VR Discussions, Questions & Feedback

Discussion in 'Automobilista 2 - General Discussion' started by Heitor Facuri Cicoti, Apr 5, 2020.

  1. alphazex

    alphazex New Member

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    Reddit - Dive into anything

    use win7 compatibility mode and it will launch into steam vr
     
  2. TheMattyOnline

    TheMattyOnline Active Member AMS2 Club Member

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    This doesn’t work unfortunately. Tried ages ago.
     
  3. GregzVR

    GregzVR P1 passion, P10 talent.

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    Have I completely missed something with Open XR with Oculus headsets?
    Is it a significant improvement over using the native Oculus api?
     
  4. TheMattyOnline

    TheMattyOnline Active Member AMS2 Club Member

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    In AMS2 no, it doesn’t work. Posted everywhere politely and otherwise to a wall of silence from the entire Reiza team.

    Using an Oculus headset through SteamVR is always poor. Using an Oculus through OpenXR is a vast improvement and also allows other tools to be used like the OpenXR toolkit.

    We can’t do any of this in AMS2 as the launch options don’t work correctly. We need to be able to launch through SteamVR to get OpenXR to work, but there is no way to achieve this as no matter what launch option you use, an Oculus headset will only allow the Oculus launch option to run.

    It’s broken, and there is no engagement from anyone at Reiza to even acknowledge this.
     
  5. TheMattyOnline

    TheMattyOnline Active Member AMS2 Club Member

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    To be clear, I know we can use the Oculus launch, and the performance is decent.
    But to use other tools that can be really useful in VR, I’d like to be able to use the OpenXR toolkit. This needs the SteamVR launch to work on an Oculus headset.
     
  6. alphazex

    alphazex New Member

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    I use openXR on my occulus. I use the standalone openxr.dll drop it in x64 folder in ams2, and then through occulus link start up steamVR. Then launch automobilista through the desktop under steamvr and openxr hooks into it and you get all the fun of openxr tool kit. The only issue I had was resovled as stated by using windows 7 compat mode.
     
    Last edited: Apr 28, 2023
  7. TheMattyOnline

    TheMattyOnline Active Member AMS2 Club Member

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    Yes, this is a workaround and I’ve also tried this. But it isn’t the whole answer, as al you are doing is running OpenXR runtime through SteamVR and thus still having to use SteamVR.
    What I’d like to do is bypass SteamVR completely using OpenXR runtime that Oculus supports.
    But this is not achievable currently as there is no way to launch into SteamVR/OpenXR with an Oculus headset. You should be able to do this, but it’s broken/not functional for some reason that not one member of Reiza has the time to post about.
     
  8. Sparviero

    Sparviero Member

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    Hi, I've got an issue with my Quest 2 recenlty buyed with a 4080. I'm not new to VR (previously RiftS+2080) and long term PC2 and AMS2 player, however this problem is strange to me. First, let me say that I've no problem with other VR games (eg. DCS, a very heavy sim).

    AMS2 (or PC2) runs great but after some time of playing, fps drops sometimes and lag cames, it seems time-related. I though about a pc problem (eg. antivirus) but as I said it seems limited to AMS2. If I turn of the PC and restart everything, it goes well: sometime I can complete 1h race without big problems, sometime I got stuttering after 20min... I thought something related to quest2, but I really no idea.
    Thanks for help.
     
  9. Sparviero

    Sparviero Member

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    Update: I manage to set 90 hz (instead of stock 72 hz) + ASW and I really find it very smooth, without detrimental perfomance afer 2+ hrs of playing. However, I really don't understand how perfomance headroom works, because I have always 45 fps (as expected due to 90 hz+ASW) with negative headroom but it run great (even with -50/-70% headroom). With my previous confing, the negative headroom impacted negatively on fps (not stable 45 fps and stuttering) but now I don't see that problem now... do you know why?
     
  10. A.F.K DaN

    A.F.K DaN Member AMS2 Club Member

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    Think I've finally fixed my issue.
    Had to revert from Opencomposite (OpenXR) back to SteamVR. OXR did cause a CPU bottleneck which is now not an issue anymore with SteamVR.
     
  11. BazzaLB

    BazzaLB Well-Known Member

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    Fixed my issue with headlights and severe FPS dips in VR. Just brute forced it by upgrading to 4090 from 3080. Now run storm, night , you name it and maintain 90fps at front / back / wherever. TBH, I am quite surprised! Didn't expect to maintain 90fps everywhere under all conditions.

    Also using OpenComposite/OpenXR with FFR.

    One happy chappy
     
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  12. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Would be very embarrassing for Reiza if AMS2 did not run properly with a 4090. That can certainly not be called a fix. Reiza need to fix it by allowing us to reduce the number of rendered headlights, simple !
     
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  13. BazzaLB

    BazzaLB Well-Known Member

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    True, but given how badly it sometimes ran with a 3080 under those sorts of conditions.. I was still dubious. So, very relieved it all runs smooth now. Plus all my other VR Sims got a boost too. ACC, DCS, IL2, MSFS, DR2 and Star Wars Squadrons.
     
  14. GregzVR

    GregzVR P1 passion, P10 talent.

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    The jump from 3080 to 4090 is insane.
    Pretty much 100% of a jump lol. That’ll brute force through most things I guess.
    https://gpu.userbenchmark.com/Compare/Nvidia-RTX-4090-vs-Nvidia-RTX-3080/4136vs4080

    I still have manage a few things, going from 1080Ti to 4070 last month.
     
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  15. Fernando

    Fernando Active Member

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    Agree, and even more embarrassing if you have to rely on third party tools like Open Composite to get 90 fps on a 4090 beast.
     
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  16. Chip

    Chip Active Member AMS2 Club Member

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    Quick question: Does eye-tracking/dynamic foveated rendering work with AMS2+Varjo Aero?
     
  17. Chip

    Chip Active Member AMS2 Club Member

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    ^Any Varjo Aero owners that can chime in? Or has anyone even heard of it working or not working?
     
  18. MickT

    MickT Active Member AMS2 Club Member

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    I've only seen reports of it not working. OXRTK needs to be able to tell if the game is rendering the left or right eye, and that info doesn't come through for AMS2, unfortunately.
     
    • Informative Informative x 1
  19. Chip

    Chip Active Member AMS2 Club Member

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    That's good to know! @Renato Simioni or @CrimsonEminence, is there anyway to enable this VR render "tag" to be turned on? Seems like it could be a pretty easy fix...or incredibly difficult...I don't know which it would be, but I will hope for the former rather than the latter!
     
  20. MickT

    MickT Active Member AMS2 Club Member

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    Anything coming through OpenComposite is going to be difficult to do in that respect. If Reiza were going to spend any time on VR, I think the priorities would be a native OpenXR interface and adding some option to limit the number of light sources to mitigate the headlight perf issues. With respect to OpenXR, OpenComposite is open source, so it shouldn't be too onerous to see and replicate what they've done, but I've no idea how messy the ME code is in that respect.
     
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