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Major cleanup.
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mbucchia committed Nov 5, 2023
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23 changes: 6 additions & 17 deletions FAQ.md
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Expand Up @@ -22,30 +22,23 @@ The goal of the OpenXR Toolkit is to bring innovative features to the community

## Q: What headset does the OpenXR Toolkit work with?

It should work with any VR headset thanks to OpenXR. The following headsets have been confirmed to work: Windows Mixed Reality (eg: HP Reverb), Oculus Quest & Quest 2, Pimax 5K & 8KX, Varjo Aero, Valve Index, HTC Vive, Pico Neo 3 & 4.
It works with any VR headset thanks to OpenXR. See [index#supported-headsets](supported headsets).

## Q: What GPUs does the OpenXR Toolkit work with?

Any GPU that is compatible DirectX 11.

Yes, even the NVIDIA Image Scaling (NIS) will work on non-NVIDIA cards, and AMD's FSR will work on non-AMD cards.

Foveated rendering is only supported with the following GPUs:
Foveated rendering requires additional support, see See [index#supported-graphics-cards](supported graphics cards).

* NVIDIA GeForce GTX 1600 series and RTX series, both DX11 and DX12 applications.
* AMD RX 6000 series, with DX12 applications only.
## Q: Does the OpenXR Toolkit work with OpenGL or Vulkan.

## Q: Does the OpenXR Toolkit work with DX11 and DX12?

It works with both, however DX12 support is considered experimental at this time.
No.

## Q: Will the OpenXR Toolkit work with other games like the ones from Steam?

This software only works with OpenXR applications, not OpenVR applications.

Some OpenVR applications are supported through the use of [OpenComposite](opencomposite).

Whether it is OpenXR applications or OpenVR applications, we cannot guarantee it will work.
This software only works with OpenXR applications, not OpenVR not OVR applications. See [index#supported-applications](supported applications).

## Q: Do I need to uninstall the OpenXR Toolkit if a game is not compatible?

Expand Down Expand Up @@ -87,11 +80,7 @@ While Matthieu is a Microsoft employee working on OpenXR, please note that this

## Q: How can I support this project?

You can support this project in two ways:

- Report issues and/or success (especially if you have exotic configurations), be active on the [Discord server](https://discord.gg/WXFshwMnke) to share you experience and help others.

- Tell others about the OpenXR Toolkit, post about it in other communities where it might be useful, and redirect them to this site!
You can use my [GitHub sponsor page](https://github.com/sponsors/mbucchia).

## Q: Is it open source? Can I contribute?

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30 changes: 0 additions & 30 deletions FS2020.md
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Expand Up @@ -140,33 +140,3 @@ In the `{PostProcess` subsection, set the value of `Sharpen` to 0.
```

**Note:** If you are using the GeForce Experience automatic settings, this most likely cause your changes to the `UserCfg.opt` file to be erased in the future. You may want to consider disabling automatic settings.

## Considerations for hand tracking

See the [Hand Tracking](hand-tracking) page for general details about hand tracking.

Flight Simulator 2020 can make use of hand tracking to control the various knobs, levers, buttons, etc in the aircraft's cockpit.

![Hand tracking in Microsoft Flight Simulator 2020](site/hand-tracking.jpg)<br>
*Hand tracking in Microsoft Flight Simulator 2020*

Upon enabling the hand tracking feature in the OpenXR Toolkit or entering VR, the game may report a New Device Detected through a pop-up screen.

![New Device Detected](site/vr-controller-detected.jpg)<br>
*New Device Detected pop-up*

The basic configuration included in the OpenXR Toolkit is designed for use in VR controller "direct mode", which requires to switch to this mode with the B button on the VR controller. In the default configuration, touching the tip of your index fingers (from both hands) will simulate pressing the B button and must be done in order to enter the "direct mode".

The "pinch" gesture (bringing the tip of the thumb and index fingers together) can be used to simulate the VR controller trigger, which allows to interact with the controls in the cockpit.

The "squeeze" or "grab" gesture (bending the middle finger, ring finger and little finger in a trigger-like motion) will simulate the VR controller grab button, which can be used to "switch the active hand".

The "finger gun" gesture (using the thumb to "press" into the middle finger while extending the index finger) can be used to toggle buttons on the control panel upon contact (using the trigger-on-haptics feature).

Finally, tapping the left wrist with the right hand index finger is bound to the VR controller's menu button, which will bring up the menu.

### Removing the VR controller model

With the skeletal hands displayed in VR, it might be desirable to remove the "virtual" VR controller display.

Flobud published a [Subtle VR Controllers mod](https://flightsim.to/file/28901/subtle-vr-controllers) that does exactly that! Thanks Flobud!
81 changes: 0 additions & 81 deletions compat.md

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4 changes: 0 additions & 4 deletions features.md
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Expand Up @@ -70,10 +70,6 @@ You can access more detailed pages through the menu bar on the left.

**Inputs** tab:
- **Shaking reduction**, formerly **Prediction dampening** (only when supported by the system): The prediction override, which can be use to dampen the prediction for head, controllers, and hand movements.
- **Controller emulation** (only when hand tracking is supported by the system): Enable the use of hand tracking in place of the VR controller. Requires a compatible device, such a Leap Motion controller or an Oculus Quest 2 headset. Either or both hands can be enabled at a time. Requires to restart the VR session when toggling on or off. See [Hand tracking](hand-tracking) for more details.
- **Hands skeleton**: Whether the hands are displayed and what color tone to use.
- **Hand occlusion** (on supported apps only): Whether the hands can be occluded by geometry from the application.
- **Controller timeout**: The amount of time after losing track of the hands before simulator shutdown of the simulated VR controller.

**System** tab:
- **Override resolution**: Enable overriding the OpenXR target resolution (same as what the "custom render scale" in OpenXR Tools for WMR does).
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