VR Settings check please!
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@delenda I had the same issue (forward/back didn’t move properly). The solution is to set your room boundary in WMR (I only use mine sitting so I used that one). Once you do that, you will get proper movement for head forward and backward.
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Two things I’ve tried in my setup:
- Switching off Advanced Supersample Filtering in SteamVR might make a small improvement in performance without any difference in visual quality that I can see. In fact, it might make spotting a little easier.
- And then the big one: in the “WMR for SteamVR Settings” screen, I’ve set “Default SteamVR app motion reprojection mode” to “SteamVR per-app setting”. This means you can now turn “Motion Smoothing” on or off per app through the SteamVR settings (Video -> Per-Application Video Settings). I’ve turned it always on for BMS, because I prefer the lower framerate but smoother experience of rendering 45 fps and reprojecting that to 90 Hz. My hardware can’t consistently hit 90 fps and I don’t like the stuttering at 70-80 fps.
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@Atlas said in VR Settings check please!:
@FickleFossa said in VR Settings check please!:
@Atlas If you do not have all direction freedom with your headset, reset your environment in Windows Mixed Reality Portal.
Done. Issue still there.
Do you also have this issue in the lighthouse for WMR or SteamVR? I sometimes notice when I start Falcon while my headset is on the floor, it will give the same issue. Steps then are, put headset on head (not eyes, duh), reset environment in WMR and start Falcon.
You have this issue in other games? Known issue with G2’s is that improper lit rooms will lose tracking as well. Never had that myself, but YMMV.
You can set object detail to 1 in Falcon:
https://forum.falcon-bms.com/topic/24168/vr-best-settings-for-visuals-spotting-and-performance-on-low-spec-hardware-1080-ti-and-10600kI was thinking of this but didn’t that result in lower/closer spotting distance?
It does, but as @macemi said, the high res should make up for that.
I’ve read here on the forum that setting SteamVR resolution to over 100% does nothing. Just in case it does on your end, you have SteamVR set to 150% AND 1.5 set in the config file. That means that the resolution is upscaled twice. Use one or the other, not both.
From my earlier post:
@Atlas said in VR Settings check please!:
Did a few tests… Benchmark TE on the RAMP, I just close the canopy and lock the spider in place. Only change from above settings is that I put the General -> Resolution per Eye at 100% instead of 150%, same thing for the Video -> Resolution per Eye is 100% instead of 150%.
Doesn’t that cover what you’re saying? Sorry for being obtuse but just coming to grips with all these VR settings and making sure I’m not confusing one with the other.
Yep, it does, sorry, missed that post.
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Just getting back to this thread…
Been doing the AAR TE and seems like the tanker doesn’t get rendered into a speck until about <5nm away, maybe even 3nm or so. Is there a way to get it to render earlier for easier spotting? I have Smart Scaling on.
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@Atlas that’s related to your object detail setting I believe
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@Snake122 It’s set at 7
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@Atlas definitely not having that issue here then with SteamVR resolution 100%, no BMs multiplier, standard scaling settings, object detail 7, smart scaling set to 2nm.
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@Snake122 What distance do you spot the tanker?
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@Atlas
Think @FickleFossa explained above but here’s a little more detail which might help.For steam VR forget about render resolution percentage, and focus on the numbers.
With your settings (per app BMS437 render resolution), steam is setting (GPU) render resolution to 3858x3780, but you are increasing this by setting BMS render to 1.5 times that (g_fVRRenderResolution). So total render resolution is 5802x5670 per eye. That’s what you are asking the GPU to do. (as someone mentioned there might be a cap so not quite so bad, but you get the idea)
I would start by setting the slider in Steam, to be as close as possible to the native resolution of the headset, then start upping the render resolution from the BMS setting until you don’t notice any difference in quality in VR. Tweak after that.
(Might put your hardware in you sig, to give context to your performance.)
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@Atlas over 10 miles as a speck, gets a shape well before 5 miles even.
3164x3096 per eye is my G2 SteamVR 100% resolution
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@Fish44 @Snake122 I’ve set my resolution at 100%, see below:
set g_fVRResolution is 1
set g_fSmartScalingThreshold is 1I do have the Override World Scale at 125% to compensate for the smaller cockpit but this was from 4.37.0, is it still necessary for 4.37.1?
I will try increasing the VRResolution to see if that helps and I used to fly with Smart Scaling at 4nm just to help with the rejoin in AARs in 4.36.
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@Atlas maybe try the VR scaling to 100% because that’s the only thing that jumps out at me as a major difference.
While I agree with the 4nm Smart Scaling and think mine is more actually like 3nm these days for the rejoin issue you mentioned, that would have the opposite effect here.
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@Snake122 VR Scaling - are you referring to the Override World Scale which I have at 125%?
Can you confirm that you can see the tanker at the distances you mentioned and you’re not referring to other fighters or aircraft? The linked test thread says fighters can be seen at 8+nm but tankers are only 3+nm… I’ve not tested with fighters but definitely under 4nm for me for tanker.
I’ve tested again with Smart Scaling at 4nm and VRResolution at 1.5 and definitely can’t see the tanker at 5nm; if it wasn’t marked by the TD box, I wouldn’t know it’s there.
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@Atlas yes, most definitely. My most used TEs are AAR practice. Multiple pixel specks at 10nm+, gets a shape before 5nm, after about then my radar is stby so my range numbers get a little imprecise. I’ll try to get better numbers the next time I fly one, may not be today.
My VRResolution is 1.0, just curious if the Override World scaling is doing this. It would be the thing that would most mess with sizes of objects I would think. I know the cockpit scaling is actually pretty close at 100% with my system and my G2, except for the legs and maybe rudder pedals depth. HUD, MFDs, etc. are correctly sized at 100%
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@Atlas head not moving fore/aft in 'pit means you need to clear environment in HMD settings.
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@Snake122 I can confirm your theory, its the world scale. Once its not set to 1.0 from either Steam VR, or from the g_fVRIPDMultiplier (note they work in opposite directions g_fVRIPDMultiplier down means bigger pit), the visibility of the large objects (or maybe certain objects) degrades.
I got a consistent pop in of the tanker at 6.6 miles once the world scale is not default, same no matter what it was. Zoomed I could see the tanker pop in at about 15 miles.
With world scale at 1.0 (100% SteamVR), then tanker visible at 13 miles.
But for me the world scale make my pit look like a miniature. Note i’m using the Pico, so its not related to WMR settings. My Smart scale threshold is 2miles.
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@Snake122 Thanks, I’d appreciate that. I use the A/A TCN to keep track of my distance to the tanker. Can you please post a screenshot of your in-game Graphics settings?
So I’ve turned off Override World Scale, g_fVRResolution is 1, g_fSmartScalingThreshold is 2.0. I’ve done a few tests and if I remove the radar lock on the tanker, I definitely would not “see” it in that area in space if not for the radar TD box at the ranges you guys say. Maybe at 3.5nm, maybe. 2.5nm or so would be slightly “is there something there?”
@Snake122 @Fish44 are you guys getting this tally with some sort of VR zoom or just the regular FOV?
@Zapper said in VR Settings check please!:
@Atlas head not moving fore/aft in 'pit means you need to clear environment in HMD settings.
Not just that but it seems that the G2 needs a certain level of light in order to move laterally reliably. I used to game in a dark-ish room (55" main screen and 2x 24" touchscreens still give off a bit of light) but now I have the room lights on when I fly in VR.
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@Fish44 thanks for the confirmation. While I can’t confirm for the Pico 4 and some other headsets, I would say I feel this way strongly about the G2, Quest 2, and Pimax 8K X (when the later is on the right settings).
Now I can also believe it’s a thing because I know the 8K X on the wrong large FOV settings scale what I believe to be what most people would call too big, cockpit features much larger than normal. But I can also see could call that too small in the perspective of I feel tiny because everything is too big. It does seem when most people talk about BMs cockpit being “tiny” and then talk about the legs being small, etc. that they mean the opposite of what I experience in the 8K X with bad settings, so this may be all be tied to an aspect ratio issue scaling because that is the extreme in that case.
However, I would also throw out that I thing that the default FOV of both BMS and DCS and possibly others make the F-16 (and others) cockpits feel bigger than they actually are. This makes sense in the transitioning of dimensions to a flat screen and the idea of readability. Also a bit of a perspective shift when you have a relatively narrow FOV 2d monitor, you are used to a HUD or MFD taking up a lot of screen space. In real life of one of the things that struck me the first couple times I sat in a Viper cockpit was how small the MFDs are and how narrow the HUD is. VR drops you into a 3D, wider FOV than most have experienced.
I would even say that I think the default head position in DCS F-16 is a little close, but not as bad as my limited experiments with 125% override scale. But you can even see the cockpit scaling to an extent there with the 2D cockpit features seeming to be larger than the VR if you take the time to notice. I only use DCS just because it has had the longer VR existence and I know people play with the IPD there.
While all 3 headsets are a little different in scaling I’ll admit, they are all closer in my experience to real life at 100% than 125%. If anyone wants me to check, I also have a Rift S and HTC Vive in storage.
I can check this because with my look under mod, I can basically put my VR MFD right above my physical TM MFDs and see the size difference, which there is not much at 100%. I would also point out this is one of the things that makes the RL MFDs look even smaller because they are not at traditional desk keyboard distance but pretty much fully extended arm’s length with your head tilted back from your shoulder some even due to the seat recline.
I only get on this soapbox because if I have to pick between realistic cockpit sizing and scaling, I know what so personally prefer. The larger cockpit scaling also throws off me trying to find things by feel in my home cockpit, even though it admittedly is not 1:1. But hopefully the BMS team can find the solution for those of you that like a larger than realistic IMO.
@Atlas will do with my settings, but I’ll probably be away from my computer tonight. Also you may look at getting a IR Flood light. I’ve seen that sold as a Quest 2 accessory, but would imagine it works for a G2 too
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@Snake122 Thanks for the detailed explanation, and I can see its a complex issue to get right to everyone’s satisfaction. Its no surprise that steam VR and MSFS has a setting to try and fix this for different headsets and peoples preferences. but the world scale in most of these games is very local. For the flights sims there more stuff impacted.
I’ve no issue with not being able to see the tanker until 15 miles zoomed, I was just confirming your suspicion. I’ve been using the Pico at the 120% world size, for a couple of weeks, without issue, in fact its quite amazing what BMS have done. Actually had a real blast with ACM against an f4 which I could see easily from nearly 10miles, like what I would have dreamed about 30years ago. Smooooooth and intuitive. However if I find the scaling has an impact on the accuracy of the gun, then that would be a good reason for me to do a reset.
My cue for how big the pit looks is the comparison with my hands and the throttle and stick as I have a cougar, from a position of where I feel my head should be, and same setting works for both my HP VR1000 and Pico. But its purely my preference
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More testing:
- 100% resolution per eye
- g_fVRResolution 1.3
- g_fSmartScalingThreshold 2.0
Speck visible and could be noticed without TD box at around 3.5nm from tanker. Definitely no more detail than that. I’m getting jealous now with you guys spotting at 10nm or more