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Can't get BOS running in VR on HTC Vive.


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feathers632
Posted

Followed all of the steps.

 

With or_enable = 1 the exe stops immediately with no warning or error.

 

DX9 installed.

 

Someone else on steam reported the same.  I don't know anyone who has actually got it working yet.

 

 

Guest deleted@1562
Posted (edited)

BoS and BoM will not work in VR, as the engine is DX9 and Oculus dropped DX9 support in 2015.

 

Wrote that before I read the 2.002 update :rolleyes:

Edited by 1./ZG1_Wittman
feathers632
Posted

BoS and BoM will not work in VR, as the engine is DX9 and Oculus dropped DX9 support in 2015.

 

Really?

 

How do you explain this then:

 

Today, the folks at 1C released an incremental update for their popular flight/combat sim IL*2 Sturmovik. One of the key features of the update is the inclusion of Virtual Reality support via the HTC Vive. 

 

Read more: http://www.simhq.com/daily-news/il2-sturmovik-vr-ground-update.html#ixzz4CyQosDhl 

Follow us: @SimHQ on Twitter | SimHQ on Facebook

Guest deleted@1562
Posted

See edited post.

feathers632
Posted

And this is an official 

 

See edited post.

OK.

 

Odd thing is I can't find any feedback from anyone who has it running on VR so far.  

feathers632
Posted (edited)

OK well I got some information from developer on steam discussion:

 

 

Sneaksie(RUS):  Launch Steam VR and go into its settings. There, on Developers tab, is 'Disable Direct mode' button. Click it to apply extended mode. Then close Steam VR and run the game, it should display in your Vive instead of monitor.  If it doesn't, make sure or_enable is set to 1 in startup.cfg (it may revert to or_enable = 0 after a failed launch).
 
 
 
OK. Well it does start in VR with direct mode off but it's unplayable.  You can't really expect people to play it this way?  To start with you can't access the menus because the FOV is too great by default.  GUI FOV.  When I reduce that as recommended to 0.5 then when I'm in the cockpit it's very small.  I'm in a toy plane instead of lifesize.
 
So the question is how long before you implement WORKING VR?
 
I purchased this because SIMHQ said you added Vive support.  Your steam page says you added Vive support but having to switch out of direct mode in steamvr is not acceptable.
 
I invite people to try it and see what I mean.  Imagine Vorpx without the option to adjust FOV or use the image peek feature.  That's how it looks.
 
I'm going to request a steam refund unless you have some sort of ETA for fully operational direct mode Vive support.
Edited by feathers632
feathers632
Posted

"

 

There will be an update today that corrects the relative size in VR so you shouldn't experience a 'toy plane' feeling, along with other improvements.
"
=EXPEND=Tripwire
Posted

Got the same information from a support ticket.

 

Gave it a try, and sure enough, it loads rather than crashing and displays in the Vive - but that is in no way usable.

I had to take the headset off before it made me sick.   Looking up to the corner of a the cockpit had me almost cross-eyed due to the image not lining up correctly in each eye.

feathers632
Posted

Got the same information from a support ticket.

 

Gave it a try, and sure enough, it loads rather than crashing and displays in the Vive - but that is in no way usable.

I had to take the headset off before it made me sick.   Looking up to the corner of a the cockpit had me almost cross-eyed due to the image not lining up correctly in each eye.

 

Yes, precisely.  I have doubts the fix will make it playable since it will still require us to disable direct mode every time we want to use it.

 

That doesn't sound like VR support to me.

Posted

Yes, precisely.  I have doubts the fix will make it playable since it will still require us to disable direct mode every time we want to use it.

 

That doesn't sound like VR support to me.

Patch 2.002 notes said: First, we added preliminary support for HTC Vive

 

It means it`s not perfect, yet. But don`t worry, they will fix it. Wait for the patch and see how it works out.

vladimusmaximus
Posted

Managed to get it to load but yes like someone else has said it's basically an unplayable quick test at this point. Menu is too close, mouse is buggy. No way as far as I can tell to center yourself in the seat/view. The current implementation seems very strange, its not 1:1 movement but acting almost like a Track IR or something where your full movements only have slight effects in game, (very disorienting). Also the scale is completely off; everything seems tiny, including your plane and seat. 

feathers632
Posted

I don't know how they can call it preliminary support?

 

1: It forces you to disable direct-mode on the Vive which means it's back to the bad old days when Oculus lacked direct mode and you had to close one eye to navigate huge desktop and menus.

2: The game menu is in 2d and you can't see it all on the vive.

3: When you get into the cockpit the scale is correct and the 3d looks amazing. The cockpit looks amazing... it's UNPLAYABLE because even with AA turned off the FPS and judder are severe on my GTX 1070 @ 2033mhz.

 

To put that in perspective... I can run DCS world in VR with 2 x AA and 3 x supersampling!

 

I really don't know why they would announce on steam and simHQ they have VR support at this stage.

71st_AH_Hooves
Posted

Yes, VR support is in and has a long way to go, but I will say, Its far better visually than I thought it would be compared to DCS, but it for certain lacks the UX to be usable for more than a few minutes at a time.  but GOOD WORK DEVS and Keep developing its so immersive!!!  I am looking forward to a few patches from now being able to spend an entire sortie or two in VR with no ill affects!!!

 

Hooves

  • 3 weeks later...
71st_AH_Hooves
Posted (edited)

SO I tried it out in MP last night and I even got a partial kill!!! 
 
 Today after I have tweaked a few settings I get this D3DERR_DEVICELOST  error message, I had it last night too, but had forgotten to turn off Track IR, after killing that app, VR started up fine.  Now, making sure none of the other stuff is running, I get the same error but cant find a way around it.

 

EDIT:  Just restarted my PC, tried again and it worked.  Though performance is so laggy on the ground that its kind of a vomit comet.

Edited by Hooves
=EXPEND=Tripwire
Posted

SO I tried it out in MP last night and I even got a partial kill!!!

I'm impressed. Do you get that head movement input lag up high too? You must have needed a long break afterwards?

 

The quality of the cockpit is amazing in VR.

chiliwili69
Posted

In the Question for developers Jason said that Rift and Vive will need DX11 for complete support.

 

I didn´t know that Vive needed DX11 for "complete support" in BOS.

 

That´s mean that, if the Producers decide to make the DX upgrade, it will take a lot of work and time to have complete support of Vive. 

 

I think that in DCS the DX upgrade took about one year, (I really don´t know how much time it will take for BOS), so for the ones who prefer sims in VR it could be better to go to other sims that support VR.

Posted

 

 

I think that in DCS the DX upgrade took about one year, 

 

I think it was considerably longer than that  ;)

 

Cheers Dakpilot

  • 5 months later...
Posted

Does anyone have a solution for: D3DERR_DEVICELOST error?

  • 6 months later...
vladimusmaximus
Posted

I'm having a LOT of trouble running it, it most often will quit just as launching!! Now with Thrustmaster Target happens 100% of the time :/

  • 2 years later...
Posted

hello i installed HTC vive  but in both steam vr or in game vr the bar sticks at the beginning and just says loading . can someone help pls .

 

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