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Would be nice to see the up to date openvr methods and binaries used for long term VR support of all device types.
- Turn off all Motion Smoothing
- Keep in mind you'll need an incredibly powerful system to run VR in a (per eye) high resolution; e.g. 2x 4k.
- 5 years ago
Hey glad to see this being looked at.
Pimax 8KX, i9900k, 2080 Ti.
I was running Motion Smoothing but one of the earlier game patches broke it somehow - now it randomly introduces massive stutter to either sp or mp scenarios and becomes unplayable. The frame rate no longer locks at half rate and goes higher. A restart of the game can fix it and the same scenario works again. Inconsistent, but unplayable when it happens.
So I've turned it off for now, but at native 4k res I get about 50-55FPS with a mix of game settings. I hope the Motion Smoothing bug gets fixed.
Regardless it would be great to be able to turn off the Parallel Projections option to avoid the double vision and get a significant performance boost, thanks.
- 5 years ago
Thanks a great deal for looking into this for us and your other efforts!
"here is a link to the correct method for obtaining the correct view projection that would eliminate this issue: https://github.com/ValveSoftware/openvr/blob/master/headers/openvr.h#L2040 "
The fix listed above would greatly help performance wise, as well as in the other mentioned ways - like effects and double vision, scaling of the world, 3d perception, future device compatibility - as the parallel projections hack comes with a performance penalty of something like 30% on Pimax headsets and 5-15% on the Index. As you mention its hard enough to render already without that at such resolutions. That's the difference between the game running or not running in many cases, or if not the fidelity at which it can run.
Most Pimax users will have 2080 TI's upwards, I have a 3090. Most Index and Reverb G1/G2 users are also likely to have beefy systems. But the more folk who can run the game, and at higher fidelity the better.
Love the game btw, think it will long be considered a VR system seller once all this stuff is patched up. Well done.
- 5 years ago
Has 2.0 fixed parallel projections being needed?
Edit: Just tested it with "renderCameraMode" : "raw" applied to the "steamvr" section inside of Steam/config/steamvr.vrsettings on the Index. Still broken. @Straatford87 this would give Index users a 5-15% performance boost and an even bigger boost for Pimax users. The exact info from the OpenVR api is linked above.
- 5 years ago@NeroTheLemon Yeah - for us Pimax users it would be more 25 to 30% boost at Normal FOV.
Would be great to see the PP fix done. BTW, this Pimax 8K-X user is using a RTX 2080. I am awaiting release of the AMD 6800XT though and then look at my upgrade options.
I've only briefly looked at SW-Squadrons but had a blast with it in VR (or more like I was blasted). Fun anyway and has that X-Wing VS Tie Fighter nostalgia feeling about it but with way more eye candy.
- 5 years ago
So, the double frames has to do with optimization? Running it on a 3080 with everything lowest and still having the issue sounds weird then, or am I misunderstanding whats being looked at and why? :S
- 5 years ago
Thank you EA to consider our request, A NEW HOPE !
The PIMAX 5K+ has 2560x1440 per eye and a refresh rate up to 144Hz.
I can tell you that playing this game at 144Hz with a FOV of 200 is the best VR experience ever !
But the problem is that we have to activate PARALLEL PROJECTION in PITOOL and it ruins performances so graphics have to be low res to run the game smoothly.
Crossed fingers you find a solution ;-)
- 5 years ago
I totally agree with you. Let's see if EA listen to us and update the fix.
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