VR - experimental support

skurt
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Joined: 03 Oct 2025 18:03

Re: VR - experimental support

#3881 Post by skurt » 03 Oct 2025 18:05

I posted this on steam community tab but figured I'm likely to get better response here so will copy & paste my post from there.

I'm having a problem getting an image to OBS to stream/record gameplay in VR on my Quest 3.

I'm using 1.56 and playing on TruckersMP.

Usually there is a game window on my monitor I can capture using window capture or game capture in OBS. Issue is the window on my monitor is just black, while the game is running inside my VR fine.

Usually with other games I'd use an OpenVR plug in for OBS to get around this and directly capture the OpenXR input to the headset, but this isn't working either.

I'm using virtual desktop too so any oculus mirror related things cannot work.

Does anyone have any solutions for this?

Thanks :)
INSTG8R
Posts: 559
Joined: 23 Feb 2013 20:52
Location: Canuck in Norway

Re: VR - experimental support

#3882 Post by INSTG8R » 04 Oct 2025 05:04

skurt wrote: 03 Oct 2025 18:05 I posted this on steam community tab but figured I'm likely to get better response here so will copy & paste my post from there.

I'm having a problem getting an image to OBS to stream/record gameplay in VR on my Quest 3.

I'm using 1.56 and playing on TruckersMP.

Usually there is a game window on my monitor I can capture using window capture or game capture in OBS. Issue is the window on my monitor is just black, while the game is running inside my VR fine.

Usually with other games I'd use an OpenVR plug in for OBS to get around this and directly capture the OpenXR input to the headset, but this isn't working either.

I'm using virtual desktop too so any oculus mirror related things cannot work.

Does anyone have any solutions for this?

Thanks :)
If you want a viewport on your monitor you need to change the manual stereo mirror mode in the config. The first page of this thread explains which number is which. 0 is “off” which seems like you’re set at.
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skurt
Posts: 2
Joined: 03 Oct 2025 18:03

Re: VR - experimental support

#3883 Post by skurt » 05 Oct 2025 19:22

INSTG8R wrote: 04 Oct 2025 05:04
skurt wrote: 03 Oct 2025 18:05 I posted this on steam community tab but figured I'm likely to get better response here so will copy & paste my post from there.

I'm having a problem getting an image to OBS to stream/record gameplay in VR on my Quest 3.

I'm using 1.56 and playing on TruckersMP.

Usually there is a game window on my monitor I can capture using window capture or game capture in OBS. Issue is the window on my monitor is just black, while the game is running inside my VR fine.

Usually with other games I'd use an OpenVR plug in for OBS to get around this and directly capture the OpenXR input to the headset, but this isn't working either.

I'm using virtual desktop too so any oculus mirror related things cannot work.

Does anyone have any solutions for this?

Thanks :)
If you want a viewport on your monitor you need to change the manual stereo mirror mode in the config. The first page of this thread explains which number is which. 0 is “off” which seems like you’re set at.
Thank you this worked. Any way to force it 16:9 or is it a case of streching out the square format in OBS?
affluence
Posts: 59
Joined: 23 Jan 2013 19:40
Location: Turkey

Re: VR - experimental support

#3884 Post by affluence » 07 Oct 2025 21:56

Today i decided to sell my Pimax CL and switch into triple monitors. I kind of had enough of this VR nonsense on ETS2 because of the luck of stability. One day i play with 1.7 buffer with almost no issue, next day i have to lower to 1.2...!

This game is not playable on VR. No matter what system or VR You have. What is the point if you can't have a smooth gameplay! What is the point if i have to lower the quality even with a high-end computer...!
RTX 5090 OC, I9 Ultra, 128 gb RAM, Asus ProArt Z890, W11, Pimax Crystal Light
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dhrto
Posts: 378
Joined: 04 Mar 2017 11:58

Re: VR - experimental support

#3885 Post by dhrto » 08 Oct 2025 05:40

I guess I'm lucky, because for me it's stable. Mostly 90 fps, but some frame drops to 80-75 ish, which I can live with.
Can it be better, absolutely! But the performance is definitely not wildly different day-to-day for me.
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BobbPenn
Posts: 184
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Re: VR - experimental support

#3886 Post by BobbPenn » 08 Oct 2025 07:03

Same here. Admittedly, there was a period when the performance was all over the place daily, but after a period of fine tuning and bad mods cleaning it settled within the perfect 60-90fps range and very few sporadic issues. I guess you need to be a bit lucky to achieve what your system is actually capable of and devil is always in the details.
Still, 3 screens setup has it's own charm >)
LevStart
Posts: 5
Joined: 10 Sep 2023 13:28

Re: VR - experimental support

#3887 Post by LevStart » 09 Oct 2025 04:00

Would it be possible to make the game respect the g_cam_window_block setting in VR? On flatscreen it prevents you from poking your head outside if the driver's window is closed.
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nextlevelsimgaming
Posts: 11
Joined: 29 Nov 2024 01:11

Re: VR - experimental support

#3888 Post by nextlevelsimgaming » 09 Oct 2025 04:32

Preview of my the all new Pimax American Truck Simulator VR 1.56 guide released next week

The NEW Pimax American Truck Simulator Guide Preview ! - New 1.56 ATS Guide Coming Soon !
https://youtu.be/I20OOaPRprg
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Madkine
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Re: VR - experimental support

#3889 Post by Madkine » 09 Oct 2025 11:29

LevStart wrote: 09 Oct 2025 04:00 Would it be possible to make the game respect the g_cam_window_block setting in VR? On flatscreen it prevents you from poking your head outside if the driver's window is closed.
I don't believe so , there's a reason why buried in this thread somewhere.
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dhrto
Posts: 378
Joined: 04 Mar 2017 11:58

Re: VR - experimental support

#3890 Post by dhrto » 09 Oct 2025 11:53

LevStart wrote: 09 Oct 2025 04:00 Would it be possible to make the game respect the g_cam_window_block setting in VR? On flatscreen it prevents you from poking your head outside if the driver's window is closed.
I'm not sure how that would work in practice. On the monitor you can prevent the camera from moving further. In VR you also need to physically block the movement of the HMD at the same time. Because when you only do it in the game, the screen would 'freeze' while you're still moving your head, and this will probably give 99% of the people nausea (just like the fixed camera/screen in some game menus).
9800X3D (5800X3D till 7/25), RTX4080S (RTX3080 till 7/24), Varjo Aero 37 PPD (native OpenXR since 1.50), 32GB DDR6000, Samsung 970 Evo Plus 2TB, Win11. No mods! Like drugs they may seem fun at first, but it'll ruin more than you care for...

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