OpenVR vs OpenXR on Crystal

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  • #220029
    adzter
    Participant

    Hey Ralf…

    I have a question regarding the optimum way to run Vorps with the Crystal.

    I’m wanting to upgrade from my Reverb G2, & I’m interested in the Crystal Light/super, so I’ve borrowed a pals orig Crystal to get a feel for it.
    I’ve been able to run some SteamVR games on it using OpenXR & opencomposite with their PimaxXR no prob.
    I’ve also had no issue running Vorpx games & GEO11/Desktop Viewer combo games through Steam VR, but I’ve noticed I’m not able to get a similar performance to what I was used to running on my G2 with openXR. In fact, I’m needing to knock down resolutions compared to what I’ve been using.

    So I tried selecting Open XR in both the Vorpx settings & PimaxXR app. It works, but both Vorpx and Desktop viewer have an overall stuttery feel when looking around.

    Is there anything you could suggest? Anything I’m doing wrong or missing?
    Is Vorpx not setup to use OpenXR with Pimax?

    Thanks. Adam

    #220031
    Ralf
    Keymaster

    Has been a while since I used a Pimax headset TBH, I only have an older model here. Pimax has always been a bit iffy to handle due to their intermediate software though, so what you describe doesn’t really come as a surprise.

    I’d suggest to try SteamVR first, that’s how I tested Pimax back then. vorpX sets specific headset sync settings for Pimax in SteamVR mode that I figured worked best (for me) at the time. Not sure whether these settings are still optimal, but that’s definitely worth a shot.

    I never tried PimaxXR, so I can’t really comment on that. The key for getting Pimax headsets work as good as possible has always been finding working headset sync options in the vorpX menu. That’s probably also true for the PimaxXR implementation. Might generally make sense to use a FPS limited sync method that leaves some GPU headroom for whatever the Pimax app does after vorpX.

    On a sidenote:

    The 24.1.0 cutting edge build linked on the front page has revised sync handling with more logical sounding presets and more FPS limit options. Trying that is heavily recommended.

    #220048
    adzter
    Participant

    Thanks, Ralf
    Actually, I settled on openvr thru Steam in the end. Got it workin’ smooth after a bit of tinkering.
    And I’ve been on 24.1 since release. It’s workin’ great.
    Cheers, Ad

    #222066
    dellrifter22
    Participant

    I too have recenlty moved to a Pimax Crystal Super. Great Z3D image quality, but heavy to run with steamVR. I’m already missing openXR haha.

    PimaxPlay now has a built in OpenXR functionality that works with flight sims, but when I try it with vorpX openXR, it doesn’t quite catch. I can see vorpX hooking and hear the game audio, but the image just fades to a frozen wallpaper of the Pimax home, until I close the game.

    If one of these days, Ralf, you have an hour or two to investigate this (in the off chance it’s a simple renaming fix or something), I too would be grateful.

    #222068
    Ralf
    Keymaster

    Do they have their own OpenXR driver independent from SteamVR or do they use Valve’s god awful (no 32-bit support, broken multithreaded syncing) OpenXR runtime?

    In the latter case using SetamVR directly is better anyway. The latest vorpX should actually do that automatically if it detects that Valve’s OpenXR is set as the active OpenXR runtime.

    #222069
    dellrifter22
    Participant

    PimaxPlay now has it’s own implementation of openXR they call Pimax OpenXR, which is a derivative of the indie developed PimaxXR app. From what I understand, they collaborated with the guy to get a version of his project into PimaxPlay, as a seamless integration. how exactly they differ I don’t exactly know, only that some claim the original PimaxXR still preforms a bit better.

    PimaxPlay has a toggle to set your preferred openXR runtime, and tells you which one is currently active (Steam/Pimax/PimaxXR).

    I tested all 3 with vorpX 24.1, but the only one that hooked properly was the Steam openXR wrapper, and was more sluggish than SteamVR proper, as you said.

    I have since tested in 25.1, and Steam’s runtime didn’t seem as bad, but perhaps because vorpX redirected it like you said.

    Sorry the answer is messy, but yes, Pimax has some sort of separate runtime to circumvent Steam. That is the whole point of it.

    #222070
    Ralf
    Keymaster

    I see. I’ll check whether my old Pimax uses that. OpenXR should be universal though, taht’s the point of it. So without having tested anything, I would carefully tend to blame the Pimax OpenXR runtime for your issue. I’ll check anyway.

    #222071
    dellrifter22
    Participant

    Thanks. Yeah, it had been 6+ years since I last touched a Pimax also. Might have some dust haha.

    They’ve come a ways though, and gaining some traction in the sim market. The Super seemed to be the best option of this years headset lineup. I took the gamble to see if it could enhance my vorpX gaming.

    So far I’m pleased with the visual upgrade, just need better framerates. I am overdue for a cpu/GPU upgrade though, which will be coming soon. An openxr boost would be the icing on the cake if possible.

    If not, or it’s too much a headache, I’ll understand. If it’s an easy fix, great.

    #222072
    Ralf
    Keymaster

    As said above already, there might be nothing to fix on my end. Meta, WMR, even Valve within the boundaries of its flaws work. So to me it looks quite a bit more likely that the Pimax OpenXR runtime does something weird. I’ll still check, of course.

    #222114
    Benedict81
    Participant

    I’ve used Pimaxes own OpenXR since it came out and works with Vorpx. The recent update with the GPU scaling and whatnot broke stuff with Vorpx, so I am still running the version before the latest update.

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