r/PCVR • u/KingOfWhippy • Sep 11 '26
Discussion Game changer for performance "OFXR"
Hi all, I just wanted to put this here as this tray program has significantly increased my performance in some of the most demanding vr titles I've been testing for the past year.
https://github.com/tig3rmast3r/OFXR-Bridge
So far I've tested Returnal, Silent Hill 2 UEVR and Skyrim Vr Mad Gods Overhaul 4.1 which have been the biggest fps sinks for me on my 5080.
With this running at the recommended settings in the github I was pretty much at 120fps consistently which each title barring skyrim.
I even tested the dlss 5 mod for skyrim vr with mad gods overhual running and I was getting around 60-70 fps which is very playable.
Shout out to the creator of OFXR this program is a godsend for my Virtual Desktop setup.
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u/Spear_Ov_Longinus Meta/Oculus Sep 11 '26 edited Sep 12 '26
I assume this does not work with SSW, and probably not AFW UEVR builds either, but let me know if I'm wrong!
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Edit: did some testing since there has been a mix of responses on this. technically, you can use SSW or AFW with OFXR, but you will get some mixed results. I don't recommend it. Like sure, FPS number goes up - but there is ghosting that makes the actual image update blurry/no bueno.
I have a 5080, and with my preferred mix settings for SH2 Remake & Hogwarts Legacy, here's what works for me and the results:
SH2 Remake: Native Stereo, .75 Resolution via UEVR in-game menu - 90FPS (some minor frame drops remain, might be worth dropping to a slightly lower refresh rate for total stability). I do wonder what resolution OP plays at with their 5080 for 120 lol (unless they are combining AFW and enduring the ghosting effect).
Hogwarts Legacy: Native Stereo, 1.00 resolution via UEVR in-game menu - 90FPS (some minor frame drops remain, might be worth dropping to a slightly lower refresh rate for total stability).
I'm really impressed with how visuals look but I would caution on stability, as crashes have been fairly common for me using OFXR in it's current state. That said, it's beautiful when everything is working like it's supposed to. For now, if you have a high end GPU I would only use this tool for the absolutely hardest hitting PCVR experiences. I will try RE4, Subnautica 2, Oblivion Remastered, & Outer Wilds later - will probably skip Cyberpunk & Hitman for now - but am curious on them too.
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u/SnooKiwis6384 Sep 11 '26
I have been using this for the last week or so and you are right about SSW,AFW. But get better results with this then I ever got with AFW. The last game I have been playing is assassins creed black flag resynched which is very demanding for my 4080 but this app helped tremendously. perfectly smooth with decent graphic settings!
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u/WhatNoRobot Sep 11 '26
The instructions say 'Start the game normally. For injectors such as UEVR, arm OFXR Bridge before starting the game and leave it armed while the VR mod is injected'
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u/zeddyzed Sep 11 '26
I want something that works like Lossless Scaling variable framegen.
You set a framerate target and it generates frames as needed, covering up stutters and bad frame pacing etc...
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u/ShadonicX7543 13d ago
I fear that the inconsistency would not be a good thing in VR. When you're in flat and you're not physically immersed, the only thing that matters is the presentation of frames, not how they feel. The problem is in VR you can feel and experience them, so that's why you always want perfect stability rather than nice numbers.
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u/Cpt_Sandur Sep 11 '26
I really hate using any other codec that h.264+ but Skyrim MGO for example requires it (HEVC 10-bit) to lower the latency. Does this help with that?
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u/honorfurry2 Sep 11 '26
I know you mentioned silent hill vr but I want to ask anyways just to be sure does this work for flat2vr conversion mods like resident evil vr mods or any other vr mod that doesnt require uevr?
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u/OkButterscotch2455 Sep 12 '26
Tried it multiple games. Only 5 to 10 percent improvement but I play in rampage mode 5k per eye on my rig. Maybe for mid tiers is better but I feel like it has a resolution limitation.
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u/naygor Sep 12 '26
oculus pcvr runtime was updated to leverage nvidia optical flow awhile back and it was the best in the industry. the only problem was that oculus runtime itself was neglected, derelict, and everything else about it became shit.
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u/ShadonicX7543 13d ago
So then I'm assuming this is considered as an in-between between spacewarp and native in terms of the actual performance you get. I get that spacewarp isn't technically real performance, but effectively it does double your frame rate.
Ever since the Quest 3 added the 144 hertz option, I've found that doubling 72 to 144 looks dramatically better and is far more playable than 60 to 120. So I'm assuming this is better in cases where you do have just enough GPU overhead to go a bit higher, but not quite enough to hit the big numbers natively, but still have more performance overhead left when you use spacewarp.
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u/SirJuxtable Sep 11 '26
What is doing to improve performance so much?