Solved 4.37 VR HUD not collimated to infinity (Multiple VR Headsets)
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Hi guys, im experiencing the same issue with the G2 and was told to post my pic of the misalignment.
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What my FPM looks like from my view in the sim.
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@nuclear_hello_5 just to confirm all of the HUD symbology seems out of place and not just the FPM correct?
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@SOBO-87 yes that’s correct, the misalignment is applied to the whole HUD
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Ok I’ve taken some screenshots and compared the backgrounds to the HUD symbology, It seems as though I have significant horizontal shift, but also slight vertical shift as well.
All settings are default, Steam VR is set to 100% resolution for the G2, my 2D screen resolution is 1440p (possibly related?)
The pics below should show my offset.
In the “merged” pic I’ve overlayed each eye screenshot and line up the buildings to show the missmatch in the HUD symbology. You can see by comparing the gun cross I have Large horizontal and small vertical shift.
I’ m going to try changing my 2D screen resolution and see if that changes my shift.
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I am having this same issue. It makes the game give me a headache, which makes in unplayable in VR. I hope maybe a hotfix can be found for this. Cause I got a big sad face right now.
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@chihirobelmo said in 4.37 VR HUD not collimated to infinity.:
yeah, I also noticed it is only for Reverb G2.
I guess BMS HUD has been not in infinity but just far enough, but Reverb G2 shows them.
Not noticeable in other VRHMD so far I tested Rift S / Vive Cosmos / Quest 2
I’ll try to fix it in 4.37.1 or later.First: thanks for coding VR support!!!
As for the fix: You might wanna have a look at the WMR Debug Tool, that is packaged with DCS: https://forum.dcs.world/topic/214525-wmr-debug-tool-cross-eye-alignment/
It’s supposed to fix similar problems. Rather complicated but helps a lot as this issue is specific to WMR headsets like the Reverb G2.
Dunno if such an approach would help with the HUD issue. -
Does adding this to Falcon BMS User.cfg help?
set g_bVRParallelRenderThread 0
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ohhhhhhhhhhhh thx I think I can understand what they are doing with that window …
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@chihirobelmo You’re welcome!
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@chihirobelmo Is that something we can fix ourselves locally? Maybe a stealth release of some BMS debug tool in the future?
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@enyak I hope something, cause right night I cant fly because of it lol.
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Maybe try to disable the “Vertical Sync” option in the BMS Graphics Setup (if not already unchecked) => i had some issues with “double vision” in VR
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I’m having a greater misalignment than some here. Video taken on a Pimax 8KX. HUD is far off to the right on one eye.
Note: Vsync + Anti-aliasing is already set to off/minimum
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Be sure to restore the default settings in PiTool>Settings>Games
So “Compatible with parallel projections (Need restart SteamVR)” must be ticked/enabled by default -
Restart your Pimax
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Be sure to let the “Resolution Rendering” by default to “Auto” in the SteamVR parameter
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And the most important : be sure to set the Antialasing Samples to “1” and Quality to “0” and “Vertical Sync” must be disabled in the BMS Graphics Setup
Enjoy
SteamVR parameter :
BMS Graphics Setup :
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@Bad-Boy Gave this a go, seems to just present an entirely different problem. HUD works in both eyes however world scale is significantly significantly off. After going through the world scales in SteamVR per-application settings in 1-3% increments I wasn’t able to find a scale which seemed right. I think there is something else going on outside of purely the scale itself. It’s frankly better just playing with parallel projections off and dealing with the 1 eye HUD. hopefully there will be a fix in the future.
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@MandolinHarm which way with scale, the cockpit being too big? That was my other issue with parallel projections on besides for the performance hit.
Note though that I’m getting some other deal breakers with the parallel projections off like my mouse cursor being waaaaaay off (which makes sense because it is render for the right eye). But this should be the preferred way to render for performance.
See this thread:
https://forum.falcon-bms.com/post/359833 -
@Snake122 said in 4.37 VR HUD not collimated to infinity (Multiple VR Headsets):
? That was my other issue with parallel projections on besides for the performance hit.
Yep, cockpit too big + seating position unnaturally forward. Wasn’t able to resolve it by forcing worldscale in steamvr per-app video settings. I can tolerate the HUD missing from one eye more than the worldscale being way off and Pimax rendering an absurd amount of pixels
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I think I’ve fixed it…wait for 4.37.1
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@chihirobelmo
thanks for all your work !