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SteamVR (Beta) and WMR for SteamVR (Beta) cause crash to desk.


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SvAF/F16_Goblin
Posted (edited)

A heads up that the two latest beta patches for SteamVR and WMR for SteamVR has a bug that will cause crash to desktop and "critical error in SteamVR"

Solution for now is to opt out of beta and use released stable version.

The error is reported in SteamVR discussion forum.

 

Edited by SvAF/F16_Goblin
  • Like 1
  • SvAF/F16_Goblin changed the title to SteamVR (Beta) and WMR for SteamVR (Beta) cause crash to desk.
SCG_Fenris_Wolf
Posted

Thanks, I'll check it out tonight as well. I intended to cut the rendered FOV a bit and see how much I can get rid of before I notice it in the G2. 

 

Its incredibly inefficient distortion profile is still something that goes unfixed so far... 2x3100x3100 @90Hz... kidding, right? My 3090 suffers.

Posted (edited)

I hate to say this, i have now trying for 1 year to get my reverb g1/g2 2080 super i 9900 to work with/witout reprojection, and many many many other settings in this sim, i think the il 2 team doing outstanding work on il 2, but not for vr, it looks dull compared to dcs, and still lot of stuttering, im afraid il2 going to loose and be forgotten if they not focus for vr players, something works gonna be done for il2 VR, i hope this sim is not to old, but live for many many years to come.

 

Best regards Wolfred

Edited by Wolfred
SCG_Fenris_Wolf
Posted (edited)

You're right, factually by what you recognised. But you're maybe worrying too much:

 

The Devs have invested loads of manhours into the VR part and will probably do so further. They know they're having a few dead-ends to deal with - very unfortunate - like the problem that we're having deferred shading now, which leads to the very problematic jaggies in VR on the ground and horizon and objects , even if you try to blur it out with Msaa and PP filters. It was meant to allow for reflections to not hit the performance too much, with unexpected consequences (being cut off from VR innovative techniques that all require forward rendering, check out VRS or VRSS or DLSS or foveated rendering or eye tracking and more. All these things are not available with current pipeline process.

 

Eventually IL-2 will have to go to Vulkan or DX12 forward shading, that is inevitable. Within 2022 at least, that's just a year and a half. The question is:

How and when will they be able to ramp the manhours up front? Or migrate to an entirely new engine like Unreal, which would save manhours for years to come and always take part in the tech race at the front of the pack? Then this simulator will truly have become a service and will certainly exist until they're pensioners.

 

Would a Kickstarter help for this or that? To see how much it would be worth to the community? I haven't parsed that yet.

 

What do you think?

Edited by SCG_Fenris_Wolf
  • Like 1
Posted
5 hours ago, SCG_Fenris_Wolf said:

Thanks, I'll check it out tonight as well. I intended to cut the rendered FOV a bit and see how much I can get rid of before I notice it in the G2. 

 

Its incredibly inefficient distortion profile is still something that goes unfixed so far... 2x3100x3100 @90Hz... kidding, right? My 3090 suffers.

 

I am very pleased with my G2 running at 100% Steam VR Resolution (3172x3100 per eye).

Motion Smoothing on and forced to 45 fps.

Very smooth with some nice graphics.

SCG_Fenris_Wolf
Posted

That's good. For highly competitive MP servers like TAW, spotting suffers too much this way. Every second frame stops outlining the contact against its background, making it merge into it. Hence, spotting way more difficult, hard to see teammates with six asking for help, running Indianer on the deck, and more..

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