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Posted

Hi guys , im moving from Rift S to WMR. I just ordered Reverb and im totally new with WMR. At the moment i use Opencomposite for my Rift S because SteamVr eats precious resources from my CPU and causes framedrops. So id like to know is it possible to use Reverb and adjust supersampling and other settings without touching Steam at all? 

 

Thanks! 

Posted

WMR is installed into SteamVR, so NO.

Posted

You need to download the wmr for steamvr beta in steam, don't forget. But no you need both to run.

Posted

After you start the game go to graphics settings and set antialiasing in game to the highest it can go. It helps a lot.

Posted

Ok, thanks all. I'm sure I will figure things out when new gear arrive. How do you setup WMR ? There seems to be some options in Win10 itself when WMR device is installed? Should I just ignore those settings and use Steam WMR instead ? I made some tests yesterday and replaced opencomposite openvr.api with default one...I lost 10-30 fps instantly when SteamVr running in background . Some users says that performance is quite similar with reverb and rift s . 

Posted (edited)

Do you have link for opencomp  openvr api?

 

 

Edited by TunaEatsLion
Posted
15 minutes ago, TunaEatsLion said:

Do you have link for opencomp  openvr api?

 

 

 

Open Composite system wide installer:

https://znix.xyz/OpenComposite/runtimeswitcher.php

 

As this is a WMR/Reverb thread I would caution -  this program is only for using with Oculus to bypass Steam VR.

There is no support from Open Composite for other headsets.

Posted
30 minutes ago, dburne said:

 

Open Composite system wide installer:

https://znix.xyz/OpenComposite/runtimeswitcher.php

 

As this is a WMR/Reverb thread I would caution -  this program is only for using with Oculus to bypass Steam VR.

There is no support from Open Composite for other headsets.

Was hoping it was. But isn't. thank you. 

Posted

Can I skip Steam by using Revive to launch IL2 in "Oculus mode" with opencomposite?? 

Posted
1 hour ago, Hartigan said:

Can I skip Steam by using Revive to launch IL2 in "Oculus mode" with opencomposite?? 

 

I don't believe so, pretty sure Revive requires SteamVR, after all it was designed to reroute from the Oculus to the Vive (which uses SteamVR)

Posted

Ok, thanks, maybe someday opencomposite will be available for WMR

Posted

Im confused again , what differences is between motion smoothing and reprojection in SteamVr ? Is motion smooth available for all WMR devices ?

Posted
27 minutes ago, Hartigan said:

Im confused again , what differences is between motion smoothing and reprojection in SteamVr ? Is motion smooth available for all WMR devices ?

 

As I understand it motion smoothing is for SteamVR only devices like the Index & Vive

 

Devices that use another driver layer like WMR and Pimax have their own drivers for reprojection

 

So an Index will have the option of motion smoothing and the Reverb reprojection

  • Thanks 1
Posted
1 hour ago, PO_Baldrick said:

 

As I understand it motion smoothing is for SteamVR only devices like the Index & Vive

 

Devices that use another driver layer like WMR and Pimax have their own drivers for reprojection

 

So an Index will have the option of motion smoothing and the Reverb reprojection

Not sure what is working and why, but in IL2 i have a little higher framerate 75-90 and crisp image., while in dcs have 45 to 50 fps and smooth image as well.  (Why!!what do they do different?!)

For IL2, setting anisotropic filtering manually in nvidia control panel manually to x16 - man does this help!, and setting AA to 2 by telling it to improve the game settings, gives that high framerates and perfect resolution. I kept resolution of headset as close as possible to the actual hmd display resolution.

Posted

So many things affect VR performance . Example with Rift S 50-75 fps is more smooth with opencomposite than 50-75 fps with SteamVr. Don't know why. Maybe SteamVr use more CPU resources.

Posted
2 hours ago, TunaEatsLion said:

Not sure what is working and why, but in IL2 i have a little higher framerate 75-90 and crisp image., while in dcs have 45 to 50 fps and smooth image as well.  (Why!!what do they do different?!)

For IL2, setting anisotropic filtering manually in nvidia control panel manually to x16 - man does this help!, and setting AA to 2 by telling it to improve the game settings, gives that high framerates and perfect resolution. I kept resolution of headset as close as possible to the actual hmd display resolution.

 

Technically those settings in NCP are not supposed to work in VR headsets.

I tested using AA with both enhance application setting and override application setting, enhance did nothing and override I had no AA in the game.

1 hour ago, Hartigan said:

So many things affect VR performance . Example with Rift S 50-75 fps is more smooth with opencomposite than 50-75 fps with SteamVr. Don't know why. Maybe SteamVr use more CPU resources.

 

It seemed to me Steam VR is getting rather bloated. I gained a lot in both FPS and smoothness with Open Composite with my Rift S.. 

SCG_Fenris_Wolf
Posted (edited)

Afaik the performance drop you are fighting through OpenComposite is a latency issue from Oculus' software to SteamVR.

 

For WMR users, afaik, there is no inherent latency problem. So you're basically getting OpenComposite performance straight away ☺️

 

 

P.S. When I switched from CV1 to Odyssey OG in the old days, I ran a cr'pload of performance tests, while dialing in the same amount of pixels via Steam's super sampling. From my memory, WMR performance was much better out of the box. The point is, don't worry - you don't need OpenComposite "to fix performance", afaik.

Edited by SCG_Fenris_Wolf
  • Upvote 1
Posted

Thanks, actually I made some tests yesterday with Reverb, maybe 10-15 minutes in game and was surprised how well it runs! And image looks stunning! I will continue testing later next week ,cannot wait for next patch. I still need to figure out how reprojection works. I need to change some lines from the default vrsettings file. 

Posted
2 hours ago, dburne said:

 

Technically those settings in NCP are not supposed to work in VR headsets.

I tested using AA with both enhance application setting and override application setting, enhance did nothing and override I had no AA in the game.

 

It seemed to me Steam VR is getting rather bloated. I gained a lot in both FPS and smoothness with Open Composite with my Rift S.. 

The settings in NCP do seem to do something if you set AA to 2 in game and ask it to enhance to 4. Or in my case, i set it to 4 in game and set NCP to 2. (It reduces the value, it seems)- because i get higher fps.  (That is my proof in any case). I imagine this as a switch within the game that either you set to on or off, but you cannot turn it on from outside the game, but once on, you can manipulate it.

Posted
1 hour ago, SCG_Fenris_Wolf said:

you don't need OpenComposite "to fix performance", afaik.

And this was all I wanted to hear :)

Posted (edited)
2 hours ago, SCG_Fenris_Wolf said:

Afaik the performance drop you are fighting through OpenComposite is a latency issue from Oculus' software to SteamVR.

 

For WMR users, afaik, there is no inherent latency problem. So you're basically getting OpenComposite performance straight away ☺️

 

 

P.S. When I switched from CV1 to Odyssey OG in the old days, I ran a cr'pload of performance tests, while dialing in the same amount of pixels via Steam's super sampling. From my memory, WMR performance was much better out of the box. The point is, don't worry - you don't need OpenComposite "to fix performance", afaik.

 

Maybe not but Open Composite sure performs way better for me in IL-2  versus Steam VR, that is all I can go by.

And I do not have performance drop through Open Composite, quite the opposite as I stated.

 

So apparently then there would be latency issue with Rift software to Steam VR but not Rift software to Open Composite. Odd...

Seems to be a common denominator there. ;)

 

So while it may be said I do not need Open Composite to fix performance, I will always use it in IL-2 because of the increased performance.

 

 

 

 

 

43 minutes ago, TunaEatsLion said:

The settings in NCP do seem to do something if you set AA to 2 in game and ask it to enhance to 4. Or in my case, i set it to 4 in game and set NCP to 2. (It reduces the value, it seems)- because i get higher fps.  (That is my proof in any case). I imagine this as a switch within the game that either you set to on or off, but you cannot turn it on from outside the game, but once on, you can manipulate it.

 

Well all I can say is enhance, at least as far as I could tell, did nothing on my end.

Edited by dburne
Posted
5 minutes ago, dburne said:

Maybe not but Open Composite sure performs way better for me in IL-2  versus Steam VR, that is all I can go by.

And I do not have performance drop through Open Composite, quite the opposite as I stated.

 

So apparently then there would be latency issue with Rift software to Steam VR but not Rift software to Open Composite. Odd...

Seems to be a common denominator there. ;)

 

For games coded against the SteamVR API, it looks like this:

 

Game -> SteamVR API -> SteamVR/Oculus translation -> Oculus API - > Oculus Headset.

 

When using OpenComposite, you get this:

 

Game -> OpenComposite -> Oculus API -> Oculus Headset.

 

SteamVR uses a bit of a translation layer to convert from the SteamVR standard to Oculus, and OpenComposite rips this out because it knows you're going to go directly to Oculus. Basically the flexibility of SteamVR is wasting a few CPU cycles that you can reclaim if you know you're going direct to Oculus. I don't think I'd argue it's bad that SteamVR does this, I'd actually petition the game developers to have an Oculus-specific version of their software so it's better optimized, but I can see why they don't (cheaper, easier to code against SteamVR and get automatic support for lots of headsets).

  • Like 1
Posted
3 hours ago, Alonzo said:

 

For games coded against the SteamVR API, it looks like this:

 

Game -> SteamVR API -> SteamVR/Oculus translation -> Oculus API - > Oculus Headset.

 

When using OpenComposite, you get this:

 

Game -> OpenComposite -> Oculus API -> Oculus Headset.

 

SteamVR uses a bit of a translation layer to convert from the SteamVR standard to Oculus, and OpenComposite rips this out because it knows you're going to go directly to Oculus. Basically the flexibility of SteamVR is wasting a few CPU cycles that you can reclaim if you know you're going direct to Oculus. I don't think I'd argue it's bad that SteamVR does this, I'd actually petition the game developers to have an Oculus-specific version of their software so it's better optimized, but I can see why they don't (cheaper, easier to code against SteamVR and get automatic support for lots of headsets).

 

:good:

 

Make sense, thanks for the feedback.

Posted (edited)

Yes, this is great! Now I really understand the differences between WMR, Oculus software, SteamVr and opencomposite

Edited by Hartigan
Posted

Hartigan, as I also switched from Rift S to Reverb and am really looking forward to hearing with what best practice you come up. The current steamVR Beta does not offer the Reverb's native resolution, thus I move the sliders in Video and Applications to get as close as possible. And I need to run Room setup every time I start SteamVR...

Posted

I have had some setup issues too. Sometimes I lost room scale and 6dof and need to set it back from steamvr room scale setup. But not everytime. Maybe 2/10 game startup I've lost room setup. I have set video tab resolution to 76% and performance seems to be nice. Gtx1080ti 11gb, 2900+ mzh memory 16gb and 7600k 4.8Ghz oc. 

 

I have also tested steam experimental motion reprojection feature. Which is the same thing as Oculus asw. Here is instructions

https://github.com/MicrosoftDocs/mixedreality-enthusiast-guide/blob/master/docs/using-steamvr-with-windows-mixed-reality.md

scroll down to title Enabling motion reprojection for SteamVR Apps. 

However I lost my mouse cursor if Motion Reprojection Indicator is on. Made just quick test so I left it off. 

Im very happy with Reverb and I'm pretty sure I will sell my rift s and keep reverb. At the moment I just don't have enough time . In couple of weeks I will settle down, enjoy and try to find best settings suitable for my needs.

 

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