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VR Discussions, Questions & Feedback

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

  1. noel spence

    noel spence Member AMS2 Club Member

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    i actually done a test by accident i set a race at sebring 2 oclock in the morning with the copa classics and was getting 72 fps and about 5 ms for gpu and about the same for cpu and it ran really smooth , so then i changed it to daytime with the gtes and was still getting 72fps but with high cpu at sometimes 12 ms and not smooth at all , i thought it would run better but no
    Didn"t make sense at all
     
  2. Nolive721

    Nolive721 Active Member

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    Y
    Yes You can do this with the pico

    it’s a steamvr native headset so you just use this after getting the oculus vr bypass

    Quickstart
     
  3. Interceptor

    Interceptor Member

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    Ah yes, the OpenXR toolkit!
    Tried that once, but my main problem with it is: it doesn't support FpsVR.
    As I am nitpicking every VGA-load, headroom and that kind of stuff: I'm in the dark with this and it didn't seem to make much difference.
    I wish there was a program like FpsVR for this and I would have a field day :)
     
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  4. NickG97

    NickG97 New Member

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    Hi all. I am looking for some advice around upgrading my VR system. I am currently using a Reverb G2 with an Intel 13700 CPU and 4080S graphics card via OpenXR. Works really nicely during daylight races, but struggles a lot at night / in the rain.

    Couple of questions:
    - Does anyone have any good tips for getting decent FPS at night / in the rain with my current setup?
    - Would I get a material improvement in either FPS or visuals if I upgraded to a new headset, e.g., a Crystal Light?
    - If I did upgrade to (say) a Crystal Light, does it still make sense to use OpenXR? Or is there a simpler / better way to run it?

    Thanks!
     
  5. TomLehockySVK

    TomLehockySVK Well-Known Member

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    Where exactly is the letterboxing in SteamVR ? I know Oculus Debug Tool has the option to reduce number of pixels vertical pixels on screen and thus reducing GPU load but i did not find that in SteamVR.
     
  6. Deviouz

    Deviouz New Member

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    It is in the per app settings!
     
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  7. neohuman

    neohuman New Member

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    Hi all,
    I am runnig a Quest3 via Link cable on a RTX4070super using Oculus VR mode and OpenXR toolkit. If I change settings like FOV in the Oculus debugging tool it does not seem to have an effect in the game. Do I need to use the XR toolkit or can I use either of them to tweak performance?
     
  8. Deviouz

    Deviouz New Member

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    Weird that the fov settings won't apply. You could try to use oculus tray tool, 3rd party program which you can use to create profiles for each game. Setting up fov etc settings. That worked for me when i had a quest.
     
  9. Nolive721

    Nolive721 Active Member

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    Yes agreed

    It has monitoring tool as well but as sharp as fpsvr
     
  10. ulotrix

    ulotrix Member

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    Have you tried it? Does it work? It wasn't working with PCL :D
     
  11. ulotrix

    ulotrix Member

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    I used to have the same GPU and making vertical fov 60% was enough for me. The OpenXR toolkit is decommissioned anyway. Do you use any specific feature of it?
     
  12. Nolive721

    Nolive721 Active Member

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    It worked but it needed effort

    first get the oculus vr bypass registry heck so when you launch the game it believes it’s running steamvr runtime

    in parallel install the openxr DLL single file in AMS2 game folder

    this would trigger openxr runtime

    get the box ticked in openxr toolkit

    launch the game and you should see the overlay happening at the opening screen

    it was working fine with my rtx 3080 to get 90fps locked after tweaking including fixed foveat rendering

    tbh I moved to psvr2 running with 4080s so I am not bothered anymore to use it

    I have enough perf out of the box


    Sorry hope this helps in any case
     
  13. ulotrix

    ulotrix Member

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    I meant if it works with Pico or PSVR2, not with the Quest.
     
  14. Nolive721

    Nolive721 Active Member

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    The method I explained was working with the pico N3L
     
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  15. Dinamiteru

    Dinamiteru Member

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    You cannot use OculusVR mode and OpenXR toolkit, doesn't work together
     
  16. ulotrix

    ulotrix Member

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    I increased the supersampling to 1.4 on Quest 3 and almost all jagged lines are gone. I was thinking it wouldn't work because the Oculus Link cable supports the max encode resolution width of 4096 for H264 but the in-game super sampling made the image amazingly clearer compared without it. I still don't understand what does encode resolution width do :D
     
  17. Dean Ogurek

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

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    Pimax Play now offers 90Hz Upscale mode. It makes it much easier to run without having to tinker in OpenXR toolkit to find good results. Initially, I really struggled to find a sweet spot (SteamVR didn't work well at all - stutters). Now I get very good results just running Pimax in Open Composite mode (to bypass SteamVR) and let it do its thing.

    I scaled back graphics settings (mostly medium) in AMS2 and temps and CPU / GPU load are generally between 50-65c degrees / 10-15% CPU / 50-80% GPU load (30-40 AI) daytime / with light rain. Image quality is very good although I suspect, I can improve it a bit more. It's running butter smooth at this point, though.
     
  18. Akak7

    Akak7 Member

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    Super sampling in oculus debug tool or ingame? I feel like ingame it does nothing to me. Maybe because I have the quest3 at maximum resolution?
     
  19. ulotrix

    ulotrix Member

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    It's in-game and I also have max resolution in the Oculus app. With v1.6 ingame SS is a bit broken. You need to save it twice before restarting the game to see the impact. Somehow, changing the config file didn't work but in-game SS works. I clearly can see it.
     
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  20. neohuman

    neohuman New Member

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    Are you sure about this? I am running Oculus mode and can adjust settings in-game via XR toolkit.
     
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