FTC_Mephisto Posted March 16, 2024 Posted March 16, 2024 (edited) So I moved from ReverbG2 to BigscreenVR. How do I get OpenXR to work in Il-2? As this is native SteamVR headset and not WMR I understand that opencomposit is not required as SteamVR is set to be default OpenXR interface? I got it to work in DSC by using “force OpenXR” promt but no luck so far with Il-2. I suspect the workflow should be same as for example with Index. Some help would be much appreciated. Thank you! Edited March 16, 2024 by FTC_Mephisto
FTC_Mephisto Posted March 16, 2024 Author Posted March 16, 2024 27 minutes ago, Koziolek said: You still need Opencomposite Ok. So I still need to use the other dlls? I presume SteamVR will still be launched?
Koziolek Posted March 16, 2024 Posted March 16, 2024 I think so, I have PICO 4 which is also a not WMR headset, had to swap dlls ( per game installation), added il-2 opencomposite to openXR toolkit companion app and added Il-2 to the Opencomposite switcher. As I use Virtual Desktop I start Il-2 from inside it and because VD is set to VDXR Steam VR is not started
FTC_Mephisto Posted March 16, 2024 Author Posted March 16, 2024 (edited) Ok, I fixed it: 1) I needed to put the dlls from OpenComposite website driectly into my il2 folder. See here: https://gitlab.com/znixian/OpenOVR#per-game-installation 2) I could see now that in SteamVR after I launched the game it said something like "opencomposite Il-2" instead of just "il-2" so I knew OpenXR was working, but the menu still didn't show up in game, Ctrl F2 produced nothing 3) To fix the menu I needed to enable legacy mode for the menu or otherwise it wouldn't show up, like here: https://mbucchia.github.io/OpenXR-Toolkit/troubleshooting.html#try-the-legacy-menu-mode XRNeckSafer also works now! Edited March 16, 2024 by FTC_Mephisto
firdimigdi Posted March 16, 2024 Posted March 16, 2024 9 hours ago, FTC_Mephisto said: So I moved from ReverbG2 to BigscreenVR. Would love to read even a short review of that transition if you ever have the time. 4
chiliwili69 Posted March 17, 2024 Posted March 17, 2024 On 3/16/2024 at 8:18 AM, FTC_Mephisto said: I suspect the workflow should be same as for example with Index. But being the BSB an SteamVR native headset (like Index), why you want to use OpenXR? (perhaps necksafer?) With the Index the Open XR way is not needed:
FTC_Mephisto Posted March 17, 2024 Author Posted March 17, 2024 9 hours ago, chiliwili69 said: But being the BSB an SteamVR native headset (like Index), why you want to use OpenXR? (perhaps necksafer?) With the Index the Open XR way is not needed: With OpenXR toolkit you can have access to various upscaling options & post processing stuff like increasing the size of the play world. I thought this also provides performance improvements in addition to just cutting out steamVR if for example you have a WMR headset. There is a necksaver also for SteamVR so that shouldnt be an issue...
firdimigdi Posted March 17, 2024 Posted March 17, 2024 (edited) 2 hours ago, FTC_Mephisto said: increasing the size of the play world You can do that in SteamVR directly as well. I doubt you'll see a performance increase by using OpenComposite as it will just send it all back to SteamVR's OpenXR runtime handler (since it's a native SteamVR headset) - should be easy to test both modes and see however. But yes you do get all the extra options overlays like the toolkit provide. For non-native SteamVR headsets, like the WMR, Pimax or Oculus headsets it can provide a performance boost as it lets their corresponding ecosystem's OpenXR implementation handle all the calls directly. Edited March 17, 2024 by firdimigdi
FTC_ChilliBalls Posted March 18, 2024 Posted March 18, 2024 AFAIK OpenComposite doesn't work with base station tracking. It needs inside out tracking, meaning cameras on the headset itself, to function.
firdimigdi Posted March 18, 2024 Posted March 18, 2024 9 minutes ago, FTC_ChilliBalls said: AFAIK OpenComposite doesn't work with base station tracking. It needs inside out tracking, meaning cameras on the headset itself, to function. No the tracking method is irrelevant.
FTC_Mephisto Posted April 10, 2024 Author Posted April 10, 2024 On 3/17/2024 at 10:33 PM, firdimigdi said: You can do that in SteamVR directly as well. How?
firdimigdi Posted April 10, 2024 Posted April 10, 2024 (edited) 1 hour ago, FTC_Mephisto said: How? There's a world scale slider in SteamVR's per-application settings. Edited April 10, 2024 by firdimigdi image added 1
blitze Posted April 11, 2024 Posted April 11, 2024 If using SteamVR with non native headsets - good to turn Advanced SuperSampling off and also keep SteamVR SS at 100% and use your headset makers own ability to change VR SS if possible. For some reason SteamVR SS settings outside of 100% make for quite a blurred image. At 100% and dialed in with PiTool (Pimax example) then you get a much better image. Scaling can be handled in SteamVR like shown above and 120 to 125 seems to be good for world scaling. I use 125 taking into account my shoulder width and ass in seat compared to in VR (remembering usually we are sitting on a parachute). 😁 1
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