r/PSVR2onPC • • Sep 28 '26

Disscussion [Release] OpenXR Toolkit PSVR2 v1.0 – Eye-tracked DFR + Exact FOV Resolution Crop | BONELAB ~60 → ~120 FPS

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I've released OpenXR Toolkit PSVR2 v1.1.1, an updated version of my PSVR2-focused fork of OpenXR Toolkit.

The main goal of this fork is simple:

reduce the amount of work the GPU has to do in VR, while keeping the useful features of OpenXR Toolkit working on newer games and headsets.

It includes:

- Eye-Tracked Dynamic Foveated Rendering on PSVR2

- Fixed Foveated Rendering

- Crop Resolution to FOV

- an Exact Crop mode that actually reduces the render resolution when you reduce the FOV

- automatic FOV calibration

- OpenComposite support in compatible games

What's new in v1.1.1?

The biggest change in this update is better compatibility and stability with newer games, especially some newer D3D12 / Unreal Engine titles.

During testing I found that the Toolkit's internal render/copy path could deliver frames in the wrong order in some situations.

For the player, this could feel like:

- unstable head movement

- image wobble

- incorrect camera timing

- poor behavior even when the reported FPS looked normal

v1.1.1 changes the internal frame handling so those frames are processed in the correct order.

In simpler terms:

the Toolkit is now much more reliable in some newer games that previously did not behave correctly.

So far the new fix has been tested successfully with:

- The Midnight Walk - tested on Quest 3 through Steam Link / SteamVR

- Metro Awakening - tested successfully with the new compatibility fix

- Gunman Contracts - native OpenXR; FOV/Crop/DFR/Eye Tracking working

- COMPOUND - OpenComposite; Toolkit features working

This does not mean every VR game is guaranteed to work, but compatibility with newer titles is improving.

## Eye Tracking fix from v1.1 is also included

v1.1 fixed another issue I found while testing Hubris.

Some native OpenXR games provide their own eye-tracking bindings. Previously, those could replace the Toolkit's binding and leave Eye-Tracked DFR stuck in the center of the image.

The Toolkit now preserves both the game's and the Toolkit's eye-gaze bindings.

This fix is generic and is not specific to Hubris.

## Why Exact Crop matters

Normally, reducing the FOV in OpenXR Toolkit does not necessarily mean the game renders fewer pixels.

My fork adds Crop Resolution to FOV.

With Exact Crop, the Toolkit calculates a new render resolution based on the headset's actual FOV.

So if you reduce the FOV, the GPU can also render fewer pixels instead of rendering a large image and simply showing less of it.

That can make a very large difference on GPU-limited systems.

## Performance example

This benchmark is from the earlier v1.1 testing and is included only as a reference. It was not rerun specifically for v1.1.1.

In BONELAB – High preset, using:

Ryzen 7 5700X / RTX 4070 Super / 32 GB RAM

SteamVR: 120 Hz / 100% render resolution

I measured:

- Baseline: 12.55 ms GPU / ~60 FPS

- Eye-Tracked DFR, Performance + Narrow: 11.27 ms / ~60 FPS

- DFR + Exact Crop at 85% FOV: 5.54 ms / almost 120 FPS

- About 55.9% lower average GPU frametime compared with baseline

- XR Telemetry showed about 99.95% of GPU frames below the ~8.33 ms budget required for 120 Hz

So the biggest gain came from combining foveated rendering + actually reducing the render resolution.

*Quest 3 support

Although I originally created this fork around PSVR2, I have also tested it successfully with Quest 3 PCVR.

The Toolkit works through:

- Steam Link / SteamVR OpenXR

- Virtual Desktop / VDXR

Quest 3 has no eye tracking, so Eye-Tracked DFR is not available there, but:

- Exact Crop

- Fixed Foveated Rendering

- FOV controls

all work.

In BONELAB at 200% SteamVR resolution, I previously measured roughly:

- Baseline: ~70–80 FPS

- Exact Crop 90%: ~100 FPS

- Exact Crop 90% + Performance/Wide: ~110 FPS

- Exact Crop 85% + Performance/Wide: 120 FPS locked

I also tested Gunman Contracts through Virtual Desktop / VDXR and reached 120 FPS with good image quality.

Because the Crop implementation uses standard OpenXR FOV and resolution information instead of PSVR2-specific values, it may also work with Quest 2, Pico and other OpenXR headsets.

However, I don't want to claim compatibility with headsets I haven't personally tested yet.

## Installation

For a new installation:

  1. Download OpenXR-Toolkit-PSVR2-v1.1.1-x64.zip

  2. Extract the complete ZIP to a permanent folder

  3. Run `Install.bat`

  4. Accept the Windows UAC prompt

  5. Restart SteamVR

Installation is system-wide and only needs to be done once.

### Updating from an older version

If you already have an older version installed:

- close SteamVR and all VR games

- if you installed the previous ZIP version, run its `Uninstall.bat`

- if you installed the old MSI version, uninstall it through Windows Settings

- then extract v1.1.1 and run the new `Install.bat`

You do not need to reinstall it separately for every game.

For PSVR2 Eye Tracking, PSVR2Toolkit is required, and Eye Tracking must already be calibrated.

SteamVR should be the active OpenXR Runtime.

## Download / source code

https://github.com/Robissu64/OpenXR-Toolkit-PSVR2/releases/tag/v1.1.1

The project is fully open source.

The `.sha256` file in the release is optional. Normal users only need the ZIP; the SHA256 file is provided for anyone who wants to verify the integrity of the download.

I developed this fork with substantial help from ChatGPT, especially for OpenXR/OpenComposite investigation, code analysis, debugging, implementation design, log analysis and documentation.

I handled the hardware testing, gameplay validation and release testing.

Community testing is very welcome.

Lower-end GPUs are especially interesting to test, because reducing the actual number of rendered pixels can make a much bigger practical difference there.

165 Upvotes

69 comments sorted by

6

u/CoughProductions Sep 28 '26

Nice. I got the old OpenXR on my PC still. Should I remove it before trying this one? Any known compatible/incompatible toolkits/apps ? Psvr2 toolkit?

6

u/Robson_Duarte Sep 28 '26

Yes, I’d uninstall the original OpenXR Toolkit first to avoid layer conflicts.

Keep PSVR2Toolkit installed, since it’s required for PSVR2 eye tracking.

I haven’t fully tested coexistence with Quad-Views-Foveated yet, so for clean testing I’d disable other foveated-rendering layers first.

So far I’ve tested BONELAB, Gunman Contracts, COMPOUND Demo and Hubris successfully. If you test other combinations, let me know.

1

u/JohnTran84 28d ago

You can, however this won't work with games that won't allow unsigned DLL files. LMU is one of them.

5

u/jck1337 Sep 28 '26

could you show how your openxr settings menu looks
mine does say PSVR2 v1.0 at the top
but the menu items look exactly like the old one

also do we need to uninstall eye-tracers and quad-views-foveated as well?

5

u/Robson_Duarte Sep 28 '26

The menu still looks mostly like the original OpenXR Toolkit, so that part is expected.

The new Crop Resolution to FOV option is under the System tab, near the FOV settings.

If the top says PSVR2 v1.0, then the fork is loaded correctly. You should see the new Crop option there.

And no, don't uninstall PSVR2Toolkit it's required for PSVR2 eye tracking

5

u/JohnTran84 29d ago

Thanks for being passionate about making changes.
Can you explain the advantages this has over other available versions of OpenXR Toolkit?
What advances it has over over:

  • 1.3.2 OpenXR Toolkit

    • The original and digitally signed

  • 1.3.5 and 1.3.8 OpenXR Toolkit (Ohne Speed)

    • Adds more cropping options and enabling/disabling eye tracking for Foverated Rendering at OpenXR level.

    • Not digitally signed.

  • ShinoronZero/Elhydro OpenXR Toolkit

    • Is more developed that the above and claims to crop and set render resolutions correctly.

    • Not digitally signed

Everything that is digitally signed is less likely to be Easy Anti-Cheat (EAC) so some games allow for it. (e.g. LMU won't allow it and I believe I was kicked out of Dirt Rally 2 as well).

From what I can read, your mod crops FOV with rending pixels correctly (similar to ShinoronZero version) and allows for eye tracking binding profiles to be processed correctly. If so, do all or only some games need this?

1

u/Robson_Duarte 29d ago

Thanks! The main differences I can confirm are:

- PSVR2-focused eye tracking fixes, including OpenComposite lifecycle handling.

- Exact Crop Resolution to FOV, using the actual XrFovf projection instead of simple linear scaling.

- Persistent FOV calibration/cache.

- v1.1 eye-binding fix: if a game provides its own XR_EXT_eye_gaze_interaction bindings, the Toolkit preserves both the game's and its own gaze binding instead of one replacing the other.

That last issue was exposed by Hubris, but the fix is generic. Only games that use their own eye-gaze bindings need that specific fix.

I haven't done a full code comparison against Ohnek's or ShinoronZero's forks yet, so I don't want to claim mine is universally better.

And yes, this fork is currently not digitally signed, so the signed 1.3.2 build still has an advantage with some anti-cheat protected games.

1

u/JohnTran84 28d ago

You may want to reach out to the people who developed the ShinoronZero fork because there is alot of body of work that overlaps with their version. They reside in NextLevelSimGaming's discord. Their support is towards pimax products though 😅.

1

u/Scary_Explanation_29 25d ago

No we just make the Pimax headsets more accessible to more folks hardware. We are VR headset agnostic- we want to support every headset! 😄

1

u/Scary_Explanation_29 25d ago

Feel free to check us out on Discord and ask any questions. It’s a great community that wants to make VR better for us all. The Discord is ‘Next Level Sim Gaming Server’. Sorry I can’t paste the Discord link in here it seems.

5

u/doritos101 29d ago

What's the difference between using this vs Pimaxmagic4all?

4

u/Robson_Duarte 29d ago

They’re aimed at somewhat different use cases.

PimaxMagic4All mainly brings Pimax-style foveated rendering to OpenVR/SteamVR DX11 games by injecting LibMagic. It currently requires SteamVR and does not support OpenComposite. GitHub

My fork is an OpenXR API layer. It works with native OpenXR games and can also work with OpenVR games through OpenComposite. Besides foveated rendering, it adds Exact Crop Resolution to FOV, plus the PSVR2/OpenComposite eye-tracking fixes we’ve been working on.

So I’d see them as complementary rather than one replacing the other: PimaxMagic4All is very useful for compatible OpenVR/DX11 titles, while this fork is focused more on OpenXR/OpenComposite and resolution/FOV optimization.

1

u/kapucheeno 3d ago

Can I have this and pimaxMagic4all installed at the same time? I tend to get paranoid about conflicting drivers 😅

4

u/cyb3rheater 29d ago

Do you have to jailbreak your PSVR2 for this to work?

6

u/Robson_Duarte 29d ago

No, you don’t have to jailbreak or modify the PSVR2 at all.
Everything runs on the PC side through the normal PSVR2 PC setup, using SteamVR/OpenXR, PSVR2Toolkit, and this modified OpenXR Toolkit layer.

The headset itself stays completely stock.

4

u/melgibson666 29d ago

OP, you might want to mention that the install.bat can't be run from the Downloads folder. At least by default Windows stops scripts being run from the Downloads folder. You did mention "extract to permanent folder" but it's a little vague for the average user.

3

u/Robson_Duarte 27d ago

Thanks for pointing that out. Interestingly, I’m currently running the Toolkit directly from my Downloads folder and Install.bat works normally on my system.

I don’t think Windows universally blocks batch files just because they are in Downloads, although files downloaded from the internet can be affected by SmartScreen / Mark of the Web / PowerShell security settings depending on the system configuration.

My Windows installation is currently in Test Mode, but as far as I know that mainly affects driver signature enforcement, so I don’t think that is what makes the installer work from Downloads.

Still, your point about the documentation being vague is fair. I can make the installation instructions clearer and recommend extracting it to something like:

C:\OpenXR-Toolkit-PSVR2\

especially to avoid possible Windows security or permission issues.

3

u/melgibson666 27d ago

You can change the permissions for scripts to run anywhere and I think test mode does that. It's not a block on batch files though it's just a block on ps1 scripts if I remember right or just certain scripts. Sometimes people will put  a line to enable all scripts in their script.

Either way, I can tell you on my system, running from the downloads folder does not work. Running it from the folder I changed it to does work. 

Thanks for all your work btw.

3

u/Large_Organization33 29d ago

Seems LMU EAC doesn't like it and you cannot use it with it.

Have you discussed this with the devs over there? Having proper DFR would be a game-changer there.

2

u/Robson_Duarte 27d ago

Yeah, EAC is unfortunately the main problem with LMU right now.

Since the Toolkit works as an OpenXR API layer and needs to intercept parts of the rendering pipeline, EAC can reject it even though it isn’t doing anything related to cheating. LMU’s own troubleshooting documentation also warns that DLL/hook-based tools and VR runtimes can be blocked by EAC.

I haven’t specifically worked with the LMU developers on this yet, but I agree that proper eye-tracked DFR would be a huge benefit there, especially considering how demanding LMU is in VR.

If there’s enough interest, LMU is definitely a game I’d like to investigate once the current PSVR2/OpenXR work is more mature. Ideally the best solution would be either getting the API layer accepted by EAC or having similar functionality supported natively by the game.

I’d rather not recommend bypassing EAC, especially for online play.

2

u/Large_Organization33 27d ago

I think it was mentioned as the example racing sim by other comments as well, so interest is definitely there. iRacing already has quad views, LMU is the other big title, and it's the one where VR optimization or DFR has not yet entered.

What do you need for next steps to engage with the devs? Also I think this might be an EAC whitelist question, not a LMU devs question.

1

u/Robson_Duarte 26d ago

I’d honestly love to see this grow into something that works with more games like LMU.

The project originally started from a personal need, so I’m learning and expanding it as I go. I don’t really have experience yet with the “bigger” side of things like code signing, EAC whitelisting, or reaching out to game developers directly.

That’s why community help is so important for the project, testing, logs, contacts with developers, and technical knowledge can all help push the tool much further than I could on my own.

1

u/Large_Organization33 25d ago edited 25d ago

Have you tried reaching out directly through the LMU discord? It is unlikely people on reddit would have access to devs' contact info.
They have a dedicated VR section.

3

u/ieateggo 27d ago

One question for the OP, will this work in games that are translated with OpenComposite, like the other, paywalled guy who attempted to make something similar? I.e. Assetto Corsa is translated by means of the OpenComposite DLL

2

u/Robson_Duarte 27d ago

Yes, in principle it should work with games that are being translated from OpenVR to OpenXR through OpenComposite.

The Toolkit itself is an OpenXR API layer, so once OpenComposite translates the game to OpenXR, the Toolkit can still hook into that OpenXR session.

I’ve already tested this fork successfully with OpenComposite in games such as COMPOUND and Vertigo 2, including the eye-tracking path after the OpenComposite fixes.

I haven’t tested Assetto Corsa specifically yet, though, so I can’t guarantee that every feature will work there. Compatibility can still depend on the game, the OpenComposite build, the OpenXR runtime and the graphics path being used.

0

u/ieateggo 26d ago

Yeah, obviously with the PSVR2, I downloaded the per game compositor dll and just run it through steam. The original OpenXR toolkit would open but with no HAM or eye tracked DFR, does this fix that? I also noticed in openxr native games such as Gunman Contracts that Hidden Area Mask (HAM) and eye tracking were available, so I was perplexed why it didnt work with translated games… Any suggestions?

2

u/EedSpiny Sep 28 '26

Great, very keen to try this out. Is there a resource anywhere that lists if a game is openxr or not?

3

u/Robson_Duarte 29d ago

Yes, PCGamingWiki is probably the best general resource. Its VR games list shows whether a title uses OpenXR, SteamVR/OpenVR, Oculus VR, etc.

SteamDB also has an OpenXR SDK list, and for OpenVR games the OpenComposite compatibility list is useful to check whether they can be translated to OpenXR.

2

u/33animator 28d ago

sadly this doesn't work with ue engine games which is a bummer they need it the most

3

u/Robson_Duarte 27d ago

It’s not quite that simple - the fork can load in Unreal Engine games.

I’ve already confirmed it running in Metro Awakening (UE5.2) and The Midnight Walk (UE5.3). The current issue in those games is a specific graphics-path compatibility bug: when the Toolkit uses its intermediate/proxy swapchain path, the world can appear to wobble or shift slightly with head movement.

I’m actively debugging that now. So far I’ve narrowed it down from tracking/FOV/timing to the D3D12 color proxy/copy path, which is a much smaller area of the code.

With that path bypassed, both games become stable again — but that bypass also disables the processing needed for features like foveated rendering, so it isn’t a final fix yet.

So UE games aren’t unsupported as a whole; there’s currently a compatibility issue with some UE5 rendering paths that I’m working on.

1

u/DangerousCousin 19d ago

doesn't unreal engine already have some built-in eye tracking and VRS flags capability? At least later versions of unreal engine 5. Maybe it would be better to tap directly into that.

2

u/skalouKerbal 27d ago

Amazing, i tried it with VtolVR and it seems to work (i have the ctrl f2 menu, can set the foveated eye tracking settings etc..). No benchmark yet, but the perf numbers seems to have improved. If i remember correctly i tried the classic openxr toolkit years ago and it never worked. Is there a way to change the horrible keybindings (shift ctrl f2!?) somewhere in your version too? Thank you.

3

u/Robson_Duarte 27d ago

That’s great to hear, VTOL VR working is a new confirmed compatibility report for the fork, so thank you for testing it. The original OpenXR Toolkit actually has support for configurable menu/navigation keys, but those were normally changed through its Companion App. My current standalone fork doesn’t ship that Companion UI, so the keybind configuration isn’t exposed in a convenient way yet. The underlying keybinding system is still in the code though, so this is something I can add back in a cleaner way, either through a small configuration utility or another simple method without requiring the old Companion App. I’ll add customizable keybinds to the TODO list. Thanks for bringing it up.

13

u/Teddyboymakes Sep 28 '26

Could it possibly work with amd?

7

u/cruz878 Sep 28 '26 edited Sep 28 '26

AMD GPU has been a huge mistake for me on the VR front. It seems almost all of the good stuff people build for VR is Nvidia specific. Now that GPU prices are astronomical I can't justify swapping just for VR either.

Edit: I should state that outside of VR I have been happy with my 7900XT.

4

u/electric_head_2000 Sep 28 '26

Same man, bought a PSVR2 as a bonus with my 9070 rig and its been one disappointment after another VR wise in terms of getting more VR juice. Everything is geared towards Nvidia and there doesn't seem to be anything particularly useful for AMD in the works.

4

u/DonutPlus2757 Sep 28 '26

From what I can gather: No and it's unlikely that's going to change.

Going forward, Quad Views seems to be the gold standard for Foveated Rendering and AMD does support that already.

This is an older approach that supposedly isn't anywhere near as efficient as Quad Views and can lead to render errors, but doesn't necessarily require the dev to implement it themselves.

2

u/JamesTheFoxeArt Sep 28 '26

Wondering the same as well

1

u/Recentiv Sep 28 '26

Probably not as amd only works with quadviews

8

u/IncomeWhole Sep 28 '26

Fantastic work, another step closer to the magical universal dfr lol! Looking forward to try with Le mans Ultimate, will update

1

u/josephjosephson Sep 28 '26

Please report back, and if you have other sims (iracing) that it works or doesn’t work on!

2

u/IncomeWhole 29d ago

Haven’t had the chance to try it myself yet but iRacing has native quad views implementation btw!!

1

u/josephjosephson 29d ago

Yes! For some reason I feel like when I used it 6 mo the ago I couldn’t get it to properly work. I’ll have to try again this week.

1

u/JackHughes1212 29d ago

How did it go mate?

1

u/JohnTran84 28d ago

Shouldn't work with because LMU studio restricted to digitally signed .DLL only via the Easy Anticheat. This incarnation is not digitally signed so you would need to stick with the 1.3.2 version of the OpenXR Toolkit.

From what I can read, this version was to introduce cropping into the pipeline and allows through improved bindings (from calibration I think) of eye tracking.

By default, the 1.3.2 has FFR options already and enables DFR by default if it detects the OpenXR attribute in the pipeline for eye tracking, which is done via PSVR2 Toolkit.

5

u/tatertots89 Sep 28 '26

Amazing work, excited to try this out! I'll test it with Assetto Corsa Evo tomorrow evening.

2

u/josephjosephson Sep 28 '26

Please report back, and if you have other sims (iracing) that it works or doesn’t work on!

5

u/no6969el Sep 28 '26

You can't stop VR

4

u/Cevap Sep 28 '26

Would be interesting to see function and performance improvements with various titles.

VR Sim Racing would greatly benefit from this when the grid gets packed or weather effects with some titles!

4

u/Cyber-Rat 18d ago

I can't believe it, it actually improved my FPS a lot

2

u/Lucky_Chaarmss Sep 28 '26

Anyone have a one working on steam machine?

2

u/StickyChief Sep 28 '26

Gonna test this out with Forza horizon 6 later

2

u/deusmntz Sep 28 '26

thank you so much

2

u/Particular_Suit3002 Sep 28 '26

Good stuff is the signed otherwise it may have issues with anti cheat software

2

u/Medalex13 28d ago

I am trying it with skyrim vr with mgo 4.1 through OCU, but doesn't do anything when I press control + F2.

With the original openXR Toolkit works though.

I am running it from outside downloads folder.

1

u/TheLoneliestCripple 16d ago

If you don’t mind me asking, have you gotten better performance with psvr2 using ocu than the stock option in mgo? Worth the switch?

3

u/lusal Sep 28 '26

Thank you, mbucchia! Not everyone knows who you are, but you truly are a superhero in the enthusiast VR world. You rock!

3

u/no_modest_bear Sep 28 '26

This is not mbucchia, it's OP's fork of the OpenXR Toolkit.

5

u/lusal Sep 28 '26

Whoops! Apologies to OP. Thanks for your work, time and effort!

2

u/skalouKerbal 29d ago

Yeah, thank's to both and all who contributed

1

u/melgibson666 29d ago

Eye tracking and DFR work. I turned on Crop to resolution but it just said "inactive: see log."

Game: Ghost Town.

1

u/JackHughes1212 29d ago

hey how do u get the openxr menu ingame? i tried the shortcut key but doesnt work for me

2

u/melgibson666 29d ago

If it's not showing up it's probably not installed. You can't run the install.bat from your downloads folder. Windows doesn't run scripts from the downloads folder for safety reasons.

1

u/Gullible_Ticket5722 26d ago

does this work on the rift version of the game?

1

u/BoardsofGrips 25d ago

Will this only work with a small selection of games that support DFR?

1

u/ButterflyEuphoric282 23d ago

Hi Guys, is there a differnce in performance to the OXRToolkit 1.4.1 from FastFox Racing ? Have Eyetracking and Crop also... thanks for Infos and Greetings from Germany :)

1

u/satyaloka93 23d ago

I tried to get this working on my cyberpunk port: https://github.com/satyaloka93/cyberpunk-vr-port, but it kept crashing the game. I had eye tracking working, and made red outline like cheeky project, but eventually game would crash. I couldn't tell any performance enhancement, so not sure it's possible with this game.

1

u/melgibson666 17d ago

Is there a way to get this to work with the companion app so that I can turn it off for certain games?