peregrine7 Posted April 13, 2017 Posted April 13, 2017 (edited) I thought I'd make a guide on improving your VR experience - I will update this post with suggestions from the community. Feel free to share your thoughts on graphics settings, vr setups and so on. 3rd Party Tools RIFT: Open Composite provides far better (smoother) framerates than running through steamVR. However it does not provide the ability to disable advanced supersampling. Image clarity is slightly worse. Rift specific Tips Whilst the Rift will work fine with sensor errors, CPU usage may be as much as 10x greater when issues are occurring. If possible, find a USB combination that allows the sensors to run without errors. Graphics and Visibility In General we are mainly limited by CPU power, in particular single thread performance, bear this in mind if you're buying PC components Passmark has a benchmark of CPU single thread performance, be sure that your CPU scores well here. It's still worth checking the CPU's regular score as well. Last note regarding CPUs, overclocking is a great way to improve single thread performance. Overclock safely, make sure your temps are ok and your system is stable though or else you'll end up going backwards. a "k" after the number designates an intel chip that can be overclocked so go for those. There are two opposing methods of setting up graphics options - Do you want to be as competitive as possible, or do you want the game to look pretty and perform well? Always target 45fps or more, less is not acceptable. FPS monitor can be brought up with [backspace], however it causes an FPS hit! If you are setting up to be competitive - Best spotting and FPS Spoiler SteamVR - Video Manual Override: On SteamVR - Video Game Resolution: 100% // Lower = better spotting. 1.0x resolution @ ~100% In Game - Game : 20km In Game - Graphics Resolution: 1280x720 // Only changes how it looks on the monitor, lower = marginal performance gain In Game - Graphics General Setting: Balanced In Game - Graphics Shadows: Low In Game - Graphics Mirrors: Simple //Having them on will save your neck! In Game - Graphics Distant Landscape Detail: Normal In Game - Graphics Horizon Draw Distance: Either 40 or 70km // Better spotting at 40km, better feeling of orientation at 70km. In Game - Graphics Landscape Filter: Blurry In Game - Graphics Clouds Quality: High // Try High first, FPS greatly improved on Medium but spotting is harder In Game - Graphics SSAO: OFF In Game - Graphics HDR: OFF/ON* // Off is usually better - ON adds contrast but bloom must be turned off. Game/data/Startup.cfg Bloom: OFF* (0) // Removes the bloom that comes with HDR ON - set startup.cfg to read only In Game - Graphics Sharpen: ON In Game - Graphics Use 4k Textures: ON // Less stutter with setting ON - nil performance impact In Game - Graphics Antialiasing:0x //Makes game much more blurry - if you want less jaggies use pixel density. In Game - Graphics Gamma: 1.0 // 0.8 Sometimes gives better spotting, but not always DISABLE HUD WITH "H" for more FPS if you go below 45 * HDR adds contrast, good for spotting. Also introduces bloom (terrible for spotting, negates all benefits from HDR). Bloom can be disabled in startup.cfg, save and set startup.cfg to read only after making the changes. Altering any settings in game (including gamma, audio, not including keymapping) will turn the bloom back on. Whereas if you want the game to look good and still get good performance Spoiler SteamVR - Video Manual Override: On SteamVR - Video Game Resolution: 100%-170% // Lower = Better spotting. In Game - Game : 50km In Game - Graphics Resolution: 1280x720 // Only changes how it looks on the monitor, lower = marginal performance gain In Game - Graphics General Setting: Balanced/High In Game - Graphics Shadows: Low In Game - Graphics Mirrors: Simple //Having them on will save your neck! In Game - Graphics Distant Landscape Detail: X2 In Game - Graphics Horizon Draw Distance: 70km In Game - Graphics Landscape Filter: Off In Game - Graphics Clouds Quality: High // Try High first, FPS greatly improved on Medium but spotting is harder In Game - Graphics SSAO: OFF In Game - Graphics HDR: OFF/ON* // ON = More contrast, better spotting, turns on bloom (boo, hiss) Game/data/Startup.cfg Bloom: OFF* (0) // Removes the bloom - save and set startup.cfg to read only In Game - Graphics Sharpen: OFF In Game - Graphics Use 4k Textures: ON // Less stutter with setting ON - nil performance impact In Game - Graphics Antialiasing: If SteamVR Res = 66% 2x, if >66% Off //Don't double up SS and AA - huge performance impact In Game - Graphics Gamma: 0.9/1.0 DISABLE HUD WITH "H" for more FPS if you go below 45 * HDR's current implementation is bad for spotting. If you do wish to have it enabled make sure bloom is disabled in the config file. Lastly, spotting contacts in clouds (whether in VR or on a monitor) is buggy. If you set the general graphics setting to high and cloud setting to high then the effect becomes drastically less noticeable A note on startup.cfg ({game}/data/startup.cfg) A few of the settings in startup.cfg look very appealing, specifically the ability to fine set resolution and IPD (and therefore worldscale). It is worth noting that OR_width, OR_height, OR_IPD are nonfunctional regardless of the file being set as read-only. SteamVR overrules any changes to these settings. I hope this helps -> If you find anything else useful please post it below. I will update this post with more useful information as it becomes available. Updated: 09/12/20 - 3DMigoto no longer works online on many servers - removed section (the mod has also been renamed) 05/6/18 - Note about IPD, OR resolution settings in startup.cfg 16/5/18 - Graphics -> Resolution now shows correct 1.0x values for both Vive and Rift. SteamVR section removed (obsolete) 18/4/18 - Graphics -> Both -> HDR On, Bloom Off (startup.cfg), formatting 11/4/18 - Graphics -> More CPU tips, new Steamvr resolution guide. Cloud spotting tested and no difference. Rift specific enhancements updated 02/4/18 - Graphics -> Cloud spotting (untested) 01/4/18 - Split graphics into competitive and "pretty" options, added link to 3DMigoto. Cleaned up 15/4/17 - Re-arranged steamvr tweaks, added in collision boundry settings, added 3rd party tools section - terrain settings link 14/4/17 - Added resolution (in game settings) - updated anti-aliasing entry - added hud and HDR entries Edited December 8, 2020 by peregrine7 3DMigoto section removed 2 2 1 1 13
Sim Posted April 13, 2017 Posted April 13, 2017 Thanks for this, will try some of the tricks. Also worth mentioning in this guide is how to remove the chaperone effect (blue ring visible in VR) - add a new line to the same Steamvr.vrsettings file: "CollisionBoundsColorGammaA": 0
peregrine7 Posted April 13, 2017 Author Posted April 13, 2017 Thanks for this, will try some of the tricks. Also worth mentioning in this guide is how to remove the chaperone effect (blue ring visible in VR) - add a new line to the same Steamvr.vrsettings file: "CollisionBoundsColorGammaA": 0 Nice! Bit weird to have that there.
E69_Luke Posted April 13, 2017 Posted April 13, 2017 SteamVR tweaks are also working with Oculus? Tnx.
dburne Posted April 13, 2017 Posted April 13, 2017 Very nice tips! I would also note for Rift users, one can easily set Pixel Density ( SuperSampling) in the Oculus software. Can also assign it per individual game. Perhaps at some point in the future the devs will be able to add a Pixel Density setting in the game's graphics options for VR.
-IRRE-Wibration Posted April 13, 2017 Posted April 13, 2017 Which resolution do you use? The best resolution is 1200x1080 (resolution of Vive and Occlus screen) but when I try to force it in the startup.cfg it change to 640x480 when I start the game. So I use 1920x1080 but it's not very optimized...
dburne Posted April 13, 2017 Posted April 13, 2017 Which resolution do you use? The best resolution is 1200x1080 (resolution of Vive and Occlus screen) but when I try to force it in the startup.cfg it change to 640x480 when I start the game. So I use 1920x1080 but it's not very optimized... You should set your game resolution to you monitor's native resolution.
-IRRE-Wibration Posted April 13, 2017 Posted April 13, 2017 You should set your game resolution to you monitor's native resolution. But why? I don't use my monitor but my VR headset, and the resolution is 1200x1080 for the Vive and Oculus. So who care about the monitor resolution?
dburne Posted April 13, 2017 Posted April 13, 2017 But why? I don't use my monitor but my VR headset, and the resolution is 1200x1080 for the Vive and Oculus. So who care about the monitor resolution? Yeah I just saw in another thread that it was mentioned in the 2.009 release notes a suggestion to lower monitor resolution for better performance, so I will have to give that a try. I missed that in my first reading of the notes. For some reason I had been under the belief one should leave it at monitor native resolution since getting my Rift, but it does make sense one could lower it. I am definitely going to lower mine next time I fly and see if I notice any difference.
dburne Posted April 13, 2017 Posted April 13, 2017 Hmm I tried lowering the resolution, but then my mouse loses ability to move down the screen very far in the HMD.
1CGS Sneaksie Posted April 13, 2017 1CGS Posted April 13, 2017 VR Tips and Tricks Here are some tips & tricks you may already know that will help set up your VR for IL-2 (but it may be useful for other games). IL-2 Sturmovik uses Open VR interface, meaning you need to have Steam VR application installed on your PC. If you have HTC Vive, it is already installed (or you won't be able to use it in other games). However, if you have Oculus Rift, you may or may not have it installed. So, the first step would be installing Steam, logging into your Steam account and installing Steam VR from Steam store. Run Steam VR to set up your Oculus Rift there: run Room Setup. Make sure it works fine for you in Steam VR tutorial. HTC Vive users have this set up already. Run IL-2 Sturmovik. If Oculus Home and Steam VR applications are not active, it should launch them by itself. When the game loads, your HMD should be working already and you should see the VR image from one of the eye screens on your regular monitor. Oculus Home and Steam VR windows may obscure the IL-2 window on your regular monitor so minimize them and click on IL-2 Sturmovik window to return focus to it (that's how Windows works) If you launch IL-2 and VR mode doesn't kick in, make sure that Steam VR (and Oculus Home if you have Oculus Rift) are installed and configured properly, and/or launch them manually before starting the game. If VR still won't kick in, go to graphics settings of the game and check that 'Use VR HMD' option is on. While you're at it, note the new graphics options there: Sharpen and Dynamic resolution factor. Sharpen is a post process visual filter that makes everything, well, sharper. This is especially useful to increase clarity in VR so you could read your 'real' cockpit instruments better, but it gives good results if you want a crisper picture while playing on a regular monitor as well. It has little impact on the performance, so try it and see if you like the new look. Dynamic resolution factor is a new method for keeping your frames per second (FPS) steady. Its value can be set from 0.5 (half the original resolution) to 1.0 (full resolution). If you set it to 1.0, you'll be turning it off and everything will work as before. If you set it to a lower value, you're telling the game it's Ok to degrade the rendering quality to this value to keep the FPS close to the value you set in Target FPS drop-down list here. So if you set Target FPS to 144 and Dynamic resolution factor to 0.5, the game will lower the rendering quality up to 0.5 of the original resolution trying to keep that high frame rate you specified. You can experiment with these values to find out what FPS you can achieve on your PC without degrading the visual quality too much. On a regular monitor, quality degradation is more apparent than in VR HMD, so this feature is especially useful for VR. Please note, that Target FPS value is ignored in VR - it is set to HMD refresh rate (90 FPS or 45 FPS when it is lower than 90 and HMD driver automatically engages ASW if you're using Oculus and Reprojection for Vive). You can Google what these technologies do - basically, they generate new frames depending on previous ones to show you if PC performance level is insufficient to output 90 FPS. Target FPS parameter is also ignored if you use a regular monitor and check V-Sync option here - in this case it ties to your monitor refresh rate. Another settings screen, Camera settings, include another new option - Limit VR view. When it is on, your virtual head won't be able outside cockpit or inside the instruments panel. While it makes perfect sense, it may be uncomfortable in VR - when your real head continues to move (there is nothing to stop it at your home unless you go too far and hit a wall or your PC), but your virtual head in the cockpit stops because it just hit a canopy, you may have a dizzy feeling. It should be noted that other sims don't have the limited VR view at all, but in IL-2 you can turn this on or off. This option will be ignored (the view will be limited) if Allow spectators option is turned off in difficulty settings (for example, on Expert difficulty multiplayer servers) to prevent cheating. Now, there are special commands in Camera controls that you'll be using a lot in VR. First one is Default VR view - you can use it to set up a default view. If you're off to the side in the cockpit, look straight in front of view and press this button (Numpad 5 by default) - you'll be positioned in the center behind the gunsight. Another command is VR camera zoom (hold). This is a special zoom button for VR, press and hold this button and you'll get 2X magnification to spot distant objects. It may cause nausea if you keep the button pressed and turn your head, beware. Another tip we can give you to improve the performance is turning the in-game HUD off (H key). VR provides unique ability to read 'real' cockpit instruments at a glance, so try to use it! It can give you a huge performance boost, especially in complex missions with many objects. With HUD turned off, you can still see object markers (press I key to turn them on). Setting the resolution in game settings to a low setting like 1024x768 or even less may significantly improve your performance in VR (VR resolution is fixed and won't change, but the game will spend less time drawing its window on the monitor). When you look down in the cockpit, you'll see a blue ring. This is Steam VR safety feature called chaperone boundaries so we can't turn it off in the game. You can turn it by editing a certain file on your PC (maybe it will be made easier in the future), Google 'turn off chaperone boundaries'. Some of our beta testers complained that they see some objects (for example, gunsight reticle) in double vision. There can be several reasons for it, so here are what you can do if you experience this: 1) First of all, make sure your inter-pupil distance is set up correctly. Its control is located on the right of your HMD. Adjust it so the on-screen tip shows your inter-pupil distance correctly (you know its value if you use glasses). 2) Second, understand that playing in VR is completely different to playing on a regular flat screen, even if you're accustomed to Track IR or Freetrack. Objects have different depths, you can focus either on close objects or on distant ones, like in real life. If you focus on the cockpit elements or gunsight body, its reticle will be in double vision as well as a target you're trying to hit (collimator reticle is a virtual distant object). When you're aiming at an enemy aircraft or ground vehicle, focus your eyes on it, then the reticle should be in focus as well (but your canopy and gunsight body will be in a double vision like they will be in such situation in the real life). 3) Third, position your head correctly - your dominant eye should be behind the reticle. You can do this naturally just by moving your head in VR. 3) Fourth, this is a highly subjective issue. Some of the users (and us developers) don't have any problems while using an aiming sight, some resolved them when they accustomed to playing a sim in VR and for some nothing we could adjust helped. This is a highly specialized problem for VR genre - in a usual VR game the developers keep the user from this issue by avoiding situations when you have very close and distant objects at once, but this is impossible in a combat flight sim where a pilot constantly needs to switch focus from close instruments to distant targets. If you have this problem no matter what, it may be best to close one eye and aim with your dominant eye only. You'll lose stereo perception so it isn't ideal, but many people aim their guns this way and do fine. We spent much time to implement the VR support. We hope you'll like the result and the new immersion level it gives to virtual pilots! See you in the sky! 11 2 13
1PL-Husar-1Esk Posted April 13, 2017 Posted April 13, 2017 Thanks, btw i noticed 3dhud option in graphics section of startup.cfg what is for?
1CGS Sneaksie Posted April 13, 2017 1CGS Posted April 13, 2017 It turns on VR-like HUD without VR goggles.
HunDread Posted April 13, 2017 Posted April 13, 2017 When I launch SteamVR (and nothing else) the CPU usage goes up to around 40% GPU usage to 90%+. What kind of bug is this? Is there a fix? I have an oculus, never used steamvr until 2 days ago. CPU: 4790K GPU:GTX1070 Thanks
Beazil Posted April 13, 2017 Posted April 13, 2017 Thank you Sneaksie! I will try these settings out and report back in this thread. S!
HagarTheHorrible Posted April 13, 2017 Posted April 13, 2017 Thanks for this, will try some of the tricks. Also worth mentioning in this guide is how to remove the chaperone effect (blue ring visible in VR) - add a new line to the same Steamvr.vrsettings file: "CollisionBoundsColorGammaA": 0 Worked yesterday, but not today for some reason. It's there in the VR settings file but doesn't do anything.
mrvile Posted April 13, 2017 Posted April 13, 2017 Hmm I tried lowering the resolution, but then my mouse loses ability to move down the screen very far in the HMD. Same. I set the resolution to the lowest setting and suddenly I couldn't use my cursor except for a small portion of my HMD. Couldn't use most of the menu or even exit the game (exit button was below where my cursor would work). I'm leaving it at native resolution for now.
peregrine7 Posted April 14, 2017 Author Posted April 14, 2017 (edited) You should set your game resolution to you monitor's native resolution. Even if the resolution in the in-game graphics menu is altered the resolution on the monitor (when running in VR mode) will be defined by steamvr. In my case this is 960x540. Turn this up to 960x1080 (I think, double checking now) to get "full resolution" mirror output, if you're recording videos etc. EDIT: So it seems the game resolution is overriding that. Odd. Set it to anything higher than 800x600 (which will restrict mouse movement when logging in - but will be fine once you hit the main menu). Going from 1920x1080 to 800x600 netted me about 10-15% extra fps. Adding that to the post. I should also note that changing resolution should never impact the resolution you see in VR. The resolution in the headset will always be full res. This is why external supersampling (like Nvidia's DSR) will not work in VR. Edited April 14, 2017 by peregrine7
1PL-Husar-1Esk Posted April 14, 2017 Posted April 14, 2017 Without AA in VR game looks terrible jagged.
SevenFifty Posted April 14, 2017 Posted April 14, 2017 (edited) SteamVR tweaks are also working with Oculus? Tnx. Yes, it does, even supersampling but the values are off, "renderTargetMultiplier": 1.1 gives 1.65 in Rift and 1.01 ends 1.51 in Rift. Worked yesterday, but not today for some reason. It's there in the VR settings file but doesn't do anything. I also noticed it still sometimes appears in cockpit, although is not visible most of the time. Edit: Can i move my head position forward / up in VR? Only Num5 key works for centring, all other keys for pan or free head movement have no effect. Edited April 14, 2017 by SevenFifty
peregrine7 Posted April 14, 2017 Author Posted April 14, 2017 Without AA in VR game looks terrible jagged. AA in VR will primarily blur the game. Supersample (in steamvr) to remove jaggies.
coconut Posted April 14, 2017 Posted April 14, 2017 For Oculus users, I recommend Oculus Tray Tool. Of particular interest is the ability to set super sampling (before starting SteamVR or the game), setting ASW mode (on the fly). There's also a performance HUD that helps you tweak your settings. There are several HUDs available, I use Performance. It renders two graphs, one shows the FPS, the other how much extra power you have above 90 FPS. The second number can be negative, in which case ASW is triggered (unless it's disabled). The tool is available there: https://forums.oculus.com/community/discussion/47247/oculus-traytool-supersampling-profiles-hmd-disconnect-fixes-hopefully 1
dburne Posted April 14, 2017 Posted April 14, 2017 AA in VR will primarily blur the game. Supersample (in steamvr) to remove jaggies. I have tried it, to me it just does not look near as good as with 4X AA. Even with running 1.8 SS. For Oculus users, I recommend Oculus Tray Tool. Of particular interest is the ability to set super sampling (before starting SteamVR or the game), setting ASW mode (on the fly). There's also a performance HUD that helps you tweak your settings. There are several HUDs available, I use Performance. It renders two graphs, one shows the FPS, the other how much extra power you have above 90 FPS. The second number can be negative, in which case ASW is triggered (unless it's disabled). The tool is available there: https://forums.oculus.com/community/discussion/47247/oculus-traytool-supersampling-profiles-hmd-disconnect-fixes-hopefully I heartily second that! I have been using OTT since shortly after getting my Rift in mid Jan, wonderful program and he just keeps making it better. I have a Pixel Density profile set just for BoS. I also use the Innatek PCIe powered USB 3.0 card for my Rift and Sensors, one niggle with it is that the driver for it resets power management to on with each new boot. The Tray Tool has an option to disable the power management for it on startup - works beautifully. Power Management and Rift sensors/HMD do not play well together.
Wolf8312 Posted April 14, 2017 Posted April 14, 2017 I agree. It might vary from system to system but AA makes things look a lot better for me I think, will only set it to medium and will have to see how it performs long term during a lot of action but I don't really like to turn it off. I keep SS at about 1.4. The thing I'm not sure about is how using AA or SS compares in terms of performance demand?
peregrine7 Posted April 14, 2017 Author Posted April 14, 2017 I have tried it, to me it just does not look near as good as with 4X AA. Even with running 1.8 SS. Odd, note that going above 1.5x PPDP (Or RTT) will introduce things that look like aliasing (called supersampling speckle) and performance will plummet. If you have a beefy enough PC and you really hate speckling/aliasing you can of course use AA to remove it (at the cost of some visual clarity). The sheer fact that you *can* run 1.8ss and 4xAA means you've got a good enough pc that most of this post is kinda meaningless.
TAAC_Blue Posted April 14, 2017 Posted April 14, 2017 Rift owner here. Do I need to set pixel density through both OTT and SteamVR, or is just setting it through the OTT ok? I'm curious since we need to run BoX through SteamVR, if it overides OTT settings?
Wolferl_1791 Posted April 14, 2017 Posted April 14, 2017 Worked yesterday, but not today for some reason. It's there in the VR settings file but doesn't do anything. Have you made sure to use a comma after the line? Should look something like this" "CollisionBoundsColorGammaA": 0, <-notice comma "CollisionBoundsStyle" : 4 <-notice NO comma Or, reversed, "CollisionBoundsStyle" : 4, "CollisionBoundsColorGammaA": 0 Regarding the tips, turn SSAO off, I think it's the biggest hit on performance. Also, Supersampling can be set in SteamVR (at least in the latest beta)in the Developer Settings, just scroll down. If you set it manually in the file, SteamVR must be turned off, otherwise it will just rewrite the file when you close. In any case, a SteamVR restart is required. Turning Distant Grass off also helps, as does keeping distant detail at 3x and keeping the game on High settings, instead of max. 1
coconut Posted April 14, 2017 Posted April 14, 2017 Rift owner here. Do I need to set pixel density through both OTT and SteamVR, or is just setting it through the OTT ok? I'm curious since we need to run BoX through SteamVR, if it overides OTT settings? Good question. I have manually edited steamVR's config file to remove the entry, I hope that means only OTT decides.
RustNeverSleeps Posted April 14, 2017 Posted April 14, 2017 I will also recommend rift and vive users download "advanced settings" a plugin for steamvr. This allows you to do things like remove the blue box below you (by setting opacity to 0) so that you don't have to edit the config yourself. It has a ton of useful features for steamvr.
dburne Posted April 14, 2017 Posted April 14, 2017 Rift owner here. Do I need to set pixel density through both OTT and SteamVR, or is just setting it through the OTT ok? I'm curious since we need to run BoX through SteamVR, if it overides OTT settings? You can just set it in the OTT. I have a profile for IL2.exe in the Tray Tool that sets my Pixel Density upon the game's startup. Seems to work great.
coconut Posted April 14, 2017 Posted April 14, 2017 You can set the size of the menu panel in startup.cfg (...Battle Of Stalingrad\data\startup.cfg) or_hud_rad = 1.0000 or_hud_size = 0.9 The first line controls how curvy the panel is, the lower the rounder. The second line controls the size of the panel. I wish there was a parameter for the distance too, because I feel a bit of eye strain that I think is due to crossing my eyes more than I would like. That, or it's just too much VR usage.
SakerVVS Posted April 14, 2017 Posted April 14, 2017 I'm new to steam VR, but I had success getting rid of the chaperone by selecting large room in the room setup.
hankstr Posted April 14, 2017 Posted April 14, 2017 (edited) For anyone having issues with terrible frame rate and low GPU usage, make sure you are not using the SteamVR beta. On the rift this made a huge difference. It still doesn't fully utilize my GPU for some reason, but frame rates are a lot more consistent and higher. My specs are i5 6500 @4.4ghz and GTX 1070. I can't get 90fps anywhere near the ground when graphics are set to high, sharpen is turned on, and everything else is disabled (no SS either). Gpu utilization is generally around 60% and cpu utilization is fairly low as well. Edited April 14, 2017 by hankstr
Urra Posted April 14, 2017 Posted April 14, 2017 My settings are "everything off" except sharpen. And game quality on LOW. But I use the terrain file to hijack the settings and have 10 LODs at 4096. Grass is at 0. Nicer terrain and good frame rates. Screen resolution for game is 1280×720 on the monitor. 1
TAAC_Blue Posted April 14, 2017 Posted April 14, 2017 You can just set it in the OTT. I have a profile for IL2.exe in the Tray Tool that sets my Pixel Density upon the game's startup. Seems to work great. Thanks dburne! I have a profile setup as well.
das_bubba Posted April 14, 2017 Posted April 14, 2017 This is the first VR flight sim I have used and it will be the bar that I measure all else against. Great job! Since I jumped right in, I made the mistake of not wearing the headset when entering the game and that causes lots of issues with menus and game play. Since I had put my HMD on an adjacent table which was a two feet lower then my normal HMD position, my head ended up sticking out of the cockpit when I tried a quick session. When I went to bank I felt like I was falling. A "Recenter HMD display key binding" was mentioned but for the life of me I cannot find it on any input menu? Once disconcerting thing though is that if i move forward and back or side to side the plane move with me in order to keep me centered in the cockpit I guess? I find that movement very unnatural and contributes to vertigo.
Wolf8312 Posted April 14, 2017 Posted April 14, 2017 For anyone having issues with terrible frame rate and low GPU usage, make sure you are not using the SteamVR beta. On the rift this made a huge difference. It still doesn't fully utilize my GPU for some reason, but frame rates are a lot more consistent and higher. My specs are i5 6500 @4.4ghz and GTX 1070. I can't get 90fps anywhere near the ground when graphics are set to high, sharpen is turned on, and everything else is disabled (no SS either). Gpu utilization is generally around 60% and cpu utilization is fairly low as well. Hum I'm running beta and it seems fine but maybe cause I'm on the VIVE? I never check fps counters though as they drive people mad, I just go by whether or not for me it seems fluid and for me very much so. I think someone once said something that moving SS (in steam beta) up to about 6 seemed to more fully utilize their GPU. I got SS to 1.4 AA to 4x on high graphics with everything else off GTX 980 Ti, I74770. Sharpen looks terrible for me but is better for spotting, though I just spot by shape of the AC. Does the non beta steam VR still use the exact same re-reprojection method now?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now