Common VR issues and some suggested fixes
-
@rubbra
Can you possibly edit your post to define “native resolution”?And also, if you do turn parallel render to zero, note that it forces screen mirroring on somehow somewhere. If you have a Hi-Rez monitor and you power it off, you will gain FPS in this situation.
-
@rubbra said in Common VR issues and some suggested fixes:
This is usually because the parallel rendering is not quite in sync so it’s basically a tearing issue.
Hi, I dont think that is the cause. The reason for those black bars is because of asynchronous reprojection.
To keep the feeling of smooth movement, VR shows only a part of the image. As you rotate your head and Falcon has not sent a new frame yet, VR system uses a different portion of the same image.
If the rotation is too big, you hit the edge of the texture and thus, see those black bars.
The way to improve this is to increase FPS. Disabling parallel render will make it worse.
-
@rubbra For the Quest Pro, at least, isn’t setting the SteamVR resolution down to match Oculus native resolution (1920 x 1800 per eye) going to result in downsampling of what is passed to the Quest PCVR software before being sent over Link, despite setting “g_fVRResolution 1.4” ?
Or maybe I’m misunderstanding the sequence this goes in. My assumption is that it something like:
- BMS renders at resolution it gets from SteamVR multiplied by g_fVRResolution.
- This result is then passed to SteamVR which downsamples to the (Oculus Native) resolution it has set.
- The downsampled result is then sent to the Oculus software, which now upsamples to its encode resolution.
- This gets sent to the Quest over Link, which then downsamples again to resolution for final output.
Really not sure if this is what happens so hoping you or others can clarify what is going on here.
-
@Seifer not in my experience - disabling parallel render consistently removes the black bar/lag, regardless of fps. I know you know how it works far far far better than I ever will, but that is my experience.
-
@rubbra that is quite interesting
-
@rubbra I see the Per-Application Video settings of SteamVR, 3 options there, but there’s no " world scale" option. Am i missing something?
-
@rubbra same. in fact, I don’t think motion reprojection works correctly on the G2 unless I disable parallel rendering. if parallel rendering is off, BMS’ in game frame counter will lock to multiples of my refresh rate ie. 30, 45, 90. if on, the framerate does not lock and I have the black peripheral bars during low framerates.
-
-
@macemi nop, remind me next week.
-
Sorry for this probably stupid question.
Do I still need a Throttle and Stick or is this all done with a VR ???
-
@r69 there is no use of hand controllers in VR. You continue to fly using whatever you use in 2D.
-
@rubbra said in Common VR issues and some suggested fixes:
My MFDs are hard to read on Quest 2
instead of increasing the full screen resolution which negatively affects performance, wouldn’t it make more sense to render the MDFs in a different buffer/texture using high resolution and use it as texture on each mdf?
-
@CarlosRodriguez it is already like that. But when you blit them, they get downscaled.
-
@CarlosRodriguez I assume that’s a question for the devs, or have you got a cunning way of making that happen for normal users?
-
@Logic said in Common VR issues and some suggested fixes:
@rubbra I see the Per-Application Video settings of SteamVR, 3 options there, but there’s no " world scale" option. Am i missing something?
Hi
You need BMS running to see “world scale” setting
Regards -
Quest2, Link:
In case someone gets a brighter transparent area in the bottom part of screen, like here:
This seems to be a known issue.
Reducing my Oculus encode resolution from 4040 to 3960 fixed the issue. -
@Caldero or you need to have added it to your VR library, as per above.
-
-
-
@rubbra the question was for developers
-