VR - experimental support

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Insane1
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Re: Oculus Rift - experimental support

#1851 Post by Insane1 » 06 Nov 2021 21:35

bigblackrubberduck wrote: 06 Nov 2021 15:13 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?
No, a mean SteamVR itself, not the ETS2.
So looks like you not on the beta then. )
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Frayner
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Re: Oculus Rift - experimental support

#1852 Post by Frayner » 06 Nov 2021 23:01

He’s also using oculus, which doesn’t use steam at all so he wouldn’t see that performance issue anyways.
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bigblackrubberduck
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Re: Oculus Rift - experimental support

#1853 Post by bigblackrubberduck » 07 Nov 2021 13:05

No no, I use HP Reverb G2 exclusively, so OpenVR, I just copied the whole item in the Betas in ATS Steam settings. I added double-quotes to my previous post just in case.

And yes, Steam and SteamVR should be running on regular stable versions.
spiceagent11
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Re: Oculus Rift - experimental support

#1854 Post by spiceagent11 » 08 Nov 2021 17:32

I am waiting for the consumer HD our UHD version of OR before i make the leap though. If i had a money growing tree it would be a different story, i would have flown a private jet to pick mine up if i had.
OurJud
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Re: Oculus Rift - experimental support

#1855 Post by OurJud » 08 Nov 2021 21:09

I’ve been advised to post this here (I originally posted it in Technical Issues:

I play exclusively in VR using the Oculus Quest 2, and while I accept there is a massive drop in graphics quality using this device, things took a huge hit after the last update. I noticed a similar problem with ATS after its last update, but in ETS2 the issue is far more noticable. Since the update, the mid distance is terribly blurred and pixilated, and some road surfaces (such as the dark 'salt and pepper' one) throw the whole screen into a pixilated mess.

This drop in quality came immeditely following the update, so it's unlikely to be anything that changed with the Oculus Quest itself.

Can anyone offer any insight or suggestions? Just a post from fellow Oculus users to back me up and let me know it's not just me that's noticed this would be a comfort.

[Original thread] viewtopic.php?f=8&t=305508
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SuperToast
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Re: Oculus Rift - experimental support

#1856 Post by SuperToast » 13 Nov 2021 16:58

I've noticed a drop in performance as well in the Quest 2 with Airlink, not sure what's going on. I spend a lot more time in ASW 45 fps than before, but even then, still am having a fair amount of stuttering. While monitoring my CPU and GPU usage (8700k and 3080) I'm nowhere near full utilization of even a single core, so not sure where the holdup is in the pipeline.
Drifter35
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Re: Oculus Rift - experimental support

#1857 Post by Drifter35 » 15 Nov 2021 16:15

After a 1-year break, I was happy to go back to ETS2 with a better GPU and a better headset.
What a disappointment to see that this sim is a pixelated mess and run even worse than before...
ETS2 has always been as aliased as that ? I don't remember.
bigblackrubberduck
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Re: Oculus Rift - experimental support

#1858 Post by bigblackrubberduck » 17 Nov 2021 16:35

Game has always been extremely aliased, pancake and VR version alike.
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plykkegaard
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Re: Oculus Rift - experimental support

#1859 Post by plykkegaard » 17 Nov 2021 17:38

It went the wrong way a bit with the lighting update in 1.40

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bigblackrubberduck
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Re: Oculus Rift - experimental support

#1860 Post by bigblackrubberduck » 26 Nov 2021 17:53

bigblackrubberduck wrote: 06 Nov 2021 15:13
Insane1 wrote: 30 Oct 2021 17:40
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?
I had some time so I tested this, used an old save from 1.41 (game version). Two runs for Oculus+OpenVR 1.41 and the latest 1.42. I found out that some areas where not just plagued with frametimes about 2ms higher, but also with intermittent but consistent stutters (if you use fpsVR, then it was drawn with a vertical purple lines) and I believe at least that slightly increased frametime in 1.42 was visible throughout the whole testing. Now, the reason I noticed that probably boils down to the fact that my performance was borderline usable in the first place (Reverb G2 + 6900XT, Ultra preset, AO/AA at Low and mirror distance at Ultra). On version 1.42 it is that much more borderline unacceptable in terms of the performance...that plus the legendary aliasing/shimmering of distant objects.
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