I'm looking at my VR system right now and the complexity and possible points of failure are many.
Dynamic Foveated Rendering is great stuff, but you have to keep up with a number of things.
I had eye tracking stop working after I upgraded to Windows 11. Simple enough I had to open the security settings and give my computer access to the eye tracking camera.
Then it stopped working again. I was 1 version behind on my NVidia driver. So I upgraded that and it worked.
OpenXR is definitely advancing, but the individual titles need to support new features as well for the best performance.
Right now I have
DFR in iRacing at 35ppd, but at the OpenXR level. That works and yields a mild performance increase. Don't get me wrong it works well and looks sharp. This uses all the adjustment setting in the OpenXR toolkit.
However in DCS Eagle Dynamics added native Varjo SDK support. As a result we have NATIVE DFR in the Varjo toolkit. That unlocks 39ppd which looks even sharper. Using this bypasses the OpenXR toolkit and amazingly is both sharper and give a more noticeable performance increase.
So the pixel densities I'm running everything are now the following:
39ppd Native DFR
36ppd Native SDK without DFR ( basically when my camera isn't working )
35ppd everything else.
I found that for all my SteamVR games if I just backed off the MCAA I was able to get solid 90fps frame rates. At 35ppd the MCAA isn't as valuable. So frequently I'm running at 2x or even none and everything still looks fantastic.
I'm now playing with OpenXR Motion Correction.
It runs with a Vive Tracker( lighthouse tracker) or Witmotion module( lower cost accelerometer). They each have their strengths. There is an inside out Vive tracker coming this fall.
I had someone with an SFX150 system say that his motion sometimes puts his head through the window or roof in game. So there is a real value to something like this to help keep the cockpit in place with motion systems. The D-Box system I have doesn't have enough motion to do that to me, but I still wanted to play with this to see additional stability.
That's a work in progress.
Reprojection:
Varjo reprojection 3:1 and 2:1 is a massive improvement in performance if you don't mind how it looks.
In iRacing I can drop my GPU load down to about 21% at 35ppd locked to 45fps and 2:1 reprojection.
In DCS I can drop my GPU load down to 48% at 39ppd locked to 45fps and 2:1 reprojection.
This should mean that many titles are now usable with less powerful video cards than the 4090. I haven't tried 3:1 reprojection yet.
However I like how the displays look better without reprojection. I think it may be usable for some people, but it wasn't seamless like the Oculus reprojection, which was the last time I think I actually used reprojection for anything.
About the 39ppd in DCS. Holy Crap is that sharp! 35ppd is pretty darn sharp, however I think(completely guessing) that there is more going on in terms of image enhancement with the native DFR. That's only another 11.4% resolution, so I "think" more is going on. Where I to guess again, because of the Aero's optics that focus more pixels at the very center of the displays, I would bet that the 39ppd is the maximum ppd that you get when looking straight ahead and it almost has to drop some in resolution as you look further away from the center of the displays.
I had said earlier that I thought anything past 35ppd is probably past the point where you would notice. What I'm seeing now seems to dispute that, so bring on the full retina displays
The only downside is that the optics have to be extremely good to hold up at this resolution. The Aero's optics appear very good, but at 39ppd, small distortions are easier to make out.
There is still some motion blur that is more noticeable in some titles than others. It can't be in the displays themselves because when your head is still and what you are watching is moving there is no blur. For the most part I've gotten used to this, but it is there. If they can solve this one issue, I don't think I'll have any reservations about this headset. I'd like more FOV, but I'm still so blown away by the visuals I'm now seeing running everything at 35-39ppd that I'm pretty content.
Keep in mind this is still a moving target.
In just just the last month we got the following:
DFR in iRacing ( OpenXR toolkit )
Native DFR in DCS ( Eagle Dynamics + OpenXR hook)
OpenXR CA/Red shift adjustments (for those that notice issues, I haven't) ( OpenXR tool)
3:1 and 2:1 reprojection ( Varjo Base )
The guy who created the native SDK hook for the Aero in DCS, has been trying to do something for Pimax. However Pimax doesn't appear to be helping themselves in this regard. Also I'm not sure that Eagle Dynamics will have as strong a reason to add native Pimax support to their title. So for now it looks like it may be a ways off, but to be clear there is still active work going on as shown below.
PimaxXR: an unofficial implementation of the OpenXR standard for Pimax headsets. - mbucchia/Pimax-OpenXR
github.com
Hopefully at some point there will become a standard for headset API's so that hooking into the best performance is possible.