Panzerlang Posted March 10, 2019 Posted March 10, 2019 Ok, we got VR in IL2 and it's visually awesome. But it would be nice to have greater control/more features. To whit: IL2 has been coded to work with Steam-VR, and while it works we now know that Steam-VR is bloatware and 'hijacks' system resources that are, in many cases, the critical difference between acceptably smooth play and not on lower-spec rigs. Fortunately opencomposite works too and is better (it's a barebones app). Unfortunately the creator of OC decided to assume nobody would care much either way if the game's sounds were forced through the Rift. And neither OC nor IL2 have settings that allow the player to choose his preferred output device. Rift doesn't have comprehensive settings for any of that either. I have no doubt it would entail a bit of work to implement these things, and as we still haven't had a fix for the double monitor image I'm probably smoking a pipe, but still...can haz please?
JonRedcorn Posted March 10, 2019 Posted March 10, 2019 I think the amount of performance being used is far less than anyone realizes, I mean you can open task manager yourself and see it with your own eyes. They don't use any resources, now if there is driver level issues that's a different story, maybe optimizations could be made, thats for valve and your headset creator to figure out. In my use of opencomposite I saw no gains from dropping steam vr. 1
Panzerlang Posted March 10, 2019 Author Posted March 10, 2019 (edited) I've just discovered there's another bunch of Rift settings that are available only while in a VR (found while running the Berlin Blitz app). So my IL2 sounds are sorted. It would be so much better if these kinds of things were accessible from within the game though. Project Cars 2 would be a good benchmark to follow. Edited March 10, 2019 by Uffz-Prien
blitze Posted March 12, 2019 Posted March 12, 2019 It would be nice not to rely on Parallel Projections Compatibility to fly Il2 in VR. That would also open up some more performance from the engine in VR. It's the small things that count.
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