Get the latest 0.2.9.1, it's got 3X Frame Gen!
🛠️ 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.
Build on
tig3rmast3r's v0.2.1.
A frame-pacing release after 0.2.7.3, for headsets on Pimax's
own OpenXR runtime and on Virtual Desktop. SteamVR is unchanged.
What's new
- Smoother on Pimax headsets using Pimax's own OpenXR runtime. The
bridge and the Pimax software were each trying to decide when frames went
to the headset, and they got in each other's way. Several times a second
the headset received two frames at once and then none, which you saw as a
small repeat followed by a jump. The bridge now lets Pimax set the timing.
In our tests the repeats went from about 6 in every 100 frames to almost
none. - More even motion on Pimax and Virtual Desktop. Even when no frames
were lost, about a third of the game's frames were shown slightly too
early or too late, so motion never felt fully even. The bridge now shows
the game's frames at a steady rhythm, so turning your head and flying feel
smoother. This adds a few thousandths of a second of delay, which you
shouldn't notice. - Fewer hitches on Virtual Desktop when the game can't keep up. With the
refresh rate set higher than the game can handle, for example 144 Hz with
a game running at 55 fps, the bridge sometimes sent two frames almost
together and the headset showed only one of them. That no longer happens.
The synthesis itself, the tray and the settings are unchanged.
Known issues
- Pick a refresh rate close to double your game's frame rate. Nothing
in this release changes that rule. At 144 Hz with a game that makes 55 fps,
a quarter of the refreshes show a repeat with every version of the bridge;
at 90 Hz the same game and scene run clean. The FPS number shows when
this is happening. - Pimax: jitter on head movement that is fine when looking straight is
not the bridge. If it is there with the bridge disarmed too, it is the
headset's tracking map. Quit Pimax Play, rename
C:\ProgramData\Pimax\slam\<serial>platMap_orborb_K8L4.binand the.yaml
beside it to.old, restart Pimax Play and look around the room for a
minute so it builds a fresh map. Do not touchdevice_calibration_*.xml. - SteamVR: turn off Motion Smoothing and "fixed frame rate at half" for
the game in SteamVR's per-application video settings. When a game's GPU
time reaches the refresh budget, SteamVR starts halving its frame rate on
and off, and the bridge's pairs land late: the result is stutter and a
performance drop that looks like a bridge regression. Check this first. - No FPS overlay in Vulkan games. Vulkan games have no reliable FPS
reading yet. - Dips are often a resolution ceiling, not the bridge. Disarm the bridge
and play the same scene: if the dips remain, lower the per-eye resolution.
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.
Tested
With a Pimax Crystal Super on an RTX 5090, on Pimax OpenXR (72 and
90 Hz) and SteamVR (72 Hz), and a Quest 3 through Virtual Desktop (90,
120 and 144 Hz), all in MSFS 2024.
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\v371\.