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Posted (edited)

If Jason can get the team to implement this, I will buy a rift s and crank up those settings. I will say though, I've been flying a lot with head tracking with no deadzones or any low speed zones and getting quite good at it. It's almost as fun flying on the ultrawide mainly due to the beautiful graphics and crystal clear image.

Edited by JonRedcorn
  • Upvote 1
Jackrabbit710
Posted

Has this been implemented yet? Would work so well

Posted
23 hours ago, Jackrabbit710 said:

Has this been implemented yet? Would work so well

 

Not yet. It would have to be pushed in an update. 


And we have no idea if it is an easy fix or a huge undertaking to implement.

Posted

Apparently ASW 2.0 works only if developers "expose depth information", whatever that may mean.


https://www.oculus.com/blog/introduc...lower-latency/

 

Quote:
ASW 2.0 asks developers to expose depth information. With the Rift system interface Dash, the Oculus PC runtime already uses PTW to smooth performance, blending the Dash interface over an app’s depth-composition layers. As such, most Rift apps on the Oculus Store built on Unreal Engine 4 and Unity already provide the depth information required to make ASW 2.0 work. As more apps provide this information, ASW 2.0 support will become increasingly ubiquitous.
chiliwili69
Posted

With the number of new headseats out there I doubt Devs can afford time to an specific technology of one headset (or two).

 

Perhaps with more mass adoption this will be a priority.

Posted
16 hours ago, Nibbio said:

Apparently ASW 2.0 works only if developers "expose depth information", whatever that may mean.

ASW 1.0 also needs depth information but il-2 dont provide it and has prop issues with asw enabled.

Posted
On 4/7/2019 at 10:08 PM, TUS_Samuel said:

ASW 1.0 also needs depth information but il-2 dont provide it and has prop issues with asw enabled.

 

How do you know IL2 doesn't provide depth information? (I'm not being argumentative, I'm curious, it's a big question of course).

Posted (edited)

Oculus posted this morning over on the Oculus Forums to help clarify ASW 2:

 

<<<Jumping in to shed a little additional light on ASW 2.0 for you all. ASW 2.0 functionality is enabled for all Rift users at this time - it is not dependent on a specific software version. We called out four apps in our blog post that currently utilize ASW 2.0 (Oculus Medium, Robo Recall, Red Matter, and Oculus Home / Dash). It is ultimately up individual developers as to whether or not they flip the switch for their app, but we're encouraging more devs to utilize the tech every day. As to the question of "how do I know if it's working," the best way to know if a game is using ASW 2.0 is to have the game open and then hit the Oculus button to bring up Dash. If the game or app stays rendered behind Dash, it's utilizing ASW 2.0. If you get the big white / grey grid instead, it is not. You should see an overall smoother experience with less reprojection artifacts in ASW 2.0 apps. I hope this information is helpful!>>>

 

https://forums.oculusvr.com/community/discussion/comment/672118/#Comment_672118

Edited by dburne
Posted

Let's hope 1C gets on it sooner rather than later. :)

  • Upvote 1
Posted
1 hour ago, Jackrabbit710 said:

Any news?


Easy there tiger, holding your breath on this ain't recommended. Lol.

Jackrabbit710
Posted

It would really be a shame not to use it, DCS has had a VR performance improvement as well as ASW 2.0 working. It’s meant to be great!

Posted
57 minutes ago, Jackrabbit710 said:

It would really be a shame not to use it, DCS has had a VR performance improvement as well as ASW 2.0 working. It’s meant to be great!

DCS has asw 2.0 working?

SCG_Fenris_Wolf
Posted

Yeah.

 

IL-2 is losing the tech race. Go go go IL-2.

 

You need to keep up, at least. Reputation!

Posted
On 4/19/2019 at 8:05 PM, JonRedcorn said:

DCS has asw 2.0 working?

 

Not that I am aware of. They are working on a VR performance improvement, but are not done with that yet either.

They have a ways to go to catch up with the VR performance of IL-2.

  • Like 1
  • 1 year later...
Posted
On 4/5/2019 at 3:33 AM, JonRedcorn said:

If Jason can get the team to implement this,

I have no understanding for the fact that ASW 2.0 is obviously not yet implemented.

Posted
1 hour ago, Blue_Bear said:

I have no understanding for the fact that ASW 2.0 is obviously not yet implemented.

 

Please see my other responses to your other posts!!!!!

Posted
14 hours ago, Blue_Bear said:

I have no understanding for the fact that ASW 2.0 is obviously not yet implemented.

 

ASW wird von der Oculus Software bereitgestellt. Solange das Spiel einen Tiefenpuffer bietet, funktioniert ASW 2.0.

IL2 macht das. Daher ist ASW 2.0 aktiviert.

firdimigdi
Posted (edited)

I've seen no indication that ASW is not working. Even says so on the Oculus debug overlay. AFAIK it's ASW 2.0 as the runtime does not offer ab alternative.

Edited by Firdimigdi
Posted

I have replaced StemVR by OpenComposite. Now ASW 2.0 also works for me.

Posted (edited)
9 minutes ago, Blue_Bear said:

I have replaced StemVR by OpenComposite. Now ASW 2.0 also works for me.

 

Are you sure? I thought ASW 2 required forward rendering, and IL-2 changed to deferred rendering on the last update.

I personally have not checked it myself, but how you can tell is:

Launch the game in VR.

Whilst in the game, bring up the Oculus Dash panel ( should be long press on the Oculus Button).

If the game is still rendered when the Dash Panel is displayed, then it is using ASW 2.

If the game fades out to gray and only Dash Belt is displayed, then it is using ASW 1.

 

I would check now myself but have put my gear up for the evening.

 

Edited by dburne
Posted

Ok checked myself yesterday, yes ASW 2 is still working with IL-2 GB.

  • 3 months later...
Posted
On 5/31/2020 at 5:44 AM, dburne said:

Ok checked myself yesterday, yes ASW 2 is still working with IL-2 GB.

Hello, sorry to reactivate this thread, but even in late September I'm having stuttering issues. I bought the game through steam, so as far as I'm aware, I have to use SteamVR to run the game. Is OpenComposite able to replace SteamVR in this scenerio?

 

As far as I'm aware, when I press the Oculus button, the game does not stay rendered but instead shows my surroundings via Passthrough, but I'm not totally sure if that's due to a setting or because ASW  isn't working as intended. Can anyone weigh in on this?

Posted
3 hours ago, Johann262 said:

Is OpenComposite able to replace SteamVR in this scenerio?

 

Yes.

 

3 hours ago, Johann262 said:

the game does not stay rendered but instead shows my surroundings via Passthrough

 

That's only because you've selected the option to do so in the Oculus software settings. If you disable that then you'll see the game.

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