VR - experimental support

lamb
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Joined: 26 Oct 2015 18:51

Re: Oculus Rift - experimental support

#281 Post by lamb » 26 Oct 2015 21:11

Thank you, but I already tried putting all of my setting to low, didn't help unfortunately. :/

Yeah, that's the VR curse. :D
teddybic
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Joined: 27 Oct 2015 04:04

Re: Oculus Rift - experimental support

#282 Post by teddybic » 27 Oct 2015 04:08

I noticed you said 8 GB of vram. Most 970s have 4 GB of ram. I don't think ETS2 plays well in SLI yet.
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keem85
Posts: 56
Joined: 03 Aug 2014 17:28

Re: Oculus Rift - experimental support

#283 Post by keem85 » 27 Oct 2015 06:27

Thank you so much for leaving the 06 there for now. It means the world to me!
lamb
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Joined: 26 Oct 2015 18:51

Re: Oculus Rift - experimental support

#284 Post by lamb » 27 Oct 2015 10:38

teddybic wrote:I noticed you said 8 GB of vram. Most 970s have 4 GB of ram. I don't think ETS2 plays well in SLI yet.
I said 8GB of RAM, not VRAM. :)
And in SLI, VRAM is not cumulative, so even If I had two 970s, I'd still have 4GB (3.5 :D) of VRAM. The more you know!
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maaboo
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Location: Russia, Moscow

Re: Oculus Rift - experimental support

#285 Post by maaboo » 28 Oct 2015 07:45

lamb wrote:Unfortunately, I have no luck whatsoever. One time I got it to work fine, and that was few versions before the timewarp got added. I exited the game in the excitement that I finally solved my long lasting issue, but to no avail. As soon as I started it up again, judder. The framerate is terrible and I don't know what to do.

I'm on win 10, i5 3350P, gtx 970 and 8GB RAM. The same was happening on win 7.

<cut/>
Are you experiencing only judder or also image flickering like me? I also use GTX 970 but on Win 8.1 (and Win 7 too). It began on SDK 0.6 (when Direct Mode was introduced) and still there.
ETS2 + DLC: G.E. + S. + HPCP + Mods: Promods / ATS / Core i5-6600K @ 3.5 Ghz / 8 GB RAM / GeForce GTX 1070 4 GB / SSD Samsung EVO 850 / Windows 8.1 x64 / Oculus DK2 / Oculus RT 1.10
mr_x
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Joined: 18 Jul 2015 23:30

Re: Oculus Rift - experimental support

#286 Post by mr_x » 28 Oct 2015 19:04

I'm having issues since the latest update.

I used to run 0.6 runtime with the Nvidia 350.12 driver as I switched between 0.5 (for Assetto Corsa, Richard Burns Rally and Elite Dangerous) and 0.6.

When ETS 2 updated to the 0.7 runtime I installed that with the new Nvidia 358.78 driver (also tried 0.8) and I'm getting loads of stuttering as if the timewrap is no longer working. Anyone else having this problem?

My graphics settings are all set to low/disabled.

Running:
Win 10
Core i5 2500k @ 4.4GHz
GTX770 (I know it's "unsupported")
16GB RAM
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Katixa
Posts: 215
Joined: 06 Feb 2013 20:19

Re: Oculus Rift - experimental support

#287 Post by Katixa » 03 Dec 2015 11:19

I'm sorry to say that I also experience the same issue as mr_x after the latest Oculus Beta update.

I run Windows 8.1 64 with latest AMD drivers, and didn't have problems with the 0.6. When this update was released I updated both ETS2 and Oculus SDK to 0.8, and the stuttering started.

Funny thing is that when downgrading to the 0.6 Beta (still runing 0.8 SDK), it runs smooth, and I was even able to increase scaling from 50% to 75%.

Yesterday I gave it another try doing fresh reinstall of SDK + Drivers, but the same happens.

Komat, I'm not sure if you need any specific log of system details, but feel free to ask.
Every day above ground is a good day.
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maaboo
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Joined: 20 Sep 2014 13:44
Location: Russia, Moscow

Re: Oculus Rift - experimental support

#288 Post by maaboo » 03 Dec 2015 17:47

I got rid out of my issue by upgrading the system (possible updates helped too)!

Anyway, I have 3 questions.

1. What are most processor/graphics consuming things? What should I restrict first to maximize quality and framerate? Mirrors? Scale? Could you explain in more details? I can experiment myself, but if you're engine programmer — you can do it faster and better.

2. Is there any chance to get version which works with SLI in the nearest (possibly year) future?

3. Will ATS have Oculus support?
ETS2 + DLC: G.E. + S. + HPCP + Mods: Promods / ATS / Core i5-6600K @ 3.5 Ghz / 8 GB RAM / GeForce GTX 1070 4 GB / SSD Samsung EVO 850 / Windows 8.1 x64 / Oculus DK2 / Oculus RT 1.10
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Katixa
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Joined: 06 Feb 2013 20:19

Re: Oculus Rift - experimental support

#289 Post by Katixa » 03 Dec 2015 18:06

@maabo: I understand my card is not on the "minimum recommended", but if it works with 0.6, it should work even better with 0.7 keeping in mind the new stuff about QueueAhead, direct2driver, etc... It's an AMD R9 270x I think, and the recommended for Oculus is 290 if I'm not wrong. All demos and games work perfect (even Life for Speed which is FPS hungry).

Anyway, I have plans on upgrading my system in the near/mid future with a better card, but as this game uses more CPU than GPU, not sure if I will still be unable to set decent graphics settings.

About your questions, in case it helps, I noticed that grass detail does a lot, and also the AI lights. I had to disable the advanced lightning options to stop stuttering. Also one thing that worries me is the possibility that all these ECO options systems include nowadays may be restricting somehow the real power of the machine. Doing some research I downloaded one small app that somehow forced the CPU to not "sleep", but didn't make much difference, and also I'm not sure if it also software dependant, meaning that in this case ETS2 has to make full use of the processor. But these are just my thoughs.

And about ATS, keeping in mind they both use same game engine, my guess is that it will have. Wouldn't make any sense for a new sim, launched in this new VR era, to not have it :)
Every day above ground is a good day.
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maaboo
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Location: Russia, Moscow

Re: Oculus Rift - experimental support

#290 Post by maaboo » 04 Dec 2015 06:30

What are your specs?
ETS2 + DLC: G.E. + S. + HPCP + Mods: Promods / ATS / Core i5-6600K @ 3.5 Ghz / 8 GB RAM / GeForce GTX 1070 4 GB / SSD Samsung EVO 850 / Windows 8.1 x64 / Oculus DK2 / Oculus RT 1.10
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