fholger / vrperfkit

VR Performance Toolkit
Other
1.31k stars 53 forks source link

Bonelabs compatibility? #138

Open MarvinF8ner opened 1 year ago

MarvinF8ner commented 1 year ago

Is this mod compatible with Bonelabs?

Or would this not work, because Bonelabs uses OpenXR instead of OpenVR?

Thanks!

fholger commented 1 year ago

Not compatible. You need to try the OpenXR Toolkit: https://mbucchia.github.io/OpenXR-Toolkit/

MarvinF8ner commented 1 year ago

Well, nice that there's even an option. But I think it will not work for me, because I use a Oculus Quest 2.

It says in the compatibility list, that Bonelabs doesn't work with Oculus.

Unbenannt

d0x360 commented 1 year ago

Use virtual desktop and it should work. There is 1 more option for oculus users but I forget the name.... It basically just creates a virtual display that's then fed to the quest like regular link but virtual desktop is the easiest way.

mjcox244 commented 1 year ago

The reason open XR toolkit doesn't work on bonelab oculus is it isn't openXR on oculus, it's legacy oculus api

d0x360 commented 1 year ago

That's why I bypass the Oculus runtime by NOT installing oculus home or meta home whatever it's called now and running virtual desktop instead. Then it uses the steam VR runtime which is openXR even on a quest 2.

Then the toolkit works and so do VR mods that otherwise don't. Without the runtime on PC it becomes a dumb HMD and steam input makes sure the controllers work as they are supposed to.

If possible enable dev mode on the quest 2 just got the OC options.

mjcox244 commented 1 year ago

That's why I bypass the Oculus runtime by NOT installing oculus home or meta home whatever it's called now and running virtual desktop instead. Then it uses the steam VR runtime which is openXR even on a quest 2.

Then the toolkit works

Please don't spread misinformation, the oculus version doesn't support open XR at all, the steam version is open XR, but not the oculus one.

I can gather proof that running the exe via virtual desktop still runs it under emulated oculus runtime rather than SteamVR if needed. VD only supports SteamVR as an openXR runtime and yet I can run bonelab through it without Steam vr open.

Please remember that "Oculus version" when refering to pcvr refers to games gotten from the pc oculus app, NOT the running headset.

d0x360 commented 1 year ago

I use it, so if it's misinformation that's news to me. Running virtual desktop with steamvr and no oculus software installed on the host PC makes it default automatically to steamvr and not the oculus runtime.

There is no local runtime to even use. It's also not using any official oculus link.

So... It works fine for me. I don't know what to tell you. I've NEVER has oculus software on the host system. Its a clean image with just steam & steam VR installed.

On Wed, Nov 9, 2022, 1:14 AM mjcox244 @.***> wrote:

That's why I bypass the Oculus runtime by NOT installing oculus home or meta home whatever it's called now and running virtual desktop instead. Then it uses the steam VR runtime which is openXR even on a quest 2.

Then the toolkit works

Please don't spread misinformation, the oculus version doesn't support open XR at all, the steam version is open XR, but not the oculus one.

I can gather proof that running the exe via virtual desktop still runs it under emulated oculus runtime rather than SteamVR if needed. VD only supports SteamVR as an openXR runtime and yet I can run bonelab through it without Steam vr open.

Please remember that "Oculus version" when refering to pcvr refers to games gotten from the pc oculus app, NOT the running headset.

— Reply to this email directly, view it on GitHub https://github.com/fholger/vrperfkit/issues/138#issuecomment-1308263955, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADLH3GNWZOKJ6VGJZUZ4GODWHM6KPANCNFSM6AAAAAARBGCAXQ . You are receiving this because you commented.Message ID: @.***>

krazysh01 commented 1 year ago

I use it, so if it's misinformation that's news to me. Running virtual desktop with steamvr and no oculus software installed on the host PC makes it default automatically to steamvr and not the oculus runtime. There is no local runtime to even use. It's also not using any official oculus link. So... It works fine for me. I don't know what to tell you. I've NEVER has oculus software on the host system. Its a clean image with just steam & steam VR installed. On Wed, Nov 9, 2022, 1:14 AM mjcox244 @.> wrote: That's why I bypass the Oculus runtime by NOT installing oculus home or meta home whatever it's called now and running virtual desktop instead. Then it uses the steam VR runtime which is openXR even on a quest 2. Then the toolkit works Please don't spread misinformation, the oculus version doesn't support open XR at all, the steam version is open XR, but not the oculus one. I can gather proof that running the exe via virtual desktop still runs it under emulated oculus runtime rather than SteamVR if needed. VD only supports SteamVR as an openXR runtime and yet I can run bonelab through it without Steam vr open. Please remember that "Oculus version" when refering to pcvr refers to games gotten from the pc oculus app, NOT the running headset. — Reply to this email directly, view it on GitHub <#138 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADLH3GNWZOKJ6VGJZUZ4GODWHM6KPANCNFSM6AAAAAARBGCAXQ . You are receiving this because you commented.Message ID: @.>

It may be useful for you to re-read what @mjcox244 actually said, obviously if you don't have the Oculus software installed you must be using the Steam version of bonelab, they specifically said the Oculus version has no OpenXR version, the version from Steam does have OpenXR. Also you can still use games on Oculus runtime with Virtual Desktop without the Oculus app installed since it includes its own.

d0x360 commented 1 year ago

I fully understand what was said, I'm just saying my own experience using the quest 2 in dev mode, virtual desktop which just acts as a transcoder for display out in this scenario and whether it's working because of a glitch somewhere or not it's managed to work across 2 Windows installs.

Someone had an issue, an issue I also had. I did something that fixed the issue so I was passing that info on. I've been told I was wrong before in terms of VR mods. Like with TAA injection but I've made an injection app that works in 8/10 games out of 418 VR games in my library. It's based on an alien isolation TAA injection mod but I stopped bringing that up and so I'll also stop talking about this potential workaround.

My only intention was to help, not mislead.

On Wed, Nov 9, 2022, 9:55 AM Kyle Hendry @.***> wrote:

I use it, so if it's misinformation that's news to me. Running virtual desktop with steamvr and no oculus software installed on the host PC makes it default automatically to steamvr and not the oculus runtime. There is no local runtime to even use. It's also not using any official oculus link. So... It works fine for me. I don't know what to tell you. I've NEVER has oculus software on the host system. Its a clean image with just steam & steam VR installed. … <#m_-2844412961907038286m-2282073917741156281_> On Wed, Nov 9, 2022, 1:14 AM mjcox244 @.> wrote: That's why I bypass the Oculus runtime by NOT installing oculus home or meta home whatever it's called now and running virtual desktop instead. Then it uses the steam VR runtime which is openXR even on a quest 2. Then the toolkit works Please don't spread misinformation, the oculus version doesn't support open XR at all, the steam version is open XR, but not the oculus one. I can gather proof that running the exe via virtual desktop still runs it under emulated oculus runtime rather than SteamVR if needed. VD only supports SteamVR as an openXR runtime and yet I can run bonelab through it without Steam vr open. Please remember that "Oculus version" when refering to pcvr refers to games gotten from the pc oculus app, NOT the running headset. — Reply to this email directly, view it on GitHub <#138 (comment) https://github.com/fholger/vrperfkit/issues/138#issuecomment-1308263955>, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADLH3GNWZOKJ6VGJZUZ4GODWHM6KPANCNFSM6AAAAAARBGCAXQ https://github.com/notifications/unsubscribe-auth/ADLH3GNWZOKJ6VGJZUZ4GODWHM6KPANCNFSM6AAAAAARBGCAXQ . You are receiving this because you commented.Message ID: @.>

It may be useful for you to re-read what @mjcox244 https://github.com/mjcox244 actually said, obviously if you don't have the Oculus software installed you must be using the Steam version of bonelab, they specifically said the Oculus version has no OpenXR version, the version from Steam does have OpenXR. Also you can still use games on Oculus runtime with Virtual Desktop without the Oculus app installed since it includes its own.

— Reply to this email directly, view it on GitHub https://github.com/fholger/vrperfkit/issues/138#issuecomment-1308886672, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADLH3GPVLTAQGTX6MHJ4AGTWHO3PJANCNFSM6AAAAAARBGCAXQ . You are receiving this because you commented.Message ID: @.***>

fholger commented 1 year ago

For the record, I never said that TAA injection can't be done, I said that there is no engine-agnostic way to do it and it is therefore not something I'm interested in doing in vrperfkit. I'm not stopping you from creating your TAA injector; if it is as compatible as you claim, I'm sure a lot of people would be very happy to have it available to them :)

d0x360 commented 1 year ago

No I understand that, I just meant I wouldn't bring it up in the same way I did in the past and I'll try not to present something as a... Defacto solution when it's more of a happy accident.

I didn't mean to imply a harsh tone, and reading it back it can come across that way.

It was more of a I don't wanna step on anyone's toes kinda post and I absolutely defer to your judgement, I'm still learning VR from this side of things.

I'd love to release the injector at some point but it still randomly crashes but oh my.. alien isolation (and other titles MSAA or SSAA don't help with) look so clean.

If anyone has the game definitely check out the mother VR mod and TAA injector for it... It's an amazing experience and so clean & sharp looking. Plus it's easy to get running at 120hz

On Wed, Nov 9, 2022, 12:07 PM Holger Frydrych @.***> wrote:

For the record, I never said that TAA injection can't be done, I said that there is no engine-agnostic way to do it and it is therefore not something I'm interested in doing in vrperfkit. I'm not stopping you from creating your TAA injector; if it is as compatible as you claim, I'm sure a lot of people would be very happy to have it available to them :)

— Reply to this email directly, view it on GitHub https://github.com/fholger/vrperfkit/issues/138#issuecomment-1309071024, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADLH3GKKMQXRORXUIMN3AXDWHPK63ANCNFSM6AAAAAARBGCAXQ . You are receiving this because you commented.Message ID: @.***>

krazysh01 commented 1 year ago

I fully understand what was said

It seems you still don't, because the accusation of misinformation stems from you not separating Bonelab from Steam and Bonelab from Oculus. The 2 apps are not actually identical, Bonelab from Oculus does not use OpenXR, which is why it is incompatible with OpenXR Toolkit. You have Bonelab from Steam (as is obvious by the fact you don't have the Oculus PC App installed) and therefore your version uses OpenXR. There's no way to use OpenXR from the Oculus version and from what I've seen no way to use Oculus api from the Steam version.

d0x360 commented 1 year ago

-semi TL;DR below

True, I definitely should have been more clear and I made an assumption that they would be using the PC steam version.

Nothing I said applies whatsoever to oculus quest (any model) games. It's purely PC versions, no oculus software on PC and running steam VR via virtual desktop or (possibly similar software although I haven't tried any) so I apologize for that. Sometimes my fingers get ahead of my brain.

I blame the concussions but I know I should both ask clarifying questions and also provide more detailed information so it's clear what version etc I'm talking about.

I'm honestly just used to using PC VR by default because I've been buying HMD's since the DK1 up through Quest 2 ( no quest 1) which ended up replacing my Rift S simply because of the higher refresh and quality screens after trying to play Vader Unleashed 2 and not being able to see a thing that was going on lol.

I really miss the cv1 OLED... I know I could buy a higher end HMD and get that back but compatibility reasons and price pushed me to the Quest 2 which I got for $100 new in box from target because someone bought it removed the outer wrap and returned it but never remove anything from the box itself. I assume a gift that they realized was the wrong thing and they mean to get psvr.

-TL;DR

Concussion caused post clarity issues will be fixed.. clarifying questions asked if needed and more specific details from myself with no assumptions made on my end (like game version) will ensure I can prevent this kind of unnecessary situation in the future.

Better VR for all with less confusion. My apologies.

-end of important in info

I am working on something that runs on the HMD itself that can inject FSR and in some cases TAA (far less successful than to PC VR) to native quest games. Although it requires dev mode active. Android exploits are fun. I've been an xda guy from the start.

I managed to root the snapdragon USA Samsung's (latest after the note 8 (like this zFlip3 even with vzw sep 2022 OTA) and akaik there is no known exploit for the snapdragon Samsung's... Happy accident

I'm also way too verbose when tired so I'm gonna punish myself with sonic frontier then retore my soul with how Ragnarok lol.

Im Working on all of it, it's definitely an odd experience but I appreciate you pointing out specifically what the issue was with my post. I should have seen it myself but learning how to connect dots again is part of retraining process and honestly GitHub, reading code and to relearn how everything works is great. The dx12u documentation is also oddly helpful even when unrelated.... I'm not even a programmer by trade and never was.

On Wed, Nov 9, 2022, 12:31 PM d0x360 @.***> wrote:

No I understand that, I just meant I wouldn't bring it up in the same way I did in the past and I'll try not to present something as a... Defacto solution when it's more of a happy accident.

I didn't mean to imply a harsh tone, and reading it back it can come across that way.

It was more of a I don't wanna step on anyone's toes kinda post and I absolutely defer to your judgement, I'm still learning VR from this side of things.

I'd love to release the injector at some point but it still randomly crashes but oh my.. alien isolation (and other titles MSAA or SSAA don't help with) look so clean.

If anyone has the game definitely check out the mother VR mod and TAA injector for it... It's an amazing experience and so clean & sharp looking. Plus it's easy to get running at 120hz

On Wed, Nov 9, 2022, 12:07 PM Holger Frydrych @.***> wrote:

For the record, I never said that TAA injection can't be done, I said that there is no engine-agnostic way to do it and it is therefore not something I'm interested in doing in vrperfkit. I'm not stopping you from creating your TAA injector; if it is as compatible as you claim, I'm sure a lot of people would be very happy to have it available to them :)

— Reply to this email directly, view it on GitHub <https://github.com/fholger/vrperfkit/issues/138#issuecomment-1309071024 , or unsubscribe < https://github.com/notifications/unsubscribe-auth/ADLH3GKKMQXRORXUIMN3AXDWHPK63ANCNFSM6AAAAAARBGCAXQ

. You are receiving this because you commented.Message ID: @.***>

— Reply to this email directly, view it on GitHub https://github.com/fholger/vrperfkit/issues/138#issuecomment-1309100281, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADLH3GI4Z3BZAVLPJQ3XNPLWHPNXVANCNFSM6AAAAAARBGCAXQ . You are receiving this because you are subscribed to this thread.Message ID: @.***>

krazysh01 commented 1 year ago

I made an assumption that they would be using the PC steam version. Nothing I said applies whatsoever to oculus quest (any model) games. It's purely PC versions

Yeah the PC version (From the Oculus store, not from Steam) is the one that is different and incompatible with OpenXR Toolkit

Idkbythispoint commented 1 year ago

Works for me personally using the oculus runtime, and works very well