=EXPEND=Tripwire Posted August 13, 2018 Posted August 13, 2018 So my SteamVR beta updated last night with the new reprojection method/forced settings. Keen to see what others with SteamVR headsets (Vive/Odyssey) think of the changes? Im noticing that its spending much more time down in full re-projection now rather than async that it was in prior. Framerates locked in 45 for seconds at a time. It seems to have smoothed out some of what little stutters there were when bouncing from 90fps to just below - but im not convinced. I think because this game has moments of serious frame latency - it gets knocked back to a solid 45 much more frequently.
JonRedcorn Posted August 13, 2018 Posted August 13, 2018 I've gone back to headtracking till I can upgrade my GPU, this 1070 just isn't good enough to run the game at the settings and resolution I'd like right now. If I had a 1080ti I'd probably be satisfied, but I am just waiting till the new cards come out. We aren't getting new headsets for a long while yet either which is disappointing. I'll need to check the update out, I always ran ASW off anyways, 45fps caused planes and whatnot to "trail" or streak, making identification almost impossible. I don't know if ASW fixes that but I never checked.
dburne Posted August 13, 2018 Posted August 13, 2018 1 hour ago, 15th_JonRedcorn said: I've gone back to headtracking till I can upgrade my GPU, this 1070 just isn't good enough to run the game at the settings and resolution I'd like right now. If I had a 1080ti I'd probably be satisfied, but I am just waiting till the new cards come out. We aren't getting new headsets for a long while yet either which is disappointing. I'll need to check the update out, I always ran ASW off anyways, 45fps caused planes and whatnot to "trail" or streak, making identification almost impossible. I don't know if ASW fixes that but I never checked. That is interesting, I always found the opposite. ASW on caused the planes to trail/steak as they went by, ASW off for me they do not exhibit this behavior - at least not much noticeable to me if they do.
JonRedcorn Posted August 14, 2018 Posted August 14, 2018 2 hours ago, dburne said: That is interesting, I always found the opposite. ASW on caused the planes to trail/steak as they went by, ASW off for me they do not exhibit this behavior - at least not much noticeable to me if they do. That's what I meant! hahaha
=X51=VC_ Posted August 15, 2018 Posted August 15, 2018 I didn't notice Steam doing any updates but I've also seen a bit of stuttering just when looking around even with FPS in the 70-80 range. What do you get if you un-tick all the reprojection options in SteamVR? Even more stutter if you can't maintain 90 FPS?
=EXPEND=Tripwire Posted August 15, 2018 Author Posted August 15, 2018 SteamVR beta has updated 2 times in 3 days. Maybe your have not opted into the beta branch? Turning off all reprojection and running less than 90fps would be nauseating, similar to running less than 45fps.
JonRedcorn Posted August 15, 2018 Posted August 15, 2018 7 hours ago, =EXPEND=Tripwire said: SteamVR beta has updated 2 times in 3 days. Maybe your have not opted into the beta branch? Turning off all reprojection and running less than 90fps would be nauseating, similar to running less than 45fps. That's how I was playing, caused no issues for me.
=X51=VC_ Posted August 16, 2018 Posted August 16, 2018 Yup sorry, I didn't tick beta so that doesn't apply. Anyway I tried with always on reprojection and it was a slideshow so no go there. I'll stop derailing the thread now.
=EXPEND=Tripwire Posted August 19, 2018 Author Posted August 19, 2018 No one else with a HTC Vive running SteamVR beta?
=EXPEND=Tripwire Posted August 21, 2018 Author Posted August 21, 2018 Ok, so from my experience, there is a significant drop in reported FPS due to SteamVR staying in reprojection mode almost constantly. This is most noticeable in multiplayer. Due to the fact the game seems to have a high rate of intermittent late frames, the new SteamVR algorithm is pushing the headset back down to full re-projection. There are going to be a lot of Vive users that are going to notice this change when it moves to the mainstream - which it is currently planned to happen in a few weeks time.
=EXPEND=Tripwire Posted August 28, 2018 Author Posted August 28, 2018 Latest SteamVR beta update has improved reprojection in IL2 significantly for me compared to the last two betas. Its now not always stuck on full re-projection.
JonRedcorn Posted August 28, 2018 Posted August 28, 2018 Is the reprojection thing where it holds the frames at 45? I am not very informed on what all these words mean.
=EXPEND=Tripwire Posted August 28, 2018 Author Posted August 28, 2018 Yes. The game has not rendered a new frame in time, so the headset reprojects an old frame to avoid stutter and maintain 90hz
Wraithzlt Posted August 29, 2018 Posted August 29, 2018 On 8/20/2018 at 5:26 AM, =EXPEND=Tripwire said: No one else with a HTC Vive running SteamVR beta? I'll try Steam VR beta tonight with my vive and see how it feels to me and then post back.
Wraithzlt Posted August 30, 2018 Posted August 30, 2018 I tried the beta last night. I noticed it was reprojecting alot and causing blurring/ghosting of other planes. The same in-game graphic settings gave me a smoother experience in non-beta. However when there were the odd stutters it was more noticable.
WIS-Redcoat Posted September 3, 2018 Posted September 3, 2018 Whats the word on this? Do I turn off "always on Reprojection" or should I leave it on and find other ways to increase frames?
=EXPEND=Tripwire Posted September 3, 2018 Author Posted September 3, 2018 Well relating to this particular thread, you wont have a choice once the current beta moves to stable. The options are removed. If you are still on stable, best settings is hard to say without understanding your current frames. Personally I found using only async reprojection produced the best result. New beta transitions between all of the different re-projection methods depending on a sample of your recent frame-times.
dburne Posted September 3, 2018 Posted September 3, 2018 Hmm I so wish 1CGS could offer native Oculus support...
=EXPEND=Tripwire Posted September 4, 2018 Author Posted September 4, 2018 Yeah you've been carrying on about that for a long time. I personally think they made the right choice with implementing SteamVR, the extra advantages you are going to see vs the time to build in support for a whole VR API for a single vendor I don't believe would have been time well spent. We have many other VR related bugs (and missing features) that need sorting first. Anyway. This is the wrong thread to talk about Oculus. It's about SteamVR reprojection, unless it's forced on you with the new beta as well. Have you tested? 1
Wraithzlt Posted October 13, 2018 Posted October 13, 2018 On 9/4/2018 at 4:05 AM, WIS-Redcoat said: Whats the word on this? Do I turn off "always on Reprojection" or should I leave it on and find other ways to increase frames? The Steam VR has now implemented this beta as the main version now. I have found that the 'Always on reprojection' ONLY (no interleaved or async) is the best and smoothest IL2 performance I have had EVER with my Vive HMD. This was a surprise to me but I'm super happy I found it today!
VuIture Posted October 13, 2018 Posted October 13, 2018 1 hour ago, Wraithzlt said: The Steam VR has now implemented this beta as the main version now. I have found that the 'Always on reprojection' ONLY (no interleaved or async) is the best and smoothest IL2 performance I have had EVER with my Vive HMD. This was a surprise to me but I'm super happy I found it today! Glad im not the only one that noticed this. I struggled with the new update till I randomly tried away on. Async repro is garbage now.
Alonzo Posted October 13, 2018 Posted October 13, 2018 8 hours ago, Wraithzlt said: The Steam VR has now implemented this beta as the main version now. I have found that the 'Always on reprojection' ONLY (no interleaved or async) is the best and smoothest IL2 performance I have had EVER with my Vive HMD. This was a surprise to me but I'm super happy I found it today! How does it look for situations where people (above in thread) complain about 'streaking' planes? For example, in a head on merge turning to watch the bandit and having him fly across your field of view - how does it look?
ironk79 Posted October 13, 2018 Posted October 13, 2018 i had good results with the interleved reprojection on my gtx970. gave me a slight performance improvment, thus flying in at 90fps most of the time at low/mid settings. No trouble with artifacts or double image planes that Alonzo describes and that that "Always on reprojection" introduces. ASW makes quite a smooth expierience, but the artifacts and an double images arent tolerable for me in flight sim, may work good in other (slower) VR games, but havent tried yet.
Wraithzlt Posted October 13, 2018 Posted October 13, 2018 Remember in using a VIVE so this probably won't be any use to Rift users. It took all of 5 minutes for me to test the different settings so it wouldn't hurt to try. I'm not seeing any 'ghosting or streaking' of planes in combat (offline or online) with 'always on repro'. It will still stutter if you are pushing your settings too high ofcourse . Interleaved used to be the worst for ghosting and Async now shows stuttering even at high fps when it used to be ok.
dburne Posted October 13, 2018 Posted October 13, 2018 2 hours ago, ironk79 said: i had good results with the interleved reprojection on my gtx970. gave me a slight performance improvment, thus flying in at 90fps most of the time at low/mid settings. No trouble with artifacts or double image planes that Alonzo describes and that that "Always on reprojection" introduces. ASW makes quite a smooth expierience, but the artifacts and an double images arent tolerable for me in flight sim, may work good in other (slower) VR games, but havent tried yet. Oculus is also working on ASW 2 which from what I understand may get rid of those anomalies as well. No timeline mentioned yet that I have seen.
VuIture Posted October 13, 2018 Posted October 13, 2018 28 minutes ago, Wraithzlt said: Remember in using a VIVE so this probably won't be any use to Rift users. It took all of 5 minutes for me to test the different settings so it wouldn't hurt to try. I'm not seeing any 'ghosting or streaking' of planes in combat (offline or online) with 'always on repro'. It will still stutter if you are pushing your settings too high ofcourse . Interleaved used to be the worst for ghosting and Async now shows stuttering even at high fps when it used to be ok. With always on only im getting uncontrollable stutter in demanding situations other then that its the best performer lol. Aysnc repro only has caused steamvr to crash 10+ times on me since the forced beta. I use to see ghosting no matter what the settings as soon as I went over 150% SS before the forced beta. Now I can go to 300% SS with the vive pro before I start to see it. Hopefully they give us the old stable non beta back or fix what evers wrong soon.
Wraithzlt Posted October 13, 2018 Posted October 13, 2018 Megla im only using <140% SS in steamvr. Balanced preset, med shadows, no AA, high clouds, 2x land, blurred land filter, 70km horizon, sharpen and 4k textures. I'm not pushing heavy settings as I'm not so worried how it looks, more how smooth it is in online combat. Btw I'm only on gen1 Vive. In the last updates of IL 2 and steamvr smoothness had chopped right up even on lower settings. I'm quite disappointed this. Thankfully the Always on repro has smoothed it right out in all situations for me.
VuIture Posted October 14, 2018 Posted October 14, 2018 Wraithzlt im 100% about the smoothness as well and could care less about gfx detail. Low presets 2x aa , med clouds. startconfig draw distance 0.10000, gamma .60 and grass 1.0000 During my troubleshooting I try my OG vive for the first time in 6 months. The only thing I noticed is that YOU NEED TO GET THE PRO or something equivalent. There was no difference in performance but the image is at least twice as good. Another thing is SS can go much higher then recommend with no loss. Steam recommends 1.4 for my pro 2.5 for my OG. I can go twice that without issues. The main bottleneck is either steamvr or cpu or both. I always was afraid to crank up the SS do to possible performance loss but thats not the case. Regardless im equally disappointing with the updates an about to go back to the monitor for now. If you figure out a work around please let me know cuz ive tried everything at this point. 1
Wraithzlt Posted October 17, 2018 Posted October 17, 2018 Well i was a bit hasty on my praise of the "always on reprojection". It is great single player for me but not good on the Kuban map in online servers when in heavy situations. ? On 10/14/2018 at 10:46 AM, JV44_Megla said: With always on only im getting uncontrollable stutter in demanding situations other then that its the best performer lol. This is my experience too now that i have have used it in more maps/situations.
VuIture Posted October 18, 2018 Posted October 18, 2018 Exactly. Wasnt till I got on a kuban map on wings before I noticed how bad it was. Had to land imminently and turn asnyc back on. Had so much hope too cuz I had a solid 90fps up till then. Seems like using the oldest driver you can and using the hotfix version of Steamvr is the best its going to be for the foreseeable future. Performance is still ok at best with async repro on enabled. Just tried the update with the motion smoothing etc. Seems like its no different the just have Always On only or at least thats the case for me. Maybe even worse then taken into account I didnt even make it online before I was getting the crash stutter and massive random frame drops. At this point I want to say this month alone I spent 50% of my time trying to get the game to run right in vr and my 90fps. 50% of my time trying to play online without it crashing. 100% of my time realizing streamvr is a dumpster fire with no hope insight.
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