Common VR issues and some suggested fixes
-
@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
-