VR - experimental support

Ro0llo
Posts: 60
Joined: 13 Mar 2015 20:26

Re: Oculus Rift - experimental support

#491 Post by Ro0llo » 23 Jan 2017 20:55

You only have 1000x1000 pixels per eye so yeah its not as sharp as normal gaming, but you knew that before buying a vr headset right?
=Intel i5 - 4460 | GTX970 | 16gb RAM | 240gb SSD | Oculus Rift=
[ external image ]
debbiel
Posts: 52
Joined: 02 Jul 2015 11:38

Re: Oculus Rift - experimental support

#492 Post by debbiel » 23 Jan 2017 21:28

i didnt had a chence to check one out before but i wasnt expecting this..i will do some more research...thnak you!
acrox999
Posts: 84
Joined: 10 Jun 2013 05:57
Location: /dev/null

Re: Oculus Rift - experimental support

#493 Post by acrox999 » 26 Jan 2017 06:43

Ro0llo wrote:Same over here. Used to be really fun to play with VR but since a couple of weeks / months it just sucks and is one of the worst VR experiences (how did this happen... was really one of the best). JUTTER overwhere, even on lowest settings and 25% scaling.

Im trying to go back to oculus runtime 1.3, see if it solves the problems.

EDIT: Downgrading to oculus runtime 1.3 solves the issues like a miracle and even runs smooth at 200% scaling and textures set to high... Dowload 1.3 runtime: https://drive.google.com/file/d/0B29-WM ... p=drivesdk
Oh, I was getting excited but turns out this is for the Rift.

Anyone discovered a fix or anyone experiencing the same with the Vive?

EDIT: Oh, SLI.

EDIT2: Nevermind that, SLI or no SLI my game crashes right away every time I press Drive. Could be a mod. I'll try again with a clean profile (sigh).
zepp
Posts: 98
Joined: 25 Nov 2015 17:49

Re: Oculus Rift - experimental support

#494 Post by zepp » 26 Jan 2017 13:21

The VR version is behind the regular version, so any recent DLC like michelin and paint jobs will crash it I think. Also, any mod that modifies the UI is not compatible with the VR version because it uses a custom gui.
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EarthMover
Posts: 62
Joined: 19 Jan 2017 19:04
Location: Finland

Re: Oculus Rift - experimental support

#495 Post by EarthMover » 26 Jan 2017 15:59

Ro0llo wrote:Same over here. Used to be really fun to play with VR but since a couple of weeks / months it just sucks and is one of the worst VR experiences (how did this happen... was really one of the best). JUTTER overwhere, even on lowest settings and 25% scaling.

Im trying to go back to oculus runtime 1.3, see if it solves the problems.

EDIT: Downgrading to oculus runtime 1.3 solves the issues like a miracle and even runs smooth at 200% scaling and textures set to high... Dowload 1.3 runtime: https://drive.google.com/file/d/0B29-WM ... p=drivesdk

Does it work just by uninstalling current runtime and installing old (1.3)?
Intel Core i7-2600k @3.40GHz | Asus P8P67-M | Kingston 16GB DDR3 | W10 | Sapphire R9 290x 8GBDDR5 | Devices: Oculus Rift CV1, Logitech G27, Almar Scania SKRS shifter, Gametrix Jetseat. RL Ride: Scania R500 Streamline
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SuperToast
Beta tester
Posts: 289
Joined: 07 Dec 2012 00:18

Re: Oculus Rift - experimental support

#496 Post by SuperToast » 27 Jan 2017 18:32

debbiel wrote:does anybody else has the image pixelated and blurry?or am i doing something wrong?
Have you tried turning up the oculus sdk scaling from the config.cfg file?

uset r_manual_stereo_buffer_scale "1.3"

Try at small increments first, as it will affect performance. I run mine at 1.3, but do sacrifice a little performance when in cities. Especially Vegas... oof.

But the gauges are clearer than with the standard scaling.
debbiel
Posts: 52
Joined: 02 Jul 2015 11:38

Re: Oculus Rift - experimental support

#497 Post by debbiel » 27 Jan 2017 19:05

nevermind, i returned mine , not for me yet..i dont see (and this is a personal opinion) the value in it..yet..but thank you for the help.
acrox999
Posts: 84
Joined: 10 Jun 2013 05:57
Location: /dev/null

Re: Oculus Rift - experimental support

#498 Post by acrox999 » 27 Jan 2017 19:18

^Lol. Anyway, funny how my old profile refuses to load in VR mode while my new profile loads in VR mode (normal menu in old profile, VR menu in new profile).

I've disabled all possible conflicting mods however the new profile works just fine even with the same mods.
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EarthMover
Posts: 62
Joined: 19 Jan 2017 19:04
Location: Finland

Re: Oculus Rift - experimental support

#499 Post by EarthMover » 29 Jan 2017 20:16

Ro0llo wrote:Same over here. Used to be really fun to play with VR but since a couple of weeks / months it just sucks and is one of the worst VR experiences (how did this happen... was really one of the best). JUTTER overwhere, even on lowest settings and 25% scaling.

Im trying to go back to oculus runtime 1.3, see if it solves the problems.

EDIT: Downgrading to oculus runtime 1.3 solves the issues like a miracle and even runs smooth at 200% scaling and textures set to high... Dowload 1.3 runtime: https://drive.google.com/file/d/0B29-WM ... p=drivesdk
Anyone willing to help with this?

I tried to uninstall latest runtime and installed 1.3 but when install was finished it was back to 1.10.
Could not find anything useful with google search...
Intel Core i7-2600k @3.40GHz | Asus P8P67-M | Kingston 16GB DDR3 | W10 | Sapphire R9 290x 8GBDDR5 | Devices: Oculus Rift CV1, Logitech G27, Almar Scania SKRS shifter, Gametrix Jetseat. RL Ride: Scania R500 Streamline
McRegt
Posts: 3
Joined: 31 Jan 2017 04:23

Re: Oculus Rift - experimental support

#500 Post by McRegt » 31 Jan 2017 04:26

I've tried the following yesterday for ATS, the sluggish movement is nowhere to be found afterwards.

https://www.reddit.com/r/oculus/comment ... w_through/

Follow the first step (Download Oculus SDK for Windows).
Just extract the folder somewhere, doesn't really seem to matter where.
Launch the Oculus Debug tool.

I have been running this with 'Force 45 FPS with ASW enabled' instead of disabled.
Will perhaps try tonight with ETS2 to see if this also solves the stuttering there.
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