VR - experimental support

drifter
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Joined: 26 Oct 2013 10:03

Re: Oculus Rift - experimental support

#21 Post by drifter » 26 Oct 2013 11:38

Ok forget my silly question about the drift, I found my answer : the game still uses sdk 0.2.4 and should be fixed with 0.2.5, as iRacing was. That's right ?
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Komat
SCS Software
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Joined: 26 Nov 2012 09:22

Re: Oculus Rift - experimental support

#22 Post by Komat » 26 Oct 2013 18:05

ziphnor wrote:This is all running the game without the -oculus launch option. If i do specify that option i get the view generated 4 times instead of the expected 2 ("quad-scopy" for aliens with 4 eyes?). I guess it is specified by default now?
You are using some third party application which adds oculus support to games which do not support it natively. You need to disable this application.
ziphnor
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Joined: 14 Jul 2013 19:43

Re: Oculus Rift - experimental support

#23 Post by ziphnor » 26 Oct 2013 18:29

Komat wrote:You are using some third party application which adds oculus support to games which do not support it natively. You need to disable this application.
Doh! Do i feel stupid now? Yes i do :) I had forgotten that i copied the Perception dll's into the ETS 2 folder a while back. Lets just say that the 3d effect improve by a factor x1000 :) Thank you for the help.
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Komat
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Re: Oculus Rift - experimental support

#24 Post by Komat » 26 Oct 2013 19:47

The build was updated to be compatible with 1.7.0 patch. I also extended the initial post to contain link to mod which disables the default movement of the camera.
Tankshell
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Joined: 26 Oct 2013 20:40

Re: Oculus Rift - experimental support

#25 Post by Tankshell » 26 Oct 2013 20:41

Hi guys, have been having a problem since the latest update:

When I try and increase the r_manual_stereo_buffer_scale value from 1.0 to 2.0, my mouse cursor is no longer able to move across the whole screen, it seems confined to a small rectangle in the center of the screen, meaning I can't reach the main menu at the bottom and thus I can't start that game :D

Anyone else getting this issue? I would quite like to increase the pre-warping rendering image scale, but apparently this is the only way to do it.
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Komat
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Re: Oculus Rift - experimental support

#26 Post by Komat » 26 Oct 2013 22:16

Tankshell wrote:Anyone else getting this issue? I would quite like to increase the pre-warping rendering image scale, but apparently this is the only way to do
it.
I will fix that. Until then you can use monitor mirroring together with F11 key to disable the stereo in the menu.
drifter
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Joined: 26 Oct 2013 10:03

Re: Oculus Rift - experimental support

#27 Post by drifter » 27 Oct 2013 06:05

Since the last update I lost half of my framerate and faith in humanity :(
Somebody else experiences the same problem ?
All was running well yesterday...
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Komat
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Re: Oculus Rift - experimental support

#28 Post by Komat » 27 Oct 2013 11:54

drifter wrote:Since the last update I lost half of my framerate and faith in humanity :(
Somebody else experiences the same problem ?
All was running well yesterday...
There were no performance related changes in the last build (1.7.0.1). I just compared it with 1.6.1.4 which was released at Thursday and the speed was the same. There is speed difference between the 1.6.1.3 and 1.6.1.4 because the older version did render the game in lower resolution than it should.
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Komat
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Re: Oculus Rift - experimental support

#29 Post by Komat » 27 Oct 2013 12:09

The new 1.7.0.2 build updates the game to 0.2.5 version of the libraries, fixes mouse movement issues for higher values of the buffer scale and improves the head movement.
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Cadde
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Re: Oculus Rift - experimental support

#30 Post by Cadde » 27 Oct 2013 12:15

You guys are awesome, did you know that?
On extended hiatus.
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