VR Discussions, Questions & Feedback

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

  1. Nykhola

    Nykhola New Member

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    Hello.

    With Quest 3 :
    Opencomposite is OK with Airlink, but It's not working with Virtual Desktop. Any advice ?

    Best regards,
     
  2. Phantas79

    Phantas79 Member

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  3. AllocDK

    AllocDK Active Member

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    For Valve Index users: Headphone mix on or off

    What do you use?
     
  4. Nykhola

    Nykhola New Member

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    Hello. Thanks but already done.
    In fact, I have a black screen in the helmet.
    That said, by launching the race from my screen, I finally arrive in VR mode in the helmet.... But that's not it yet.
    Now I've got lots of fast-moving images in the headset, as if I were moving my head in all directions at full speed. Sometimes it stops and I can finally play, but nothing's stable and I can't find the cause.
     
  5. 0ct0

    0ct0 Member

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    A lot of the the new releases of OpenComposite either crash with bugsplat error or black screen in the menu.
     
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  6. Nykhola

    Nykhola New Member

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    Finaly found the way to solve my fast moving images in headset.
    I need to leave it few seconds, without any movement in order to let him stabilized...
    It's the only game where I need to do that...
    Weird..
     
  7. Dean Ogurek

    Dean Ogurek "Love the Simulation You're Dreaming In." AMS2 Club Member

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    Headphone Mix Enabled here but, I haven't tested it with it off.
     
  8. jota.191

    jota.191 (I'm Lando Garlando in AMS2 lobbies) AMS2 Club Member

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    I am having this issue right now after updating opencomposite....
     
  9. dryheat94

    dryheat94 Active Member AMS2 Club Member

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    OpenComposite OpenXR
     
    Last edited: Jun 29, 2024
  10. jota.191

    jota.191 (I'm Lando Garlando in AMS2 lobbies) AMS2 Club Member

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    yep that is the way I fixed it (I am blind now after 3+ hours racing Ultimates in Spielbeg haha)
     
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  11. Deviouz

    Deviouz New Member

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    People who are using Quest/Pico headset with Virtual Desktop please go vote this feature request for VD.

    [​IMG]Ability to modify FOV tangent | Feature Requests | Virtual Desktop

    Basically it is the same feature which is available through Oculus Debug tool. It can be used to cut the FOV down and gain ALOT of GPU headroom to push more pixel density which makes the image more crisp. It is the only thing i am missing from Oculus software.

    Since i have moved to VD cause of having performance issues with Oculus software. This feature would be awesome to have to boost performance/visual fidelity even further. :)
     
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  12. Bull Shark

    Bull Shark "Later has already begun." AMS2 Club Member

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    I use a link cable and it runs fine. :D
     
  13. chonk

    chonk Well-Known Member AMS2 Club Member

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    I was asking mbucchia about this earlier. They said it's possible, but it's not a short term goal for the app at the moment. He did mention that this is possible currently to an extent using either SteamVR or openxr toolkit.

    The problem with those options is that you can't adjust the Horizontal and Vertical resolutions separately. So if you want to reduce Vertical FOV you have to be willing to take a hit on the horizontal also or, live with the horizontal being stretched. Although now that I think of it OXRT has a zoom function which I haven't touched yet.
     
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  14. GFoyle

    GFoyle Active Member AMS2 Club Member

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    I was able to achieve similar performance gains using openxr toolkit's foveated rendering.

    Foveated Rendering

    What I did:
    - I used the "custom" adjustment options
    - I set the outer region to "cull", which means it doesn't render at all
    - middle region I had something like 1/8 resolution if I remember correctly (it looks bad, but here is a catch... see below).
    - I defined the shape like a oval, so I have full width for the middle region (I can see on my quest 3) outside the each corner, which are the only "middle region" areas (remember, outer is not even rendered). I hardly can even see those parts unless I really try to look into to the corners of the full fov.

    It took me a while to adjust the values and shape like that, but it definitely helped a ton. I really stress tested this quite a bit in worst conditions the game can give too. My FPS is solid 80fps on day and it starts to dip only in the worst conditions (I have only RTX3080).

    I don't think I got any better results by limiting the fov a lot (vertically down to 0.3) with the Oculus Debug Tool and now I can enjoy from better vertical fov + improved colors thanks to VD (had to buy good wifi6 router though).

    If needed, I can post my exact values / settings when I have bit more time.
     
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  15. chonk

    chonk Well-Known Member AMS2 Club Member

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    Thank you, I'm sure this will be super helpful for some but, unfortunately for me it's a no go as I'm on AMD so FFR is only supported in DX12 titles sigh...thank you AMD!

    But anyway, I've switched to Q3 from a Pico 4 and overall it's a really nice upgrade so no stress. With VD ultra looks great and Godlike is pretty usable in certain situations. And for night + rain 120hz SSW works quite well.
     
  16. wickfut

    wickfut Member

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    Is there a way to lock audio position in VR so I can use surround speakers?
     
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  17. GFoyle

    GFoyle Active Member AMS2 Club Member

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    We'll I just actually read that the openxr toolkit development is stopped this year, so who knows how long it continues to work with AMS2. Would definitely better that the game itself would support these things (which I wouldn't expect it to do) or for VD to add such features.

    Limiting the FOV (vertically) or via FFR has been by far the biggest tool to get better performance with VR, nothing else comes even close. I guess with something like 4090 you don't need it anymore, but it's a while before most of us VR users have updated our computers to that level.
     
  18. radkappe

    radkappe New Member AMS2 Club Member

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    can you post your toolkit settings?:whistle:
    thx in advance
     
  19. GFoyle

    GFoyle Active Member AMS2 Club Member

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    On the toolkit overlay:

    ffr: custom
    inner resolution: x1
    inner size: 60%
    middle resolution: 1/8
    middle size: 70%
    outer resolution: cull
    prefer resolution: horizontal
    horizontal resolution: 144%
    offset: 0
    bias: none
    (I have the other stuff off)

    Virtual desktop Streamer
    Preferred codec: H.264+ (by far best on my computer)
    OpenXR Runtime: VDXR


    On virtual desktop - Streaming tab:

    VR Graphics qualifty: High
    VR Frame Rate: 80fps
    VR Bitrate: 500 Mbps
    Sharpening: 75%
    no passthrough
    Gamma 1.00
    Synchronous Spacewarb (SSW): Disabled

    Advamced options:

    Video bufferig - checked
    Increase - color vibrance - checked
    other checkboxes unchecked
    (I haven't touched these from default I think)


    and these are my in-game graphical settings from the graphicsconfigopenvrdx11 - file

    <prop name="Mode" adapter="0" width="2560" height="1440" refresh_num="119880" refresh_dem="1000" />
    <prop name="Vsync" vsync="0" />
    <prop name="FrameLatency" framelatency="1" />
    <prop name="AntiAlias" antialias="3" />
    <prop name="SMAAFXAA" smaafxaa="0" />
    <prop name="Windowed" windowed="2" />
    <prop name="TextureFilter" texturefilter="4" />
    <prop name="TextureResolution" textureresolution="1" />
    <prop name="Brightness" brightness="10" />
    <prop name="CarDetailLevel" cardetaillevel="2" />
    <prop name="MaxVisibleVehicles" maxvisiblevehicles="0" />
    <prop name="TrackDetailLevel" trackdetaillevel="3" />
    <prop name="ShadowDetailLevel" shadowdetaillevel="1" />
    <prop name="MotionblurLevel" motionblurLevel="0" />
    <prop name="EffectsDetailLevel" effectsdetaillevel="2" />
    <prop name="EnvmapDetailLevel" envmapdetaillevel="3" />
    <prop name="MirrorEnabled" mirrorenabled="1" />
    <prop name="MirrorEnhanced" mirrorenhanced="0" />
    <prop name="EnvmapReflectionDetailLevel" envmapreflectiondetaillevel="1" />
    <prop name="GraphicsLevel" graphicslevel="4" />
    <prop name="SuperSampling" supersampling="0" />
    <prop name="LowSuperSampling" lowsupersampling="0" />
    <prop name="VRSuperSampling" vrsupersampling="0" />
    <prop name="SharpeningStrength" sharpeningstrength="0.000000" />
    <prop name="SharpeningClamp" sharpeningclamp="0.090000" />
    <prop name="OffsetBias" offsetbias="1.000000" />

    Some of those values in game are low to reduce flickering/AA issues. Also in the other settings there is the player labels - option, define it as off (I think it caused some performance issues).
     
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  20. JavierZumaeta

    JavierZumaeta Active Member

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    I'm using ReverbG2 using Steam VR for WMR. It works better than OpenVR - it kept giving me a lot of errors, and SteamVR is working great for me, tbh.

    BUT, I'm trying to do the sharpening as I've done back in the pc2 days, with the graphicsconfigoculusdx11 file - but, I'm not using oculus anymore - I hate hate hate Facebook and that parasite Zuckerberg.

    I've not found the graphicsconfigopenvrdx11 file you mentioned. Nor a SteamVR version. Does it exist? I have the sharpening on in the existing oculusdx11 file, but I do get the feeling it's not doing it's thing at the moment.
     

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