github djules75/OFXR-Bridge 0.2.13.4
OFXR Bridge v0.2.13.4 (V464)

2 hours ago

A patch release that fixes v0.2.13.3. Every user should now get the
best of both earlier versions: v0.2.13.2's smoothness on SteamVR and
v0.2.13.3's fix on Pimax OpenXR and Virtual Desktop. It also adds a
Reset to default entry to the tray.

Tip

Pimax headsets: OFXR uses less VRAM through SteamVR with
sboys3's native SteamVR driver
than through Pimax OpenXR, so we recommend it, especially in MSFS 2024.
Details.

🛠️ Not working, or not feeling smoother?

➡️ Read the troubleshooting guide first

It checks in one step whether OFXR is running in your game, then lists the
usual causes and fixes: OpenVR games, running as administrator, the game's
frame rate, frame smoothing in your VR software, and running out of VRAM.

New in v0.2.13.4

SteamVR: no more stutter when the scene gets heavier

Who was affected. Anyone on v0.2.13.3 running OFXR through SteamVR,
with any headset and any game. On Virtual Desktop and Pimax OpenXR,
games run with Prefer FPS over latency on (the default) could be
affected too; MSFS 2024 was not, there.

What you saw. In a light scene everything looked fine. As soon as the
game had more to do, the frame rate fell below half your refresh rate and
the headset stuttered, even though the same game on v0.2.13.2 held a steady
half rate in the same place. In The Callisto Protocol the overlay stayed at
half the refresh rate.

What changed. On SteamVR, and with Prefer FPS over latency on
everywhere except for games such as MSFS 2024, OFXR holds the game the way
v0.2.13.2 did. v0.2.13.3's fix stays exactly where it was needed: Pimax
OpenXR, Virtual Desktop and the other runtimes that are not SteamVR, with
3X Frame Gen, with Prefer FPS over latency off, or with MSFS 2024.

What to expect. Dead Island 2 on a Pimax Crystal Super through SteamVR
at 90 Hz, in the same heavy stretch of the same level:

v0.2.13.3 v0.2.13.4
Game frame rate 34 to 44, uneven 45, steady
Frames SteamVR received per second 49 to 87 about 90
Frames repeated per second 2 to 37 0

In light scenes both versions held 45. Tested on a Pimax Crystal Super
(SteamVR and Pimax OpenXR) and a Quest 3 (Virtual Desktop), 2X and 3X, with
Prefer FPS over latency on and off:

  • SteamVR: Dead Island 2 held 45 game frames, and SteamVR received 90,
    with Prefer FPS over latency on and off. MSFS 2024 in 3X held 30 game
    frames and 60 generated.
  • Pimax OpenXR: MSFS 2024 in 3X at 90 Hz: 30 game frames and 60
    generated, and v0.2.13.3's fix settled in about four seconds, as before.
  • Virtual Desktop at 120 Hz: Dead Island 2 held 60 game frames and 60
    generated with Prefer FPS over latency on and off. MSFS 2024 held 40 and
    80 in 3X. This also covers the check on Virtual Desktop that the v0.2.13.3
    notes said had not been done yet.

Tray: Reset to default

A new Reset to default... entry, in its own section below Open bridge
logs
, puts every OFXR setting back to its factory default in one click,
after asking you to confirm: optical flow NVIDIA Medium at 50%
resolution, NVIDIA bidirectional consistency off, Prefer FPS over
latency
on, 3X Frame Gen off, Lower VRAM on, the FPS overlay in
the upper right, the flight recorder off and the pause key back to
Ctrl + Alt + F7. Settings only reachable by editing tray.ini go back
to their defaults too. If OFXR runs worse than you expected and you have
changed any settings, start here.

Known issues

  • SteamVR: light scenes are no longer paced after a restart. Without
    the v0.2.13.1 pacing on SteamVR, a scene the game renders very quickly,
    such as a hangar, a menu or a loading screen, could fall back into the
    60 fps loop described in the v0.2.13.1 notes. The wait added for the
    Steam Frame fix in v0.2.13.2 removes the step that kept that loop going,
    but it has not been tested in a hangar on SteamVR. If you see a light
    scene stuck below your refresh rate, please send a flight log.
  • Your game has to reach half your headset's refresh rate, with some
    headroom
    (45 fps at 90 Hz, 50 at 100 Hz), for every frame to come out
    evenly. Generating frames costs GPU time too: No Man's Sky ran at 94 fps
    without OFXR on our test machine and reached an even 100 at 100 Hz, but
    113 to 115 at 120 Hz. If your number stops short of the refresh rate,
    choose a lower refresh rate, or lower the per-eye resolution or the
    optical-flow resolution. The
    troubleshooting guide
    has the details.
  • Pausing is not the same as disarming. A paused game still runs through
    OFXR, and on SteamVR that can cost frame rate in games such as MSFS 2024.
    To rule OFXR out of a problem, disarm it and restart the game.
  • Check your real per-eye resolution. SteamVR's global resolution and a
    per-game resolution multiply: 200% global with 200% for the game gives
    four times the pixels, and OFXR's memory grows with them. The
    troubleshooting guide explains how to read the real value from a flight
    log.
  • SteamVR: turn off Motion Smoothing and "fixed frame rate at half" for
    the game
    in SteamVR's per-application video settings. They fight with
    OFXR's own pacing.
  • No FPS overlay in Vulkan games, so no pause symbol there either. The
    tray entry still shows whether generation is paused.

Installing

Unzip anywhere and run OFXRBridgeTray.exe. It arms the bridge by itself.
Keep OFXRBridgeTray.exe and the ofxr folder together; it holds the OpenXR
layer, its settings and the Vulkan layer. If an earlier version is armed,
disarm it and close its tray first.

Please report results, working or not, on this fork's
GitHub Issues, with an OFXR flight log where you can. To
record one, enable Bridge flight recorder in the tray, reproduce the
problem, then use Open bridge logs. Logs are written under
%LOCALAPPDATA%\OFXR Bridge\RuntimeLayer\v464\. Read the
troubleshooting guide first: most problems are
solved there in a few minutes.

Don't miss a new OFXR-Bridge release

NewReleases is sending notifications on new releases.