VR - experimental support

Krists
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Re: Oculus Rift - experimental support

#1981 Post by Krists » 17 Jun 2022 08:53

Finally after couple of weeks managed to set up everything and this was the result with G2 and 100% SS (by the way, V2 cable fixed all issues).
Need to optimize the system again and VR again, but this was the result with "basic" settings:
fpsVR Report:
App: amtrucks HMD: HP Reverb Virtual Reality Headset G20 (90.001 Hz, IPD 67.6)
GPU: NVIDIA GeForce RTX 3080 Ti (31.0.15.1640, Tavg 68.3, Tmax 69) CPU: AMD Ryzen 7 5800X3D 8-Core Processor (Tavg 71.5, Tmax 88)
Delivered fps: 88.61 Duration: 12.9min. Headset was active: Unknown
GPU Frametimes:
Median: 8.3 ms
99th percentile: 10.8 ms
99.9th percentile: 12 ms
frametime <11.1ms(vsync): 99.6%
CPU frametime:
Median: 6.9 ms
99th percentile: 10.4 ms
99.9th percentile: 14.8 ms
frametime <11.1ms(vsync): 99.5%
Reprojection Ratio: 2.5% (for Index/Vive/VivePro headsets only)
Dropped frames: 28 or 0.0% (for Index/Vive/VivePro headsets only)
Max. SteamVR SS: 100%
Render resolution per eye: 3164x3096(by SteamVR settings, Max.) (HMD driver recommended: 3164x3095)
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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#1982 Post by KingOfTheRoad77 » 17 Jun 2022 15:14

Looks nice :D

Does anyone know whether a Radeon 6900 XT or 6950 XT would be worth the upgrade coming from my 3080?
In all review's 4k/UHD-benchmarks, there is a gain of ~9% (6900 XT) respectively ~15% (6950 XT). But as ETS2/ATS aren't really optimized for VR and as I've already read of some users having had some (performance) trouble with their Radeon cards in "flat 2D monitor" gaming of the truck sims already, I am quite unsure whether it would be worth the try to invest that 1000 bucks and potential driver disorder NVidia > AMD and back again AMD > NVidia perhaps ... 🤔
And even if there aren't any AMD specific issues any more, all previews and leaks tend to say that the upcoming RDNA3 (78/79xx XT) might be worth the wait especially in terms of efficiency compared to the new NVidia 4080/4090.

I'm just a bit impatient and just would like to try as much as possible :D - but unfortunately, not every trial is for free 😩😭
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dhrto
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Re: Oculus Rift - experimental support

#1983 Post by dhrto » 18 Jun 2022 07:34

I think you could be better off choosing a 3080Ti over the 6900XT of 6950XT for ETS2/ATS. The 3080Ti should be in the same price range.
However, I would wait to see what the Nvidia 4000 / AMD 7000 series will bring to the table, unless you got money burning in your pockets and must buy something now :)

Choices choices...
System specs: Ryzen 5800X3D, RTX3080 (no OC), Varjo Aero (using OpenXR through OpenComposite instead of SteamVR), 32 GB DDR3200, Samsung 970 Evo Plus 2 TB, Win10. And most importantly: vanilla game, no mods.
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Lombra
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Re: Oculus Rift - experimental support

#1984 Post by Lombra » 18 Jun 2022 16:11

There are no worthwhile upgrade paths from a 3080 at this time.
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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#1985 Post by KingOfTheRoad77 » 27 Jun 2022 06:31

Well - I just was thinking about whether un upgrade to a 6900/6950 XT might be worth it due to its 16 GB of RAM.
If the 3080 Ti with its 12 GB already helps a bit over the 3080 10 GB, then Radeon's 16 might do it even a bit better...
Second especially the FPS-per-Watt-ratio of the 6950 XT is a very good one, compared to the 3090's.

I might be able to sell my 3080 for about 750€.
So, the net invest for a 6900/6950 XT would "only" be around 250-400€, depending on the customer model.
But for sure, the prices will drop further in the upcoming weeks and months.
So, it probably could be better to wait.

But it's still so damn long until October/November, and the availability of the new GPU's probably won't be the best, as usual in the last years. In the end, I think I won't get a 78/79xx / 4080/4090 before begin 2023... ;)
I wished, fholger would be able to implement FSR 2.0 to his openvr-mods. Seems to be a very good upgrade over 1.0. But unfortunately, FSR 2.0 apparently needs to be implemented natively into the game, and second, so far AMD has published the code for DirectX12 only - not yet for DirectX11.
pietchaki
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Re: Oculus Rift - experimental support

#1986 Post by pietchaki » 04 Jul 2022 05:20

KingOfTheRoad77 wrote: 17 Jun 2022 15:14 Does anyone know whether a Radeon 6900 XT or 6950 XT would be worth the upgrade coming from my 3080?
AMD has some issues with DX11, so I don't think it would worth it.
When playing DX11 games, the card keeps at low usage and low FPS, never achieving the full capability of the hardware. It is something related to their drivers.
They did improve performance on the 6XXX cards with dx11 recently, but it is still a lot worse than it should be.
The RX6800 only beats RTX3080 in DX12 games.
stmalk
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Re: Oculus Rift - experimental support

#1987 Post by stmalk » 16 Jul 2022 21:45

Komat wrote: 24 Apr 2020 13:05
Uxot wrote: 22 Apr 2020 23:55 Hum for some reason when its raining and the roads are wet the reflection seems to follow the headset?

Seems to be 1.37 related?
The problem was always there, it just is not that much noticeable from the interior camera. Basically the rendering of that effect currently assumes symmetrical FOV values. The Oculus API allows us to specify the FOV really used for rendering so the game uses symmetrical one and everything works. OpenVR does not support that so the game has to use the asymmetrical values and the effect breaks.
Hello. I wonder if that issue could be possible fixed in the future? I'm aware you are the only person who works on VR support (sadly, wish SCS put more resources into that).
It looks like it's still an issue in 1.44 and roads basically stay completely dry when playing with -openvr. With some sort of weird pixelated shapes following head movement of course.
Can we hope for any possible fix for that? Is there any parameter to maybe lower some setting to downgrade it so it at least reflections show the nature around, but not cars/trucks?
I can confirm that -oculus does show subtle reflections, but for us -openvr users it's not possible to use -oculus to enable VR.

Thank you in advance!
Zemith
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Joined: 03 Sep 2018 10:46

Re: Oculus Rift - experimental support

#1988 Post by Zemith » 24 Jul 2022 13:33

Anyone know how to do inside/interior cabin zoom while in VR?

I used that to see signs and especially the right mirror when backing. I could still very much use it for the right mirror while in VR, but it doesn’t work (nothing happens).
masatami
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Re: Oculus Rift - experimental support

#1989 Post by masatami » 25 Jul 2022 01:05

Zemith wrote: 24 Jul 2022 13:33 Anyone know how to do inside/interior cabin zoom while in VR?

I used that to see signs and especially the right mirror when backing. I could still very much use it for the right mirror while in VR, but it doesn’t work (nothing happens).
I don't think zooming works while in VR. Though of course you can physically move in the direction you need, like towards the right mirror, and that'll give you better visual clarity. You can also mess around with the "Mirror resolution setting" and supersampling settings, increasing those two values makes signs and mirrors much more pleasant to the eye.
VR trucker, (unofficially) testing Project Japan (https://ets2.jp) with immersion mods. My rig: I5-10400F, RTX 3090, Quest 2, Logitech G29
Zemith
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Re: Oculus Rift - experimental support

#1990 Post by Zemith » 25 Jul 2022 08:45

masatami wrote: 25 Jul 2022 01:05 I don't think zooming works while in VR. Though of course you can physically move in the direction you need, like towards the right mirror, and that'll give you better visual clarity. You can also mess around with the "Mirror resolution setting" and supersampling settings, increasing those two values makes signs and mirrors much more pleasant to the eye.
Yeah I think you're right. I'll try leaning, although I don't think I will get close enough, but maybe enough to make a difference.
I'm also playing with supersampling in Oculus Tray tool and it does help a lot with quality. But FPS suffers. When I drive non-VR, I try to make sure I'm always above 90 fps, because when in VR it means I can usually get 45 fps/hz per eye, so it looks smooth.
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