Can't launch the game anymore in VR mode with OpenComposite

Hi guys! I'm having issue starting the game in VR mode.

Details: I have a HP Reverb G2 headset. Like almost all of headsets except Valve ones, this one is using OpenXR as its native runtime.

So to improve performance and quality I've always used it with Elite Dangerous using OpenComposite to bypass SteamVR and to take advantage of OpenXR: https://mbucchia.github.io/OpenXR-Toolkit/opencomposite.html#introduction

Reason for this is simple - thing is that VR API translation layer in SteamVR is crappy, and all of the games which is made with OpenXR instead of SteamVR works with performance up to twice as better this way.

For that, I've always used a per-game mode: https://mbucchia.github.io/OpenXR-Toolkit/opencomposite.html#alternative-the-per-game-install

So before the Update 16 I've always replaced the openvr_api.dll shipped with game with the one from OpenComposite creators. It could be obtained here: https://znix.xyz/OpenComposite/download.php?arch=x64&branch=openxr

And it worked flawlessly with more that 50% performance increase in Elite Dangerous over the normal launch method via SteamVR. It worked just fine until the Update 16. Now with Update 16 it's failing to launch. When launcher starting the actual game my VR headset is started, Windows MR portal launching, then game starting the render and at the first frames of the intro video game is crashing. Seems like something was changed in render and it's not working with the changed openvr_api.dll anymore.

Does anyone has the same issue or knows the reason for that crash? Is there a workaround for that? HP Reverb G2 has a pretty big resolution and playing Elite Dangerous via SteamVR with it is nearly impossible - performance is way to bad even on very low settings.
 
Update: checked it out without OpenComposite libs. It's crashing the same way even with the stock ones. I've just updated the nVidia drivers to latest version 537.13 - it might be the case it's issue with the drivers. Will try to roll them back and check.
 
Last edited:
Update: checked by rolling drivers back to 536.99, doesn't helps. Now it seems like the Update 16 has broken the VR for me completely. It's not working both with OpenComposite libs and without, not working on SteamVR release and beta, nVidia drivers 537.13 and 536.99. Always crashing in the same way. No issues in any other games.
 
Something in update 16 broke shadows for VR play - possibly adding a frustum to some section, and all of those adding up, over two eye views to something that exceeds some cap or other. Reduce spot shadows from Ultra to High, and you should be good to go; Either by editing your settings files, or launching the game once without the headset, just to change the setting, and then exiting again.

EDIT: Heh - ninja'd by the OP himself. :D

( EDIT2 (late edit): Neither here nor there, by the way, but the native runtime for the ReverbG2 is the WindowsMixedReality runtime, and the native for all Meta headsets is OculusVR. In this particular context OpenXR refers only to the API - not the runtime - there is no official OpenXR runtime - anyone can write their own, and all of WMR, OVR, and SteamVR can "speak" the OpenXR API, as an alternative to their own proprietary ones. Using OpenComposite does not make things faster by replacing "crappy" SteamVR with something better - it makes things faster by intercepting and translating SteamVR calls to corresponding OpenXR ones, and sending those on directly to the native OpenXR-compliant runtime (in your case WMR), instead of going through SteamVR on top of WMR. )
 
Last edited:
Hi guys! I'm having issue starting the game in VR mode.

Details: I have a HP Reverb G2 headset. Like almost all of headsets except Valve ones, this one is using OpenXR as its native runtime.

So to improve performance and quality I've always used it with Elite Dangerous using OpenComposite to bypass SteamVR and to take advantage of OpenXR: https://mbucchia.github.io/OpenXR-Toolkit/opencomposite.html#introduction

Reason for this is simple - thing is that VR API translation layer in SteamVR is crappy, and all of the games which is made with OpenXR instead of SteamVR works with performance up to twice as better this way.

For that, I've always used a per-game mode: https://mbucchia.github.io/OpenXR-Toolkit/opencomposite.html#alternative-the-per-game-install

So before the Update 16 I've always replaced the openvr_api.dll shipped with game with the one from OpenComposite creators. It could be obtained here: https://znix.xyz/OpenComposite/download.php?arch=x64&branch=openxr

And it worked flawlessly with more that 50% performance increase in Elite Dangerous over the normal launch method via SteamVR. It worked just fine until the Update 16. Now with Update 16 it's failing to launch. When launcher starting the actual game my VR headset is started, Windows MR portal launching, then game starting the render and at the first frames of the intro video game is crashing. Seems like something was changed in render and it's not working with the changed openvr_api.dll anymore.

Does anyone has the same issue or knows the reason for that crash? Is there a workaround for that? HP Reverb G2 has a pretty big resolution and playing Elite Dangerous via SteamVR with it is nearly impossible - performance is way to bad even on very low settings.
Neat! I didn't know this was a thing. I'll have to try it out.
 
I decided to revive ED and my Reverb and to no surprise, it failed to launch with this OpenComposite error. Where is this directional shadow? I cannot find the option on my settings, nor a "spot shadows" anywhere. The only "shadow" option I have is "shadow quality" and that is already in low.
 
I thought they had fixed this (EDIT: Don't be surprised if it turns out to be something else), but: GraphicsConfiguration.xml in the installation directory; Alternatively GraphicsConfigurationOverride.xml in \AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics\ (you need to make the entries yourself in that one, if you want to use it, e.g. by copying them from the main one).

If you are using OpenXRToolkit, keep in mind that its developer has abandoned it, and compatibility may break with updates to games and runtimes.
 
Last edited:
Back
Top Bottom