VR - experimental support

benja
Posts: 19
Joined: 27 Mar 2019 14:24

Re: Oculus Rift - experimental support

#1841 Post by benja » 10 Oct 2021 21:16

@Madkine Yes, as far as I remember, the exterior rendering is disabled in the normal build unless the camera is outside the truck for performance reasons. In VR it's pretty much mandatory to disable the camera movements for obvious reasons, except you can still look at the disabled parts from within the cabin (rear window in ATS) or move your head outside the cabin. If not possible yet, that would be awesome if we had the option to force the exterior rendering in the VR build. I feel like that's a part of the code that can be easily worked around, although I might be wrong on that part.
User avatar
electricz
Posts: 20
Joined: 08 Jun 2019 14:13

Re: Oculus Rift - experimental support

#1842 Post by electricz » 24 Oct 2021 12:33

Is it just me or is the pop up saying ATS/ETS2 isn't compatible with VR gone? A nice convenience, or a possible sign that VR is getting closer to being baked into the base game?

Once again, thank you Komat for keeping this feature going.
kugelis
Posts: 1
Joined: 24 Mar 2021 14:22

Re: Oculus Rift - experimental support

#1843 Post by kugelis » 24 Oct 2021 15:13

In game properties (Steam) there is oculus - Oculus+OpenVR - 1.41 - (SDK 1.4.0) selected in 'Betas'. But the game is starting in 1.42. version. What a marvel???
forsythem
Posts: 3
Joined: 26 Oct 2021 00:11

Re: Oculus Rift - experimental support

#1844 Post by forsythem » 26 Oct 2021 00:31

electricz wrote: 24 Oct 2021 12:33 Is it just me or is the pop up saying ATS/ETS2 isn't compatible with VR gone? A nice convenience, or a possible sign that VR is getting closer to being baked into the base game?

Once again, thank you Komat for keeping this feature going.
Message was still popping up for me last night. The only time it doesn't (for me) is when SteamVR hasn't been started yet (I'm on a WMR headset) - the first time you run it goes straight in while lauching SteamVR, but if SteamVR is already running (if I've exited the game, for example), it will give me the popup warning.

Very happy to live with that, given the quality of the VR implementation so far - absolutely loving it. 1.42 seemed to introduce a FFB for me, but a patch last night seems to have resolved it.
thetissueissues
Posts: 3
Joined: 01 Oct 2021 03:40

Re: Oculus Rift - experimental support

#1845 Post by thetissueissues » 27 Oct 2021 22:47

Are the traffic fines on the VR branch somehow different from the standard branch?

I'm playing with a friend in convoy mode and he's frequently getting fines between $200 - $3000 as he should be whereas no matter how fast i drive past speed cameras/police i only ever get fined a static $200 (the old system).

edit: I do not have any mods installed besides playing on the VR branch (1.42) my game has been this way since 2013 and only now after playing with my friend did i finally realize the traffic fine amounts have been changed since 1.37 (2020).
Last edited by thetissueissues on 27 Oct 2021 22:50, edited 1 time in total.
User avatar
Madkine
Global moderator
Posts: 12198
Joined: 08 Oct 2018 16:35
Location: Australia
Contact:

Re: Oculus Rift - experimental support

#1846 Post by Madkine » 28 Oct 2021 08:13

What's your level? Fines are also level based.
WoT Profile
ATS Workshop

"never attribute to malice that which is adequately explained by stupidity"
thetissueissues
Posts: 3
Joined: 01 Oct 2021 03:40

Re: Oculus Rift - experimental support

#1847 Post by thetissueissues » 28 Oct 2021 15:47

Madkine wrote: 28 Oct 2021 08:13 What's your level? Fines are also level based.
i am level 27
bigblackrubberduck
Posts: 9
Joined: 25 Sep 2021 16:37

Re: Oculus Rift - experimental support

#1848 Post by bigblackrubberduck » 30 Oct 2021 14:04

Has there been any change to VR for v1.42? I am getting considerably worse performance going from borderline usable (before) to unacceptably terrible. I am running Reverb G2 with AMD 6900XT, I use manual stereo multiplier in he config at 1.1 with Ultra preset with lowered AA and SSAO to Low. Previously I would hover at 45fps and with 16-20ms, now I have hard times to cross 30 fps and have Mixed Reality reprojection to switch from 30fps to 45fps cap. Nothing else changed to my knowledge.
User avatar
Insane1
Posts: 14
Joined: 14 Jul 2020 17:42
Location: KZ

Re: Oculus Rift - experimental support

#1849 Post by Insane1 » 30 Oct 2021 17:40

bigblackrubberduck wrote: 30 Oct 2021 14:04 Has there been any change to VR for v1.42?
I believe latest Steam VR beta update have performance isues. Are you on beta or main branch?
HTC VIve Pro \ Thrustmaster T150 PRO
AMD Ryzen 5 5600X, Palit Gamingpro RTX 3080, 32GB Kingston Fury Renegade 4000MHz, 256GB PLEXTOR PX-256M9PeY + 1TB ADATA SX8200PNP
bigblackrubberduck
Posts: 9
Joined: 25 Sep 2021 16:37

Re: Oculus Rift - experimental support

#1850 Post by bigblackrubberduck » 06 Nov 2021 15:13

Insane1 wrote: 30 Oct 2021 17:40
bigblackrubberduck wrote: 30 Oct 2021 14:04 Has there been any change to VR for v1.42?
I believe latest Steam VR beta update have performance isues. Are you on beta or main branch?
I am on "oculus - Oculus+OpenVR - 1.42 - (SDK 1.4.0)", which is the latest one available, is this one the beta branch you mention?
Last edited by bigblackrubberduck on 07 Nov 2021 13:04, edited 1 time in total.
Post Reply

Return to “General discussion about the game”

Who is online

Users browsing this forum: No registered users and 8 guests