - GPU: AMD Radeon RX480 - RAM: 64 GB - SSD: Samsung 970 EVO Plus 1TB NVMe

2nd.: PC Specs: Win10P 2004 (20H1), 1440p@75"32 - MB: Asus P9X79 - CPU: Intel i7 3820 - RAM: 32GB - GPU: AMD Radeon RX480 8GB - SSD Samsung 870 EVO 250GB (DCS), Input: Saitek Cyborg X/FLY5

Modules: A-10C I/II, F/A-18C, Mig-21Bis, M-2000C, AJS-37, Spitfire LF Mk. IX, P-47, FC3, SC, CA, WW2AP, CE2.

Terrains: NTTR, Normandy, Persian Gulf, Syria.

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  • 2 months later...

Any info about this? Is this still considered by ED?

http://dcsfinland.fi/

Dcs: F/A-18C, F-16C, F-14B, A-10C, A-10C II, AV-8B, UH-1H, MiG-21bis, M2000C, Bf-109K4, Ka-50, Hind, C-101, FC3, SC

System: i5-9600k@5GHz, Asus TUF 3080Ti OC 12gb, 32gb DDR4 3600MHz, HP Reverb G2, Virpil WarBrD, Warthog throttle with deltasim slew, logitech pedals, DIY ”UFC”, 3x TM MFD’s

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  • 1 month later...
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Any news on this? Is it still being considered for implementation?

Specs: Win10, i9-9900KF@5Ghz, 32GB DDR4 RAM 3200XMP, 1 TB M2 NVMe SSD, KFA2 RTX3090, VR G2 Headset, Warthog Throttle+Saitek Pedals+MSFFB2  Joystick. 

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Yup be nice to have DCS full on OpenXR.  No issues with my rift s in dcs but wow the overhead when I try to run dcs In WMR and Odyssey +.  This piggyback stuff through steam Vr is killing dcs performance.

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