VR Discussions, Questions & Feedback

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

  1. Michael3

    Michael3 Active Member

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    For oculus hardware - because it detects oculus and uses it directly.
     
  2. Nolive721

    Nolive721 Active Member

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    I am a quest 2 user so I also thought it goes to oculus mode even with opencomposite being used

    but then how you access oxr?
     
  3. noel spence

    noel spence Member AMS2 Club Member

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    got it going mick i diidnt realise you had to click on the exe in the open composite folder to create the runtime folder and the other files
    Thank god steam is horrible
     
  4. Nolive721

    Nolive721 Active Member

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    sorry if I sound dumb, insisting or maybe I am that puzzled because I have been successfully using opencomposite with other Sims, really a great difference on performance leading to cracking up the resolution and graphics with my QUEST2 and my combo RTX3080 12Gb/5800x3D.

    So I would like to definitively understand what's possible and what's not with opencomposite/openxr in AMS2 not because the Github clearly states

    [8] Automobilista 2 forces usage of Oculus mode when an Oculus device is detected, and will not allow use of OpenComposite/OpenXR Toolkit.

    So I am using systemwide Opencomposite for ACC and RF2 as well as AC and DIRT2, all good.

    Would a per Game install allow to use it in AMS2 and if so what are the proceedings

    1. put the openvr.dll in AMD/x64 folder right?
    2. Create an opencomposite.ini but with what in there and where to save it?
    3. then how to launch the Game after that?
    again sorry if this has been addressed hundreds times, but I just dont get it:(
     
    Last edited: Oct 8, 2023
  5. Michael3

    Michael3 Active Member

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    I'm pretty sure that quote is true. It's been repeated umpteen times in these VR threads that you can't use AMS2 + openxr.

    Pretty sure the only difference in performance is that it lowers the quality (i.e there's no advantage in 'steamvr bypass' because we're not using steamvr anyway) - albeit possibly using fixed foveated rendering so it might be a desirable quality drop for someone with older hardware.

    But the [8] quote is my understanding. I did once wonder if you could fool AM2 into believing you don't have an oculus to make it work. Although I didn't look further so I've no idea what registry entries or api calls the game does to detect an oculus headset - if you could 'break' that though then I'd guess it would fallback to trying the other apis.

    With, of course, depending how you did it, potentially breaking other apps that try to detect your headset.

    Personally I don't think you're missing much. If I wanted better quality in VR that's trivially got by getting a reverb G2 and / or a 30 or 40 series graphics card - albeit not for free. Meantime it works pretty well in rift s with a 1070 - I don't think there's any magic api that'll give any significant improvement to either quality or performance. I stopped all this peeing about with supersampling and whatever when I realised that you can spend more time messing than actually playing the game and, once you were immersed in the game it makes no difference.

    The fundamental flaw with racing games in VR - especially if you compare it with titles like Boneworks or Half Life - Alyx is that we're focussed on the distance and that shows the worse aspects of current VR tech. The cockpit looks great. I tend to set up the games such that there's something mid view, like chasing a ghost in Time trial or AI cars otherwise and that removes a lot of the 'everything's blurry' feeling - everything isn't blurry it's just that we're not driving along looking at the non blurry fire extinguisher on the passenger side floor or the car seats.

    But, if you're looking to use openxr and reiza don't add the option...figure out how it 'detects' the oculus and break it - if it's a library that gives a successful api call, make it return failure. If it looks for a string of text somewhere, change the string. That kind of thing is where I would investigate.
     
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  6. Nolive721

    Nolive721 Active Member

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    thank you for the comprehensive feedback.
    Thing is having High end of previous gen HW (3080 12Gb and 5800X3D), I was hoping for a fully locked 90fps experience in any conditions in AMS2 but its not completely happening.

    The use of opencomposite and related to this OpenXR tools in other Sims provided me this full smooth framerates experience. I don't have motion sickness in general but after playing AMS2 for long session, at least more than an hour, I am getting some kind of dizzy so wondering if that's not because of this not fully smooth fps.

    maybe other Q2 would chime in and share their experience and if there is a workaround to use OPENXR tool, I would be really happy to hear
     
  7. UrsineSaturn9

    UrsineSaturn9 Active Member

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    Nope, it doesn't work. Feel free to add your voice to the void that is the "help and support" forum on the subject (lol)
    VR Launch Issue - Oculus
     
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  8. Nolive721

    Nolive721 Active Member

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    thanks.done
     
  9. Michael3

    Michael3 Active Member

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    Possibly. I assume you've done the usual thing of adjusting head movement and using the 'legacy' head movement option?
     
  10. Nolive721

    Nolive721 Active Member

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    Yes it’s not that strong but noticeable so that’s why I would like to reach a fully 90fps locked experience and not compromise too much on clarity and graphics
    Openxr tool is really a great way to make most of both worlds
     
  11. wickfut

    wickfut Member

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    Crystal arrived. Had bad residue on inside of lenses so initial feelings of it were that it was junk. Fixed. Rather nice headset but really strains my eyes over other headsets.
    Will probably return it and go back to the Reverb.
     
    Last edited: Oct 13, 2023
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  12. BrassYeti

    BrassYeti New Member

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    Setup Game: AMS2 CPU: 5600x GPU: RTX 3080
    Quest 3:
    • 1.1x resolution to render native resolution on the quest 3.
    • Using Quest Link Cable.
    • Resolution Width set to 4128.
    Reverb G1
    • 100% Super Sampling in Steam VR
    AMS2 Settings:
    • Texture Filtering: x16
    • MSSA: Medium
    • Reflections: High
    • Environment Map: High
    • Car Detail: High
    • Track Detail: High
    • Shadow Detail: High

    I tried to really like the Quest 3 for sim racing, but going back to back, it's clear to me that despite the slightly higher fov, and the larger sweet spot, there is just too much aliasing and artifacts on the Quest compared to my OG Reverb. The Quest 3 may look sharper, but the jagged outline of cars is a big turn-off. Are these compression artifacts I'm seeing?

    Am I doing something wrong and I'm crazy or have you guys also experienced the same thing?
     
  13. mr_belowski

    mr_belowski Well-Known Member

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    i got a quest 3 and when comparing it back to back with my Index (quest 3 via link cable or air link), the Index is just better in AMS2. The clarity of the image, the colours, etc. I was a bit surprised by this as the quest 3 looks absolutely amazing in Halflife Alyx, but i'll be sticking to the Index for sim racing
     
  14. OlivierMDVY

    OlivierMDVY Active Member AMS2 Club Member

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    At the moment I’m sticking with my Oculus CV1, because even with a 1.5x supersampling I get a rock solid 90fps.
    I’m afraid to have bad performances if I use a brand new VR headset with super high resolution…
     
  15. wickfut

    wickfut Member

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    No. I've tried multiple times to play in my Pico 4 and although it was serviceable, I can't say I was impressed with it so returned to the Reverb.
     
  16. Fernando

    Fernando Active Member

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    I don't know about the Q3 because I don't have one yet, but on Q2 1.1x resolution is not native. You have to select the desired refresh rate and move the slider all the way to the right.

    I have a 3080 too and I can't achieve 90 fps with the settings you posted unless I reduce FOV tangent multiplier in ODT, so I think you are not at max Quest 3 resolution, thus the inferior image quality you describe.

    Also, to get better visuals you need to tweak some encoding settings on ODT. Anyway it will never be as good as a DP headset like the Reverb, but it can be set quite close.
     
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  17. Nolive721

    Nolive721 Active Member

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    Hello
    I have a Q2 and rtx3080 like you
    Do you mind posting your AMS2 in game and ODT settings?
    Really unhappy that I cant run openxr to improve performances so any guidance to optimize what I have set by default today would be great
    Thanks a lot
     
    Last edited: Oct 28, 2023
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  18. Nolive721

    Nolive721 Active Member

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    these are mines.

    I can maintain 90fps locked in a lot but not all scenarios so I am curious to hera about your own experience

    Fore reference, I am running a 5800X3D as a CPU on my PCVR rig

    upload_2023-10-28_13-19-35.png

    upload_2023-10-28_13-18-12.png

    upload_2023-10-28_13-18-58.png
     
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  19. Nolive721

    Nolive721 Active Member

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    Hello,

    spending my Japan Sunday morning trying to tweak the scenarios where I can not lock 90fps and smooth running.
    I finally touched on FOV adjustment with some success.
    The perf killer for me and my set-up as mentioned above (5800X3D and RTX3080 12gb) is running a race at Night with more than 15cars.
    Reducing FOV to 0.72 both vertical and horizontal, with a bit OC on my GPU is now allowing me to enjoy such races more.
    The impact on what I see is present but not that critical. I am still testing what to do with ASW, I am quite sensitive to stutter and I can clearly feel when it kicks in in these races scenario in some part of the tracks so that further experiment will be done this afternoon.

    VR is quite rewarding, really immersion is great for me, but for sure you need to be prepared for Tweaking a bit

    @Renato Simioni
    if you could help us poor QUEST VR users to get OpenXR implemented in your great Game, it would be very much appreciated
     
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  20. WadeOhh

    WadeOhh New Member

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    Hi all. Am hoping someone might be able to help me with my issue. Its a little tricky to explain, but I'll do my best.

    My system is a RTX3080, Ryzen 5600X, 16GB RAM.

    Quest 3 using Virtual Desktop, in VR, no matter what settings I try, my framerate sits just below what it needs to be. Even with everything set to low/off, it cannot hold the target headset framerate.

    For example, if I set my headset to 72FPS, the framerate in game will sit at around 65 - 70FPS, causing stutters and jumping. However, if I set my headset to 90FPS, the framerate will sit at around 80 - 88FPS (so I do not believe this is a lack of power from my PC). No matter what I set my headset framerate to, the game will always run slightly below the headset framerate.

    A few noteworthy things I've checked/tried...
    - My latency seems to be totally fine and not affecting anything.
    - In SteamVR, I set the render resolution all the way down to 20% (so low you couldn't even see the game), and the issue STILL happens.

    I hope this makes to someone. I am pulling my hair out trying to figure out what the issue is. I've tried all combination of settings and I cannot get the game to hold the framerate that my headset it set to. Any help would be much appreciated.
     

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