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VR Discussions, Questions & Feedback

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

  1. BistoKid

    BistoKid Active Member

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    Ok so I started fpsVR, which I see in headset. However, when I start AMS2 from Simhub for base shakers it disappears. I tried running AMS2 from steam too and when asked, I run through Steam VR Oculus yet still will not display.
    What do you use please?
     
  2. FADOQ

    FADOQ Active Member

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    Tried on my side and still displayed when I start simhub or AMS2. Maybe the view is reset when game is Starting. If you point on the widget with your occulus handset you Will see the option menu. Select attached to the HMD ..it is a bit annoying but for test it Will be always in front of you.

    Also if you start FPSVR after ams2 is it working? Because maybe it is occulus that Hide it. I have a G2 and if I start the mix reality portal after fpsVR, it stops. I have to restart it after

    I m running Steam VR 1.23.7 but I don t think it matters.
     
  3. mist3rf0ur

    mist3rf0ur Member

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    Launch SimHub, but don't launch AMS2 from there. Try to just launch AMS2 from Steam. I've never had to launch games from SimHub to get bass shakers working. As long as you are just using "shared memory Project Cars 2" on the system menu (not UDP)
     
  4. BistoKid

    BistoKid Active Member

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    Excellent I will give that a go!
     
  5. BistoKid

    BistoKid Active Member

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    Many thanks for the info will try your suggestion too!
     
  6. crbarbon

    crbarbon New Member

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    I Finnaly found something that helped me without being to complicated:
    Limiting fov to 0.8 on Oculus Tray Tool and using vrperkit.
    I have only one problem: when using fixed FOVeated, the second circle makes vegetation and scenario disappear in my set radius, making things pop up to showing on inner circle to desappear on second, then reappear on third circle. Someone that uses VRperfkit experimenting this on AMS2?
     
  7. MickT

    MickT Active Member AMS2 Club Member

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    Sounds like the same issue/restriction you get with OpenComposite/OpenXR Toolkit - the in game MSAA needs to be off or high. Of course, high comes at GPU cost, so you may have to lower some other settings to cope with that.
     
  8. UrsineSaturn9

    UrsineSaturn9 Active Member

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    I'm not using vrperkit now, but have fiddled with it in the past and had the same issues with FFR artefacts. I read a post somewhere that you can mitigate that by setting the middle and outer ring values really high (0.6, 1.0, 1.6), but haven't tried myself
     
  9. old hockenheim

    old hockenheim New Member

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    You can switch from vrperfkit to OpenXR Toolkit, which also gets you foveated rendering but you can tweak it live (and with more options). I used it to set the glitchy rings almost completely out of sight and turned rendering off on the outermost one (changes nothing visually but gets you a bunch of FPS).

    Just replace the x64/openvr_api.dll with the one from here: Files · openxr · Campbell Suter (ZNix) / OpenComposite · GitLab , under the "Per-game installation" section, and get OpenXR Toolkit here: Quickstart

    Should work on anything, using it on Index here.
     
  10. UrsineSaturn9

    UrsineSaturn9 Active Member

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    Nah, just spent the last couple of weeks trying to get Open Composite working on AMS2 and no matter what I do it always starts in Oculus mode, so therefore OpenXR Toolkit wont work either. Very frustrating
     
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  11. TheMattyOnline

    TheMattyOnline Active Member AMS2 Club Member

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    I've the same issue, AMS2 simply won't launch in SteamVR mode even when launching from the option for SteamVR. I did try using OVR advanced settings program that has an option to force launch on SteamVR, but that then just throws an error when trying to use OpenXR.

    Its such a hassle trying to use openXR/toolkit with an Oculus headset in AMS2
     
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  12. Emir_de_Passy

    Emir_de_Passy Member

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    Not sure if its going to work for you but you may try the following which works for my Varjo aero.
    download and replace the openvr.api file in the x64 folder from the "per game install" section of opencomposite page.
    in open composite, keep steamvr as the launcher.
    worked for me on AMS2 and AC
     
  13. UrsineSaturn9

    UrsineSaturn9 Active Member

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    The issue seems to be with Oculus at the moment that the game never even looks for the openvr_api.dll file even if you select to open in SteamVR via Steam desktop app, so replacing that file has no effect. That never used to be the case as I have opened the game in SteamVR in the past
     
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  14. AdrianJ

    AdrianJ Active Member

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    if you have oculus why don’t you just launch in oculus ?
    That’s what I do zero problems

    10900k 3080 quest2
     
  15. UrsineSaturn9

    UrsineSaturn9 Active Member

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    I can and do and have no major problems generally, just cpu-bound. I wanted to compare between the two options on my system, but seems that's not possible right now.

    In iRacing which has native OpenXR support I get a better experience with OpenXR than Oculus mode, thought the same may be true for AMS2.
     
  16. MickT

    MickT Active Member AMS2 Club Member

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    I did see one discord user suggest that Oculus Tray Tool has an option to force SteamVR. Maybe worth a quick look/try
     
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  17. smpearce22

    smpearce22 New Member

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    Hi everyone.

    Long time lurker, first time poster.

    Apologies if I've missed anything in this thread, and I'm repeating any tips that have already been thrown out there, but as someone who had plenty of issues with Oculus VR, I've got a solution (at least one that I would say I'm happy with from a performance/quality standpoint)

    Have you/anyone used 'Oculus Killer' - from Github?

    Releases · OpenOculus/OculusKiller

    (follow install instructions)

    as above, apologies in advance if I'm teaching granny to suck eggs, but it's a small piece of software that you install into the oculus folder on your PC, which launches straight into Steam VR when you connect via Oculus link, instead of the native oculus home interface.

    This then makes it REALLY easy to boot into OpenVR rather than the Oculus runtime.

    From here, and from within Steam VR you obviously have all of the ease of use/flexibility and options afforded to you by the SteamVR interface.

    I'm running:

    AMD5600X CPU,
    RTX3070ti GPU,
    and 16GB Ram

    and I'm now able to get a very steady 90fps with relatively high graphics settings in game (with the biggest compromises being MSAA and Shadows set to Medium) using the following settings using the link cable (I don't use air link however)

    Oculus debug tool:

    All standard/default except ensuring A-synch spacewarp is disabled and setting the encode bitrate to 500Mbps (that's probably too high, so I'm sure 300Mbps would give the same result)

    SteamVR:

    Res per eye (global) = 80%

    Res per eye (application - Ams2) =80%

    FOV = 85%

    (Depending on your own PC specs, I'm sure you could push those further if you have the headroom that comes with a better GPU and/or CPU than what I'm working with?)

    A month ago or so, I had VRperkit working nicely via Oculus Killer and Steam VR, and it worked a treat!....but I got a bit greedy chasing more FPS, started messing with settings and somehow totally managed to break/change/delete something core to the Oculus communicating with the PC and so I lost visuals entirely.

    Nothing I tried got it working again, so I had to bite the bullet and do a clean install of Windows.

    It's all working again, but for some reason I now can't get VRperkit working anymore?...

    I'd be more tenacious in finding the solution or digging a bit deeper as to what I'm doing wrong, but:

    1) I'm scared of messing my system up again as I have no idea what I did to cause such an incurable issue

    2) My Visuals and FPS seem to be better and more stable than they were before, so I don't really feel that I NEED it?

    What I am saying though is that there is clearly is a way using the Oculus Killer + SteamVR method to get 'VRPerkit' working, as I definitely had it working for me before?
     
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  18. UrsineSaturn9

    UrsineSaturn9 Active Member

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    Okay, thanks, I was not aware of that tool. I'll have to have a think about whether I want to try going down that route though. Sounds like a task for the holidays.
     
  19. UrsineSaturn9

    UrsineSaturn9 Active Member

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    Hmmm, never bothered with OTT before, just use Debug Tool. Another option to consider when I find the time (and inclination). Thanks!
     
  20. smpearce22

    smpearce22 New Member

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    It’s a game changer for me and the easiest/quickest solution I found.

    Don’t let the github jargon put you off. It’s just one file dragged into your oculus folder and changing the existing file’s file name.

    It’s a 5min job at max, and completely reversible.

    It also holds the benefit of being a ‘one stop shop’ for all PC VR games, so you get the same benefit on other games in your library (as long as they aren’t Oculus store/library based?)

    When I was still experimenting and flicking between Oculus runtime snd Steam VR to try and compare, it didn’t take long to see that not only was the visual clarity better through Steam, but I was also getting less stuttering and dropped frames.

    Seeing how Steam VR is just nicer/easier cleaner to use, I really have considered switching my Quest 2 for an OpenVR headset like the Reverb G2, but this work around is working nice enough to keep that notion at bay for now, but I wouldn’t willingly go back to running the native Oculus runtime after this, so I really hope Meta don’t block this solution in any of their future firmware updates, otherwise I’ll be forced to sell up.

    No matter how you personally end up feeling about it, I really would recommend at least giving it a trial run when you find time?
     
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