fholger / vrperfkit

VR Performance Toolkit

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Bonelabs compatibility?

MarvinF8ner opened this issue · comments

Is this mod compatible with Bonelabs?

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

Thanks!

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

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

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.

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

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.

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.

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.

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 :)

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.

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

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