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OFXR Bridge v0.2.7 (V336)

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@djules75 djules75 released this 26 Sep 08:41
· 8 commits to main since this release

An unofficial build on
tig3rmast3r's v0.2.1.
A follow-up to 0.2.6.

What's new

  • Ready or Not with the VRO mod is supported. On 0.2.6 the headset
    showed a black screen while the FPS number sat red at the full refresh
    rate. It now runs with frame generation on SteamVR and Virtual Desktop.
    Two fixes made that work, and both can matter to other games.
  • Games that acquire swapchain images ahead of rendering no longer lose
    frame generation.
    Some games grab their next image before they need it,
    or before their OpenXR session has started. The bridge lost track of which
    image the game was holding and stopped generating for the rest of the
    session. On most games that meant a red FPS number and half the frame
    rate. On D3D11 games, which since 0.2.6 go through the D3D11 bridge, it
    meant a black screen, because that tracking decides which image reaches
    the headset. This affects every graphics API, not only D3D11.
  • D3D11 games that use a packed depth-stencil format no longer have their
    depth swapchain refused.
    D3D11 cannot share these formats with the
    bridge's D3D12 device, so the bridge used to fail the game's request.
    Ready or Not carried on without it; other games might not. The game now
    keeps its depth on its own side, and the bridge submits frames without
    depth information, as most games do anyway.

Known issues

  • 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. Unchanged since 0.2.5.
  • 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.
  • Pick a refresh rate close to double your game's frame rate. If double
    is still short of the refresh rate, the bridge fills the difference with
    repeated frames and the image judders.

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:

  • Ready or Not with the VRO mod (D3D11) on SteamVR and Virtual Desktop,
    including a session restart mid-game
  • Hogwarts Legacy (UEVR, D3D12) on SteamVR, unchanged
  • No Man's Sky through OpenComposite (Vulkan) on SteamVR, unchanged

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\v336\.

Using the SignPath Foundation for code signing