More clarity in VR via OpenXR

TL;DR
ED:O has much crisper graphics, better shadows, and most notably brighter graphics for things such as metallic shine on materials and ship skins using OpenXR. This was while using WMR Odyssey+ on Win 11.

I’ve recently tried out VR via an OpenXR “mod” using a combination of Microsoft’s OpenXR, OpenComposit, and Steams EliteDangerous using the VR option, not OpenVR via SteamVR. There are several steps to get use OpenXR to run and was about to give up on this option and any of its slight performance improvements to frame rates while in VR but then I noticed a huge difference in the quality of the graphics, most notably shadows and even more importantly to myself, metallic object quality. Using OpenXR, VR graphics for now, appears to match the quality that is in the desktop window. If I were to use the default built in OpenVR via SteamVR and windows Mixed Reality for SteamVR, the VR graphics look as if I’m looking though a gray film or diffuser of sorts, while the desktop view is crystal clear, bright, and metals look almost reflective. It is my assumption that there is a mismatch or incorrect color or chroma coded in either SteamVR or WMR’s component. I’m leaning towards Steams side of the house only because the native Windows Mixed Reality Portal is being used with OpenXR but of course I cannot rule out Steams WMR piece since all three are loaded with OpenVR.

Any anyone else tried ED:O via OpenXR and noted the same issue?

Gamer

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