OpenVR fholger VR Perf Kit (FSR)

In a bit of a rush, so can’t really write this up properly, but if any of you have success with the fholger vrperfkit and openvr, then do check out using DCS using OpenXR instead. While the ideal would be ED using OpenXR directly, this is a decent workaround.

This also means you can then use the OpenXR Toolkit (upscaling, sharpening, fixed foveated rendering, color/brightness/saturation etc) with this OpenXR display using DCS. That makes a huge difference, and OpenCompositeACC/openxr toolkit actually performs better with DCS than OpenVR/vrperfkit. The ability to use WMR reprojection at 22.5 or 33 in DCS works very well - and is worth pursuing this just for that ability alone (OpenVR / WMR for SteamVR only allows 90/45 reprojection boundaries). Also, the OpenXR toolkit’s ability to ‘pin’ a reprojection level to 33 or 45 means you get a much smoother and predictable framerate (while getting 90Hz in the headset still). It really is quite magic once all set up.

The info in this forum link isn’t 100% correct as things have changed quite rapidly, but it gives the basics, so checkout the topic till the end (0.5 is the latest I think). Anyway, I’m going back on the road again, and this route is a big rough edged still, but if you’re interested in OpenXR and nicer clarify and better framerates in VR is worth it:

This probably deserves its own post and some pictures, but a quick way to visualize this witchcraft is like this:

How it started:

DCS Game Engine → Steam/OpenVR API → VRperfkit → WMR for SteamVR → OS API

How it’s going:

DCS Game Engine → Steam/OpenVR API → OpenCompositeACC → OpenXR API → OpenXR Toolkit → OpenXR Runtime → OS API

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