OpenVR + Nv Profile Inspector = Playable Odyssey?

The other day I used OpenVR for the 1st time, as soon as I logged into EDO I noticed a huge difference, it looked like 3.8 again, all the effects were gone. In the stations, warp jumps, jaggies all but gone, FPS were back.
I never changed any of my custom settings in NvPI, the only thing different was running OpenVR. Now I do have a unique rig that I am playing on, I'm running 2x 3090's in SLI, so IDK if OpenVR enabled something, it does support SLI, and so does Elite Dangerous.
Iink to Nvidia Profile Inspector https://github.com/Orbmu2k/nvidiaProfileInspector/releases
Screen shots of NvPI Global and Elite Dangerous profiles provided.

I followed this tutorial for OpenVr

Anyways here is some of my settings, I hope any of you can replicate my results as EDO is playable and looks good.
OpenVR settings, I couldn't get a screen shot.
Upscaler NIS
Size = 100%
Fixed foveated rendering = preset
wide
quality
Sharpness 100% it was good at default.
frame rate capped @ 90
 

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Going to save this 1st post incase I need it in the future for additional content.
 

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You've got more money than sense then, SLI is not longer support, so why run older games that do on 3090's that are way too OP...?

I'd be interest to know if using OpenVR without the SLI setup offers better performance, otherwise it's hard to ascertain whether SLI actually is worth it just for ED if it truly does make things much better.
 
You've got more money than sense then, SLI is not longer support, so why run older games that do on 3090's that are way too OP...?

I'd be interest to know if using OpenVR without the SLI setup offers better performance, otherwise it's hard to ascertain whether SLI actually is worth it just for ED if it truly does make things much better.
I'm not recommending any1 run out get SLI, its officially dead with the 4090. I think every1 should try OpenVR and play with Nvidia Profile Inspector as there is more options to tweak your setup.

If I have to explain to you why I did SLI you just won't get it........because I can, because I scalped 2 VC's a 3070 and a 3080 to pay for the 1st 3090, because my 2nd PC has a 2070 in it and when I get a 4090 I'm going to take the best 1 and install it into it, and sell the other........did I say because I can? Because I'm in the 3d Mark Hall of Fame (the 4090's are slowly knocking me off the boards).
Death Loop was supported SLI, DX12 can support SLI, VR can support SLI, its up to the game makers to write in the code. Now that the 4090's are out there is no use its a very powerful card, but back when I built my rig, games that utilized SLI wasn't so old.
 
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Thanks for the info. My opinion is SLI is not worth the cost of two 3090's for the limited support offered to most titles, and nVidia have as you've already identified abandoned it, and so it's not a question of affording it. I ran SLI a number of years ago on two 980's and found support to be dire.

I'd buy a 4090 if I thought it would make such a massive difference, but I can still play Portal RTX even though nVidia use that to shift 4090's, so it seems pointless at the moment and ED is hardly poised to take advantage of the newer card features, being as the codebase is so old.

I do have a 3090 as it happens, but a single one being the point. I was asking because SLI isn't the norm and would be more relevant for other VR users on here about single card performance.
 
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Sorry, I was editing my original post because I wasn't proud of my reply. I'm jaded with ED on the whole, think I need a break from the forums...
One thing we all have in common is the love for ED in VR. I think we all agree it looked and preformed better in 3.8 before EDO.
I only use NvInspector profiler because I run SLI, it offers more tuning than Nvidia 3d settings. All the settings for SLI in the ED profile were there, I didn't set them up, ED is or was SLI compatible DX11 at one time. I'm not suggesting any1 run out and buy a 2nd 3090 or TI to run SLI now that the 4090's are out. My rig pulls over 1300w under full load and has tripped the circuit breaker more than once.
....
Something clearly made a difference in my system when I 1st used OpenVR, I think it was my Nv Profile inspector settings and OpenVR. I don't think it has anything to do with SLI, I just thought I would mention it in case any1 couldn't replicate my results. I think every1 should try running EDO with OpenVR and see.
...
It was very easy for me to install and get running, the only issue I had was I wanted to make a video, so I reinstalled drivers and GF Experience and I could no longer get EDO to run VR starting it with the games EXE, not starting it through Steam, not sure what happened it was working. I have to start the game through steam. This maybe, something with how I have the companion set up as Defaults


Cheers o7
CMDR SpaceGhostC2C67
 

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Here is a pic of my set up.

o7
CMDR SpaceGhostC2C67
Nice!

Soz for the following OT observation.
I have the same 5.1 speakers. I know they aren't the absolute best but I really enjoy them and find them more immersive than headphones for sims. It might be the camera angle but I notice that speaker seemed a little high for optimal surround? Do you still get the 3D positional stuff?

Thanks!
 
Just a little glossary, for readers who find themselves stepping into a quagmire of vernacular:

  • "OpenVR": Valve's basic VR runtime and API. Games can address this, to use VR.
  • "SteamVR": Valve's Steam store and services extended into VR. OpenVR comes parcelled with this.
  • "OVRservice": Meta's (formerly Oculus) VR runtime, with its own API. Games can address this, to use VR.
  • "WMR": Windows Mixed Reality -- Microsoft's equivalent to OpenVR and SteamVR -- their VR/AR/MR runtime and API, as well as integration with other parts of the Windows operating system. Games can address this, to use VR.
  • "Piserver.exe": Another example of a VR runtime, with its own API -- this time belonging to headsets from the company: "Pimax". Games can address this, to use VR.
  • "OpenXR": Standardisation efforts from a standards body (the Khronos group) comprising most of the big players in the VR field, including Meta (formerly Oculus), Valve, and Microsoft. One of their standards is the OpenXR API, which supplants all older, proprietary ones. Games can address this, to use VR. All three aforementioned players have made their respective VR runtime "speak" the OpenXR API, alongside their existing, now legacy APIs. A game written for OpenXR will run on any compliant headset and runtime without modification -- write once, run everywhere. The API is quite similar to those which have gone before it, having been defined by the same pool of people.
  • "Elite Dangerous": A video game you may have heard of. It speaks with two VR runtimes natively, using their respecting native APIs: Oculus (now: "Meta"), and OpenVR (from Valve). Both of these APIs are deprecated, in favour of OpenXR, which supplants them, but the game has not (yet) been updated to use it.

For the sake compatibility, there are OpenVR drivers for most non-OpenVR runtimes.
Oculus, WMR, Pimax, and other headsets can in this manner all be used with games which address OpenVR, even though they have no native OpenVR driver of their own.
When this happens, the games run through OpenVR, which in turn goes through the runtime for which the player's HMD has a native driver, which can be Oculus, WMR, Pimax, etc, leaving you running two VR runtimes on top of one another, and massaging all data through them both in conseqution -- this surplus of "middle men" consitutes performance overhead, which can affect your frame rate negatively.

Similarly, a wrapper (...called "ReVive"..) appeared, which lets owners of non-Oculus-native headsets play games written natively for Oculus' API, by sluicing things between its runtime and the OpenVR one, adding the precise same sort of "double runtimes" overhead.

Enter:

  • "OpenComposite": A wrapper which poses as OpenVR, and adapts calls sent to OpenVR, as needed, to equivalent OpenXR functions instead. This lets players with non-OpenVR-native headsets play games written for OpenVR, with only their native runtime running, as long as it can be addressed by OpenXR; OpenComposite "translates" the game's calls directly to it, conferring negligible overhead, without need on you to pump frames through two full runtimes in series -- OpenVR may take a rest.
  • "OpenXRToolkit": A code injector, not entirely unlike something like ReShade, which interposes itself between the game and OpenXR, and lets you perform things like post-processing effects on the rendered frames, or even, somehow, force the game's shaders to use work-saving Variable Rate Shading.
 
Since Update 14, EDO has been playable for me, though nowhere near the performance of 3.8 (which is locked at 90FPS). EDO regularly drops to the 70s, which is noticeable in my G2 but similar to how Horizons played when I first got into VR (with a Rift and a 980Ti). I could probably drop the resolution (I do use OpenXR) to improve performance, but I'll usually just load up 3.8 when I want a reminder of how the game should play in VR. :)
 
Nice!

Soz for the following OT observation.
I have the same 5.1 speakers. I know they aren't the absolute best but I really enjoy them and find them more immersive than headphones for sims. It might be the camera angle but I notice that speaker seemed a little high for optimal surround? Do you still get the 3D positional stuff?

Thanks!
I did use the 3d positional, when I set it up (I think)
Its the best I got, window in front of the desk, the center speaker is above the curtians. The room is about twice as large as you see, I have another corner desk to my left and my 2nd pc/media server, it used to be a old garage years ago, I wanted all the speakers wall mounted.
I use the headsets (g2) speakers playing VR (even beat saber) the rear 2 speakers are at about 6' high 10' behind me on wall mounts, I bought a roll of speaker wire and upgraded the wire, since they didn't come with enough to reach the rear speakers.
Logitech z906 digital inputs, 55" wall mounted TV to my right, that is also ran digital through the system.
 

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I did use the 3d positional, when I set it up (I think)
Its the best I got, window in front of the desk, the center speaker is above the curtians. The room is about twice as large as you see, I have another corner desk to my left and my 2nd pc/media server, it used to be a old garage years ago, I wanted all the speakers wall mounted.
I use the headsets (g2) speakers playing VR (even beat saber) the rear 2 speakers are at about 6' high 10' behind me on wall mounts, I bought a roll of speaker wire and upgraded the wire, since they didn't come with enough to reach the rear speakers.
Logitech z906 digital inputs, 55" wall mounted TV to my right, that is also ran digital through the system.
Very much enjoying your mancave!

If that was my mancave I'd be lowering those speakers. (Please forgive my OCD - esp as it's non of my business - and soz if you already know this!) For the best experience the speakers should be ear level, with the rear speakers, counterintuitively, either side, not behind. See image below. I also think the rear speakers are the ones that enable the 3D positional effect so their setup is especially important.

I have a tiny house but the misses is happy that the living room (also tiny) is a mancave. :)
The reason I'm mentioning this is because our z906 needs to be used for both the simrig, which is positioned near the middle of the room, as well as the home cinema where we sit at the end or the room. This means the rear speakers need to be mobile so they can be moved to keep them at the right place. The rear speakers are on stands with just sufficient cable to let me move them to their simrig config. (The front and centre speakers fixed in place.)

Is that something you might consider doing with your rear speakers? Putting them on a stand? You could even mark the floor where the speakers need to go. :)

51-surround-sound-1.jpg
 
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Very much enjoying your mancave!
Thanks it's a mess.
I spend a lot of time there, there is a couch at he end of the corner desk, I sleep on a lot, facing the TV. I run a business there, might have caught my Weller soldering station and magnifying glass, I customize Harley gauges for a living, changing the led colors and faceplates, GaugeModZ.com
When I'm using the home theater, I have the speakers set up without surround, I know, I know, it could be so much better, but I really don't want to move speakers around, any time I switch from gaming to tv.
 
I installed new drivers the other night and had a heck of a time getting OpenXR running again. Performance is defiantly better than running through the Steam client
 
I have to concur, with my Reverb G2 and 3090, using the default SteamVR settings and running through SteamVR, I was getting very poor performance especially in thargoid conflict zones...

SteamVR actually used a default render resolution of 150%, which could probably work for most games, but Elite is very demanding. However, even setting it to custom, and choosing 100%, the image clarity was still good but it didn't improve performance.

Even my rig could not maintain 90FPS around a burning starport, which is ok because I expected motion smoothing to kick in (45 FPS -> 90), but the motion smoothing was so bad, I got a TON of dropped frames and a stuttering mess!

I switched to OpenComposite and OpenXR toolkit, made sure to turn on motion smoothing in OpenXR toolkit and keep it unlocked (so it automatically switches to the native 90 when it can), and voila, the experience is MUCH MUCH smoother.
 
I picked up a Strix 4090.
I'm waiting on my EK block and active backplate. I'm looking fwd to seeing if there is a performance increase. Going to be disappointed if there isn't
 

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