August 10, 20241 yr Hi, I'm reading the MSFS guide for OpenXR Toolkit on the developer's github page and I'm a bit confused about some of the definitions in one section. ie,: "b) Finding OpenXR limits This step consists in finding the upper limit up to which you can push the OpenXR Runtime and this mostly depends whether you’re using motion smoothing. The following consists in using the OpenXR Toolkit scaling factor as a tool to measure the OpenXR Runtime limits: Keep in-game render resolution to 100%. Note the OpenXR Runtime scaling factor you’ve reached in the previous step and adjust the OpenXR Toolkit scaling factor with the same value. Reset the OpenXR Runtime scaling factor back to 100% From there, if you’re hardware delivers, you can adjust the OpenXR Toolkit scaling toward 100% (for example from 70% up to 100%, or from 140% down to 100%) and stop right before the OpenXR Runtime stutters or glitches too much when using motion smoothing for example. On the other hand, if your hardware isn’t delivering, you can adjust the OpenXR Runtime scaling down from 100%, and adjust the OpenXR Toolkit scaling toward 100% at the same time. The goal is to keep the game render resolution as close as possible to the one found in step a) while lowering the display resolution at the same time and therefore reducing the load in the OpenXR Runtime." The "in-game render resolution" I take to mean the MSFS Render Resolution under TAA antialiasing. The "OpenXR Toolkit scaling factor" I take to mean the NIC/FSR scaling factor within the OpenXR menu on the headset. Its the "OpenXR Runtime scaling factor" that I'm confused about. Where do I adjust this value? I'm using a Quest 3 and Virtual Desktop with the Runtime set to VDXR. Any help much appreciated. Thanks Bill
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