VR - experimental support

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maaboo
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Re: Oculus Rift - experimental support

#201 Post by maaboo » 15 May 2015 11:09

edsteele wrote:When I try to use the oculus support, the image for each eye is flipped (text is backwards), blurred and spaced too far apart.

Any ideas?
Looks like if you either use non-oculus version with -oculus option or oculus version without option. Please check.

After checking you can try to use OR as the only monitor and tell if problem persists.
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
edsteele
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Re: Oculus Rift - experimental support

#202 Post by edsteele » 16 May 2015 05:18

Steam indicates that I'm set to use [oculus_1_16_02]. I have "-oculus" set in the Launch Options. I might try disconnecting my monitors tomorrow.
Last edited by morrelo on 16 May 2015 06:55, edited 1 time in total.
Reason: Removed unnecessary quote. [2.4]
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Komat
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Re: Oculus Rift - experimental support

#203 Post by Komat » 19 May 2015 12:30

A oculus_06 beta is now available on Steam. It uses the 0.6.0 SDK and currently only supports the DX9 mode (requires DX9Ex which is available on Vista+).

Most of old cvars is not available anymore. While there are some new experimental ones which should be left in the default state, you might want to set o_oculus_mirror_mode to 1 to enable display of undistorted view in the application window which is disabled by default.
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maaboo
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Re: Oculus Rift - experimental support

#204 Post by maaboo » 21 May 2015 09:19

My short report on this build (and 0.6.0 in general).
---
Environment: Windows 8.1 updated, Latest drivers for video, GeForce GTX 970 4 GB, Core 2 Duo E8500, 16 GB RAM, OR SDK2
oculus_06 + 0.6.0: black screen on monitor and OR
oculus_beta + 0.6.0: a lot of positional errors up to freezing system completely
---

Also, I'll appreciate if you answer my questions on the bottom of prevuois page. Thanks.
Last edited by SimulatorSam on 21 May 2015 09:45, edited 1 time in total.
Reason: Please do not quote message above yours. [2.4]
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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Komat
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Re: Oculus Rift - experimental support

#205 Post by Komat » 21 May 2015 11:00

maaboo wrote:oculus_06 + 0.6.0: black screen on monitor and OR
Did you try to run it in the direct mode? Does it work in the SDK testing app?

The application window shows nothing by default unless overridden using o_oculus_mirror_mode however it the content should be visible in the Oculus (with exception of the initial logos on black background if you are accidentally looking in a different direction).
1. Is there any setting to make debug info readable on OR? (increase font size or change font for the bigger one)?
Currently no. Eventually I would like to separate various parts of the UI to allow them to be positioned independently however it will not happen soon.
1a. Is there latency parameter for OR in debug info? If no, please add.
Currently no and with the SDK doing the composition in 0.6.0 I do not know if it is possible to get that info.
2. How much the game relies on CPU?
The game is heavily CPU dependent. As it has only limited threading, the faster is the performance of single core, the better.
3. Is there any kind of documentation on such functions as r_manual_stereo_buffer_scale you mentioned above? I mean the list of these functions with short description.
The only documentation is present in the first post in this thread.
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maaboo
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Re: Oculus Rift - experimental support

#206 Post by maaboo » 22 May 2015 08:22

Komat wrote: Did you try to run it in the direct mode? Does it work in the SDK testing app?

The application window shows nothing by default unless overridden using o_oculus_mirror_mode however it the content should be visible in the Oculus (with exception of the initial logos on black background if you are accidentally looking in a different direction).
DIRECT MODE, WHOOOHOOO!! Sorry for that emotional outburst. Head movement became sooooo smooth, but there are some problems.

First of all I see ghosting and image doubling as well as dropping FPS. It can be seen ONLY FROM CABIN and ONLY IN OR. Mirrored monitor shows no ghosts, so no video about it.

I suspect that it's somehow connected with Route Advisor (and GUI in general). When I turn head to the point where RA isn't seen (for example to the right top corner) and ghosts almost disappear and framerate increases. Also I see some flickering in main menu however it occurs rarely. Disabling RA didn't help.

Unfortunately, I discovered that I used some modifications (for example automatic cam movement for ETS2 sdkPlugin (viewtopic.php?f=39&t=105179) which caused positional errors and SweetFX.

I made clean install but yet did not check again. Sorry if it's false report but I thought to publish info ASAP. May be someone can confirm my words.

UPD:

I've just checked on clean install / clean profile. In OR it looks awful because of FPS and doubling. In monitor picture is clear and FPS is ok.

Here is about positional errors: https://youtu.be/Fd4nYU_rJnI
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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Re: Oculus Rift - experimental support

#207 Post by frakke » 25 May 2015 20:37

Ooohhh, thank you thank you thank you! Direct mode! And it works like a charm on the DK2. No judder, all graphics maxed out, even running with the "zzz_1_17_weather.scs" for better lighting. Not sure what the FPS is but it's playable :)
Ran with launch options: -oculus -o_oculus_mirror_mode
Beta: oculus_06

Edit:
Ajused settings as recommended and set the image distance to medium. Scale of 100%, disable MLAA and DOF. It improved FPS a lot. It's a really nice looking game :) Now with the Direct Mode I think it's one of the best implementations I've tried so far, with the menus and all. Good job!
Combining it with an implementation of Oculus Audio SDK for the radio etc. would be so awesome.
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maaboo
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Re: Oculus Rift - experimental support

#208 Post by maaboo » 27 May 2015 08:51

Sounds strange, I'm using almost the same config and I'm experiencing problems.

Any ideas?
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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Turd Ferguson
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Re: Oculus Rift - experimental support

#209 Post by Turd Ferguson » 28 May 2015 03:35

Do i need to use the new 0.6 beta to be able to use the new 1.18 patch please? Or is support something you're still working on?
Thanks.
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Komat
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Re: Oculus Rift - experimental support

#210 Post by Komat » 28 May 2015 08:03

The 0.6 oculus beta is still 1.17.1, I will update it to 1.18.1 within a few days.
Last edited by morrelo on 30 May 2015 08:13, edited 1 time in total.
Reason: Removed unnecessary quote. [2.4]
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