Releases: satyaloka93/OFXR-Bridge
Release list
OFXR Bridge v0.2.1-perf.1 — Performance fork (Windows x64)
OFXR Bridge performance fork v0.2.1-perf.1
Windows x64 prerelease of the satyaloka93 fork, based on upstream v0.2.1.
Internal build identity and runtime cache remain V116 / v116. This is a fork
release, not a newer upstream V-number. Upstream includes djules presenter work;
see attribution and measured results.
Download and install
- Download
OFXR-Bridge-v0.2.1-perf.1-windows-x64.zipfrom this release's assets.
The GitHub-generated Source code downloads do not contain ready-to-run binaries. - Close games. Disarm and exit any previous OFXR tray application.
- Extract the entire ZIP to its own writable folder. Keep
OFXRBridgeTray.exe
beside itsofxrsubfolder; do not copy just the EXE or DLL into a game. - Run
OFXRBridgeTray.exe. The Microsoft Visual C++ Redistributable x64 must
be installed. Keep your existing OpenXR runtime and normal UEVR/Cheeky setup. - Select your backend/options from the tray menu. To exercise the new NVIDIA
preparation path on supported hardware, select NVIDIA; Medium and 50% OFA
resolution match the upstream starting configuration. The shipped default
remains FidelityFX. NVIDIA requires supported Optical Flow hardware/driver. - Choose Arm bridge until manual disarm, then start the game and inject UEVR
as usual. Only one OFXR version should be armed. Cheeky can be toggled normally. - When finished, choose Disarm bridge or exit the tray.
Adaptive scheduling is the default when no scheduling override exists. If you
previously used our Original/Overlap/Compare modes, reset after arming and before
starting the game, using PowerShell from the extracted folder:
powershell.exe -NoProfile -ExecutionPolicy Bypass -File .\scripts\Set-OFXRScheduling.ps1 -Mode AdaptiveLeave OFXR_EXPERIMENTAL_PREPARE_AHEAD unset. That separate extra-swapchain
experiment broke VR injection and is disabled by default. The current NVIDIA
preparation improvement does not add runtime swapchains.
Changes and evidence
- Fixes an identified unsafe downstream call during late OFXR shutdown.
- Adds bounded next-frame overlap with adaptive fallback and retry.
- Avoids history copies for swapchains never used as projection sources.
- Queues eligible NVIDIA packing/flow before presenter admission while protecting
output writes and resource reuse. - Preserves complete segmented flight logs and adds useful wait/queue timings.
The implementation passed 50 automated tests and NVIDIA hardware checks, and
ran in Silent Hill f and The Outer Worlds 2 with Cheeky. See docs/FORK_STATUS.md
inside the archive for measured results and limits. These are workload-specific
observations, not a universal speedup, crash-free guarantee or visual-quality
assessment. Large game-frame hitches remain in TOW2. The incremental benefit of
the latest early-flow change has not been isolated by a matched A/B run.
Diagnostics, integrity and rollback
Enable Bridge flight recorder in the tray when collecting performance data.
Logs are under %LOCALAPPDATA%\OFXR Bridge\RuntimeLayer\v116; retain the base log
and every .partN.log, plus the matching Cheeky/UEVR logs. Disable logging for
normal use when you no longer need it. F8 image capture is not required.
The release includes SHA256SUMS.txt for the ZIP. To check the download:
Get-FileHash .\OFXR-Bridge-v0.2.1-perf.1-windows-x64.zip -Algorithm SHA256The archive contains BUILD-INFO.txt identifying the source commit and
PACKAGE-SHA256SUMS.txt for its payload. Licenses are included. To roll back,
close games, disarm/exit this tray, then launch and arm your previous complete
OFXR package. Because both use v116, retain the previous package separately.
Source and build instructions are in the tagged GitHub source and
docs/BUILDING.md inside the archive, including building Windows binaries from WSL.
Release verification: clean VS2022 x64 Release build; 50/50 CTest cases passed; NVIDIA hardware admission/cancellation/reuse suite passed. Source commit: dff5a26.