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More cleanup.
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mbucchia committed Nov 5, 2023
1 parent 804b0d3 commit 4709cca
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2 changes: 1 addition & 1 deletion _config.yml
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Expand Up @@ -18,7 +18,7 @@ last_edit_time_format: "%b %e %Y at %I:%M %p"

aux_links:
"Join the Discord server":
- "https://discord.gg/WXFshwMnke"
- "https://discord.gg/mPKJYeGUjH"
aux_links_new_tab: true

search_enabled: true
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13 changes: 4 additions & 9 deletions changelog.md
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Expand Up @@ -27,7 +27,7 @@ nav_order: 7
- Some bug fixes related to Turbo Mode.
- Add a command line option to alter the over-prediction reduction value.
- Fix an issue with foveated rendering that caused blocky clouds in iRacing.
- Fix an issue when using OpenComposite with Vive Cosmos.
- Fix an issue with Vive Cosmos.
- Fix an issue when running non-Direct3D applications (OpenXR Toolkit will not be enabled).
- Add an automatic check for updates in the Companion app.
- Hotfix #1: Fix issues when using Easy Anti-Cheat (eg: War Thunder, Pavlov VR Beta, Ghosts of Tabor).
Expand All @@ -51,7 +51,7 @@ nav_order: 7
- Fix incompatibility between eye tracking and controller/hand tracking on Varjo.
- Fix detection of hand tracking with PimaxXR.
- Fix issue when RGB color correction is not applied when post-processing is off.
- Fix upside-down image issue with certain OpenComposite games.
- Fix upside-down image issue with certain games.
- Add support for both eye-tracked foveated rendering and fixed foveated rendering in Assetto Corsa Competizione.
- Add new "tutorial menu" for first time-use, will help debugging issues with users not able to bring up the menu.
- Add option to alter filtering policy with foveated rendering (possibly eliminate unwanted glitches with certain games).
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- Hotfix #2: Remove resolution cap on Varjo.
- Hotfix #3: Fix Turbo Mode crashes in Flight Simulator 2020.
- Hotfix #3: Add a foveated rendering option to cull hidden area mesh (mostly for iRacing, only supported on certain applications).
- Hotfix #3: Workaround to Oculus OpenXR issue with OpenComposite and ACC (call out of order).
- Hotfix #3: Workaround to Oculus OpenXR issue with ACC (call out of order).
- Hotfix #3: Do not display CPU frame time in the overlay when it cannot be determined reliably.
- Hotfix #3: Add a "target frame rate" option to have the overlay give headroom based on a desired frame rate.
- Hotfix #3: Fix screenshot showing both eyes with certain applications (eg: iRacing).
Expand Down Expand Up @@ -113,13 +113,8 @@ nav_order: 7
- Hotfix #1: Make the overlay position customizable.
- Hotfix #1: Fix the menu display on Pimax.
- Hotfix #1: Fix eye tracking detection on G2 Omnicept.
- Hotfix #1: Fix various crashes with OpenComposite (ACC, IL2).
- Hotfix #1: Fix issue with OpenComposite and Oculus devices.
- Hotfix #1: Fix issue with OpenComposite and missing menu/loading screens.
- Hotfix #1: Fix issue with OpenComposite and upside-down menu.
- Hotfix #2: Fix a crash with OpenXR Tools for Windows Mixed Reality.
- Hotfix #3: Fix visual issues introduced in 1.1.2 for WMR users.
- Hotfix #3: Fix NIS/FSR support with OpenComposite.
- Hotfix #3: Add an option to change opacity of the menu.
- Hotfix #4: Fix Pimax WFOV hack issue introduced in 1.1.1.

Expand Down Expand Up @@ -153,7 +148,7 @@ nav_order: 7
- Hotfix #2: Allow finer adjustment of the contrast (0.01 step).
- Hotfix #2: Fix position of the FPS overlay.
- Hotfix #2: Disable the OpenXR Toolkit when the application is Edge/Chrome (eg: 360 videos).
- Hotfix #3: Fix menu display with certain applications, such as OpenComposite-ACC.
- Hotfix #3: Fix menu display with certain applications.
- Hotfix #4: Fix issue caused by EVGA software.
- Hotfix #4: Introduce Pimax culling workaround ("WFOV Hack") for Flight Simulator 2020.
- Hotfix #4: Add override for each field of view angles independently.
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2 changes: 1 addition & 1 deletion features.md
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Expand Up @@ -17,7 +17,7 @@ You can access more detailed pages through the menu bar on the left.
- **Width/Height** (NIS/FSR only): This displays the actual in-game render width and height, that is the actual number of pixels the game is rendering per eye.
- **Sharpness**: The sharpness factor. Has a different scale/effect between NIS and FSR.
- **Mip-map bias** (_Expert_ setting, NIS/FSR only): This settings changes how the game is rendering some of the textures in order to reveal a little bit more details when used with FSR/NIS upscalers.
- **(Fixed) Foveated rendering** (on supported GPUs only): These settings adjust the [VRS](glossary#vrs) parameters in order to balance out peripheral visual details with rendering performance. See [Foveated Rendering](fr) for more details.
- **(Fixed) Foveated rendering** (on supported GPUs only): These settings adjust the foveated rendering parameters in order to balance out peripheral visual details with rendering performance. See [Foveated Rendering](fr) for more details.
- **Eye tracking** (on supported headsets only): Enable the use of eye tracking to control the position of the center of the foveated region. See [Eye Tracking](et) for more details.
- **Eye projection distance** (only with Pimax headsets): Calibrate the sensitivy of eye gaze movements.

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2 changes: 1 addition & 1 deletion fr.md
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Expand Up @@ -113,7 +113,7 @@ Configuring a narrower inner and middle regions may improve performance further,

In the example above, we show how the Narrow pattern creates a large region at low resolution near the edges of the screen. This region is noticeable even with the distortion created by the lense inside the headset.

It is important to understand that the [Variable Rate Shading (VRS)](glossary#vrs) technology employed for FFR is only effective at reducing or eliminating certain bottlenecks of the graphics pipeline.
It is important to understand that the Variable Rate Shading (VRS) technology employed for FFR is only effective at reducing or eliminating certain bottlenecks of the graphics pipeline.

![FFR limit](site/ffr-ps-limited.jpg)<br>
*FFR set to the lowest resolution for the whole screen.*
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49 changes: 0 additions & 49 deletions glossary.md

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15 changes: 12 additions & 3 deletions troubleshooting.md
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Expand Up @@ -74,7 +74,7 @@ You can also navigate to the _Menu_ tab and choose _Restore defaults_:

If you had previously installed ReShade or any similar mod for your application, please disable or delete it in order to use the OpenXR Toolkit.

## Missing Visual C++ system component:
## Missing Visual C++ system component

If the OpenXR Toolkit makes your application refuse to start, try installing the [Visual C++ Redistributables](https://aka.ms/vs/17/release/vc_redist.x64.exe).

Expand All @@ -96,6 +96,15 @@ You may then either:

- Change your settings to avoid the problem. Note that in safe mode, settings are not loaded, but the modified settings are still stored. You may need to toggle a setting on/off a few times to make sure the new value is saved before exiting Safe mode.

## Disable other OpenXR API layers

Hover on top of the "OpenXR Toolkit is active" label in the _OpenXR Toolkit Companion app_ to see a list of other OpenXR API layers.

![Other API layers](site/list-api-layers.png)<br>
*The list of other OpenXR API layers in use on your system*

Try disabling or uninstalling them and see if the problem is resolved.

## Inspect the log file

In order to inspect the log file to try to understand issues with the toolkit, you may open the _OpenXR Toolkit Companion app_ (found on the desktop or Start menu) and click the _Open log file_ button. This will open the file located at `%LocalAppData%\OpenXR-Toolkit\logs`.
Expand Down Expand Up @@ -136,11 +145,11 @@ When the value of **app GPU** is greater than the value of **app CPU**, you are

## Asking for help

Some issues may be known by the community. Please read the Support channels on our [Discord server](https://discord.gg/WXFshwMnke) and ask questions there if you do not find the answer already.
Some issues may be known by the community. Please read the Support channels on our [Discord server](https://discord.gg/mPKJYeGUjH) and ask questions there if you do not find the answer already.

## Filing a bug report

**Please do not file issues for questions about tuning of the settings.** Use the [Discord server](https://discord.gg/WXFshwMnke) for that.
**Please do not file issues for questions about tuning of the settings.** Use the [Discord server](https://discord.gg/mPKJYeGUjH) for that.

**Please do not file issues about OpenComposite.** Use the [OpenComposite GitLab page](https://gitlab.com/znixian/OpenOVR/-/issues) for that.

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2 changes: 0 additions & 2 deletions upscaling.md
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Expand Up @@ -19,8 +19,6 @@ Upscaling allows an application to render at a resolution lower than the resolut

The upscaling techniques included in the OpenXR Toolkit strive to produce better results through the use of additional filtering and sharpening techniques, while keeping a very low cost. Note that even with an upscaling factor set to 100% (no upscaling), some benefit can be seen from adjusting the sharpening.

See [What is AMD FidelityFX Super Resolution](glossary.md#fsr) and [What is NVIDIA Image Scaling](glossary.md#nis) for more information.

## Configuring upscaling

In the paragraphs below, we use the term "target display resolution" to refer to the per-eye resolution exposed by the OpenXR runtime. This resolution may be the native resolution of the headset, or it may be tweaked through the use of any "custom render scale" further down the rendering chain, like when setting a custom render scale in the OpenXR Tools for Windows Mixed Reality.
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