github djules75/OFXR-Bridge 0.2.14.3
OFXR Bridge v0.2.14.3 (V577)

5 hours ago

New features and fixes for 0.2.14.2. Everything in 0.2.14.2 is still
here, with these additions:

New features

  • 4X Frame Gen: three generated frames for each frame the game renders,
    so a game at about a quarter of your refresh rate can reach it: 30 FPS on
    a 120 Hz headset gives 120. It works with Hybrid. Choose it in the tray
    next to 2X and 3X.
  • Switch the multiplier at any time: 2X, 3X and 4X now switch in a
    running game whatever it started in, and so does Prefer FPS over
    latency
    . This uses a little more VRAM, about 110 MB at Star Citizen's
    resolution. R.E.A.L. VR games stay at 2X.
  • Multiplier hotkey: Ctrl + Alt + F12 steps 2X, 3X, 4X and back to
    2X. You can change the key in the tray, as for the pause key.
  • HUD fix (in the tray, off by default): a translucent HUD no longer
    leaves double images when you turn with the stick. It covers helmet HUDs
    and cockpit instruments, such as Star Citizen's, with Hybrid on or off.
    How well it works depends on the game, and it adds some GPU time.
  • Games run as administrator (in the tray, not recommended): after one
    Windows permission prompt, OFXR also works in games started as
    administrator, Vulkan games included. Starting the game normally is still
    the better choice.
  • 32-bit games: OFXR now works in 32-bit VR games, such as Alien:
    Isolation with MotherVR, and 32-bit VR mods no longer fail to start while
    OFXR is armed (issue 52).
    32-bit games need D3D11, an NVIDIA RTX card or a GTX 1660, and the 32-bit
    Microsoft Visual C++ runtime.
  • Tray tooltips: hover over a setting to see what it costs and when to
    use it: NVIDIA quality, flow resolution, Lower VRAM, Hybrid, depth search
    and HUD fix.

Fixes

  • OpenKneeboard with two or more kneeboards: generated frames no longer
    show an extra kneeboard between them, in DCS and Le Mans Ultimate
    (issue 53,
    issue 49).
  • 3X on SteamVR when the game falls short of its frame rate: no longer
    stutters below what 2X gives. In Star Citizen at 90 Hz, 3X showed 53 to
    66 fps where 2X showed 83.
  • Virtual Desktop, Pimax OpenXR, Varjo and WMR, after a game hitch: the
    image no longer jumps and plays in slow motion for a moment. The last
    frame is shown again on time instead.
  • D3D12 games, fast turns: an older view should no longer flash back
    for one frame after a fast turn.
  • CPU-heavy games such as MSFS and DCS: OFXR's frame timing now runs
    ahead of other work in the game, to keep the rhythm steady when the CPU is
    busy.

Release notes from 0.2.14.2

A fix release for 0.2.14.1. Everything in 0.2.14.1 is still here, with
these additions:

  • 3X on Pimax OpenXR and Virtual Desktop: generated frames reach the
    headset again. In MSFS 2024, 0.2.14.1 could look like 30 fps with doubled
    vision (issue 43).
  • PSVR2 on SteamVR: a steady 90 again, in light scenes too, without
    switching the refresh rate back and forth
    (issue 44).
  • Hybrid: depth search uses less GPU time, up to about a fifth less at
    high headset resolutions.
  • Hybrid in Bodycam (UEVR): the eyes no longer swap after a death or a
    level change.

🛠️ 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.

What's new

Star Citizen: works with Easy Anti-Cheat, smooth in 2X and 3X

OFXR's files are now digitally signed, so Easy Anti-Cheat lets OFXR load in
Star Citizen. The world no longer wobbles when you move your head,
generated frames now reach the headset in 2X, and 3X holds a steady rhythm;
the wobble fix also applies to other Vulkan games.

Caution

OFXR is an independent project, not endorsed by Cloud Imperium Games or
Easy Anti-Cheat. Using it with an anti-cheat protected game is at your own
risk: we accept no responsibility for any account action, ban or other
consequence. Check the game's terms of service before you play.

New: Hybrid mode for DLSS games

Inspired by Eliott's and tig3rmast3r's
work, Hybrid (in the tray, off by default) combines the motion the game
calculates for DLSS with OFXR's optical flow, so moving objects keep their
shape with less warping, for some extra GPU time. It works in D3D12, D3D11 and Vulkan games,
including UEVR games, MSFS 2024 with foveated rendering and Luke Ross's
R.E.A.L. VR mods (compatibility guide).
With R.E.A.L. VR mods, choose AERv2 as the mod's rendering mode. mbucchia's
Quad-Views-Foveated layer
breaks Hybrid: turn it off to use Hybrid.

Hybrid enhancement: no ghost behind fast-moving objects

The background revealed behind a fast-moving object no longer shows a ghost
of that object.

Hybrid enhancement: depth search

Hybrid: depth search (in the tray, off by default) uses the game's depth
to keep thin nearby objects, such as cockpit frames and railings, from
breaking up. It adds some GPU time on top of Hybrid's, more at high headset
resolutions: turn it off if your frame rate drops.

HUD and markers no longer doubled

In UEVR games, HUD elements and quest markers no longer appear twice when you
turn your head. They now move smoothly with the generated frames.

Change settings while you play

The Frame Gen multiplier (2X or 3X), the optical flow and Hybrid now switch
in a running game, without restarting it.

Lighter default optical flow

FidelityFX is now the default optical flow: its quality is similar to
NVIDIA's, in particular with Hybrid on, and it costs less GPU time,
especially at high resolutions. A saved choice is kept.

More tray and overlay options

The FPS overlay shows whether Hybrid is working (HYBRID OK or HYBRID
KO
), can show the latency OFXR adds, and comes in three sizes. Optical
flow can now run at 25% resolution, for the lightest GPU load.
Below the latency, the overlay now shows the multiplier in use, 2X or 3X
(Show multiplier in the overlay menu, on by default).

Linux with Proton

To our knowledge, OFXR has now run on Linux for the first time, in games
under Proton (issue 34).
A setup guide
explains how.

MSFS AutoFPS support

OFXR now shares its live state with other tools, so
MSFS AutoFPS knows when frame
generation is running and at which multiplier, and can adjust the
simulator's detail to keep your frame rate at its maximum.

Fixes and compatibility

  • MSFS 2024, 3X on SteamVR: no longer gets stuck at a low frame rate
    after a hiccup (issue 33).
  • Refresh rate changed during a session: motion is smooth again at the
    new rate.
  • 3X after a camera change or a hiccup: the rhythm comes back on its own,
    without a burst of uneven frames.
  • Virtual Desktop: recovers properly after a stall, and with Prefer
    FPS over latency
    off, 2X gets back the 5 to 7 fps it had lost
    (issue 36).
  • Elite Dangerous on Pimax OpenXR: no more stutter
    (issue 40).
  • PSVR2 on SteamVR: holds a steady 90 in light scenes as well, where it
    could drop to about 60 until the refresh rate was switched
    (issue 44).
  • Star Citizen and MSFS 2024: pausing and resuming frame generation
    works properly.
  • Skyrim VR with PrivateProfileRedirector: tray changes now reach the
    running game.

Installing

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

Please report results, working or not, on
GitHub Issues, with an OFXR
flight log where you can: enable Bridge flight recorder in the tray,
reproduce the problem, then use Open bridge logs. Logs are written under
%LOCALAPPDATA%\OFXR Bridge\RuntimeLayer\v577\.

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