VR - experimental support

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KingOfTheRoad77
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Re: VR - experimental support

#4141 Post by KingOfTheRoad77 » 03 Jun 2026 18:13

ancipital wrote: 03 Jun 2026 10:28 There's no point wondering about how to kludge modern upscalers into the old engine at this point - they're building us something much nicer.

They have already secretly let unwitting members of the public try the console version using the new renderer at shows and fear not, it did not look "very bad".
Well, probably they need to implement DX12 for (newer) consoles. Thus, PC Windows players automatically will benefit from this, too.

I'm really hoping it helps both with performance and image quality / sharpness in VR at the same time ✊
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ancipital
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Re: VR - experimental support

#4142 Post by ancipital » 03 Jun 2026 18:28

KingOfTheRoad77 wrote: 03 Jun 2026 18:13 Well, probably they need to implement DX12 for (newer) consoles.
Not quite, no. More a new rendering pipeline with pluggable parts for driving different frameworks. DirectX is a Microsoft thing, not used by the other consoles. Most of them have their own proprietary framework, and some of them also support Vulkan, which is a sort of modern, lower-level open successor to OpenGL.
"It’s not a question of whose habitat it is, it’s a question of how fast you hit it!"
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BobbPenn
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Re: VR - experimental support

#4143 Post by BobbPenn » 03 Jun 2026 18:54

BobbPenn wrote: 02 Jun 2026 21:02 Anyone else suffering crashes in ATS open beta 1.60, during the initial loading?
Tried clean profile, the same. Non VR works fine.
Can someone take a look at my game.log please? I'm kinda stuck...
Thanks

https://limewire.com/d/2827r#SLzdTgZC65
ouija86
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Re: VR - experimental support

#4144 Post by ouija86 » 03 Jun 2026 19:05

Is there a way to edit the clutch engagement file? because the clutch engagement is similar to a car instead of a truck.
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dhrto
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Re: VR - experimental support

#4145 Post by dhrto » 03 Jun 2026 19:18

@BobbPenn I see a lot of mods, but you mentioned you did try with a clean profile.

Other things that may or may not help:
- get rid of the extra launch arguments -mm_pool_size 12288 -mm_max_resource_size 32 -mm_max_tmp_buffers_size 1000
- set r_buffer_page_size back to the default 10
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...
misfit
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Re: VR - experimental support

#4146 Post by misfit » 03 Jun 2026 20:20

BobbPenn wrote: 02 Jun 2026 21:02 Anyone else suffering crashes in ATS open beta 1.60, during the initial loading?
Tried clean profile, the same. Non VR works fine.
Yep same here, I just reported it: viewtopic.php?t=351607
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Madkine
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Re: VR - experimental support

#4147 Post by Madkine » 04 Jun 2026 02:22

@BobbPenn As per above, 95% this is causing your crash:

00:00:01.847 : uset r_buffer_page_size "50"

Values above 10 can cause stuttering and crashes since 1.59 when SCS reworked memory management.
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BobbPenn
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Re: VR - experimental support

#4148 Post by BobbPenn » 04 Jun 2026 06:37

Thanks everyone for kind help, however nothing's working yet
misfit wrote: 03 Jun 2026 20:20 Yep same here, I just reported it: viewtopic.php?t=351607
Let's hope it will be fixed at least before the full release
Cheers
misfit
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Re: VR - experimental support

#4149 Post by misfit » 04 Jun 2026 09:54

BobbPenn wrote: 04 Jun 2026 06:37 ....
Let's hope it will be fixed at least before the full release
Cheers
One would assume that is what open beta testing and bug reporting is for, but I have been disappointed before.

It would be helpful to both of us if you reply in the bug report that you have the same issue.Then you'll also get notification on updates, and developers will have confirmation it's not an isolated issue on just my PC.
If in future you want to post such bug reports as well, make sure to really clean out all your mods and tweaks before confirming and uploading logs. Even if you post logs in a forum thread like you did here.

Fingers crossed!
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Madkine
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Re: VR - experimental support

#4150 Post by Madkine » 04 Jun 2026 10:57

There are 2 different crash bug reports that have received bug ID's, so there's a fair chance of them being fixed as SCS will always prioritise a crash bug.
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