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FTC_Mephisto
Posted (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 by FTC_Mephisto
Posted

You still need  Opencomposite 

FTC_Mephisto
Posted
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?

Posted

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 (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 by FTC_Mephisto
Posted
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.

  • Upvote 4
chiliwili69
Posted
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:

 

APIsVR.thumb.png.8a3445d26b1601f024ab6e7817a68835.png

 

 

FTC_Mephisto
Posted
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... 

Posted (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 by firdimigdi
FTC_ChilliBalls
Posted

AFAIK OpenComposite doesn't work with base station tracking. 

It needs inside out tracking, meaning cameras on the headset itself, to function.

Posted
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.

  • 4 weeks later...
FTC_Mephisto
Posted
On 3/17/2024 at 10:33 PM, firdimigdi said:

 

You can do that in SteamVR directly as well.

 


How?

Posted (edited)
1 hour ago, FTC_Mephisto said:

How?


There's a world scale slider in SteamVR's per-application settings.

 

OLM7zJ6.png

 

Edited by firdimigdi
image added
  • Upvote 1
Posted

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). 😁

  • Upvote 1

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