Customizer171 Posted August 11, 2022 Posted August 11, 2022 I often feel strange and tired in my eyes after a session in VR. Almost like cross-eyed if you understand what I mean. I have adjusted the IPD to the correct number on my G2 but I also read about the in game IPD setting. I haven't changed that, because I understood it as that only change the scale of what is seen in the game? Is that right or do I have to experiment with that too to get rid of my problems? Or is it anything else I am missing? I use Steam VR and a Reverb g2.
firdimigdi Posted August 11, 2022 Posted August 11, 2022 (edited) What you are experiencing is likely the result of vergence accommodation conflict. The in-game IPD is a misnomer as it's actually the inter-camera distance. That said, yes, you should play with that setting if you have any sensation of being cross-eyed as it also seems to move the center of focus for the two rendered images in IL-2 (interestingly this is not the case when adjusting world scale either with SteamVR's relevant option or the OpenXR Toolkit's option). Edited August 11, 2022 by Firdimigdi clarification 1
Customizer171 Posted August 11, 2022 Author Posted August 11, 2022 42 minutes ago, Firdimigdi said: What you are experiencing is likely the result of vergence accommodation conflict. The in-game IPD is a misnomer as it's actually the inter-camera distance. That said, yes, you should play with that setting if you have any sensation of being cross-eyed as it also seems to move the center of focus for the two rendered images in IL-2 (interestingly this is not the case when adjusting world scale either with SteamVR's relevant option or the OpenXR Toolkit's option). Thanks for your reply. I will try to adjust the in game IPD, and see if it helps.
Comrade_Weng Posted August 12, 2022 Posted August 12, 2022 I used to get eye strain but it has diminished massively since I installed some blue light filters from VRWave. I just got some plano lenses. I have the G2 also but prior to that had a vive cosmos with the gear VR lenses. I noticed the eye strain (almost like a pinching between my eyes) was not really present with the vive.
Customizer171 Posted August 12, 2022 Author Posted August 12, 2022 1 hour ago, Comrade_Weng said: I used to get eye strain but it has diminished massively since I installed some blue light filters from VRWave. I just got some plano lenses. I have the G2 also but prior to that had a vive cosmos with the gear VR lenses. I noticed the eye strain (almost like a pinching between my eyes) was not really present with the vive. Yes, getting a pair of prescription lenses with blue light filters is probably a good idea but I don't think it will help with the feeling of being cross-eyed?
horendus Posted August 15, 2022 Posted August 15, 2022 I was getting this when playing on my quest 2 at 80hz where as other games I play at 90 or 120hz with no discomfort. I have since re setup my settings to achieve 90hz in il2 and find its helped a lot. 60-72hz is a flickering mess to my eyes 80hz looks ok but causes fatigue quickly. 90hz is sustainable for long play sessions I had to install AMD FSR to push it from 80fps up to 90fps as I wasnt willing to downgrade anything else or go bellow 100% steam resolution even with a 3080 12GB.
Customizer171 Posted August 15, 2022 Author Posted August 15, 2022 15 hours ago, horendus said: I was getting this when playing on my quest 2 at 80hz where as other games I play at 90 or 120hz with no discomfort. I have since re setup my settings to achieve 90hz in il2 and find its helped a lot. 60-72hz is a flickering mess to my eyes 80hz looks ok but causes fatigue quickly. 90hz is sustainable for long play sessions I had to install AMD FSR to push it from 80fps up to 90fps as I wasnt willing to downgrade anything else or go bellow 100% steam resolution even with a 3080 12GB. I am pretty steady around 90 fps, so that is probably not the issue. I have now played a bit with the in game IPD setting and things are getting better ?
paul_leonard Posted August 16, 2022 Posted August 16, 2022 It is my understanding that the in-game IPD is more akin to SteamVR Worldscale (relative size of the perceived physical/virtual world) and not Inter-Pupilar Distance of your physical eyes. Apparently people with smaller physical IPD perceive the world as larger than people with wider physical IPD. Go figure. But if your physical IPD is not matched to your VR headgear then that can contribute to eye stress. My physical IPD is 57mm which is below the G2 minimum of 60mm (yah I know, small head). So my in-game sweet spot is more like a Venn diagram than a spot, exacerbated by a small sweet spot in the G2. But I also wear bifocals in real life so am used to moving my head around to focus on different things both near and far.
chiliwili69 Posted August 17, 2022 Posted August 17, 2022 I think all VR games and devices are assuming a perfect symmetrical face-nose shape, it means that even if the IPD is correctly set both eyes could not be in the right center due to the asymmetry of your face/nose. That´s why sometimes using larger or smaller IPDs thant real IPD people get better overall vision. more here: 1 2
firdimigdi Posted August 17, 2022 Posted August 17, 2022 2 hours ago, chiliwili69 said: I think all VR games and devices are assuming a perfect symmetrical face-nose shape Quite. I find that I need to yaw headsets to the left a bit for them to align properly. However, in IL-2 specifically I find that the in-game setting needs to be adjusted with the G2, I did not have this issue with the Rift S. The trick with the FSR mod of using a tight radius with debug on so you basically had a red circle in the middle as a guide shows how the centers of the images rendered are off and using the in-game adjustment allows you to make them overlap properly. As mentioned before this is different with the world scale setting in SteamVR (or OpenXR Toolkit): it changes the inter-camera distance but the centering remains correct at all times. At least from the OpenXR Toolkit code I can see that this happens because the pose of the "eyes" (cameras) is adjusted by the runtime. I suspect that what the game's ICD setting does is move the final rendered output outwards/inwards before submitting it as a texture to be rendered without adjusting the actual pose. So in effect that would mean your eyes in the world are moved outwards/inwards but their rotation is not changed so they are not looking at the same spot. As far as I can tell I only encountered this with IL-2 - DCS, MSFS and Elite Dangerous do not seem to exhibit this. 2
EngineGears Posted January 23 Posted January 23 On 8/17/2022 at 12:19 PM, firdimigdi said: As far as I can tell I only encountered this with IL-2 - DCS, MSFS and Elite Dangerous do not seem to exhibit this. I came across a mention on ALVR that some (older) games don't adjust to newer headsets and to try setting it to report a Vive. Changing ALVR to report a Vive headset made it much much better . I think I do still need to make some adjustments though but at least it's very playable! If you are able to fake the reported headset id then give it a try. BeamNG is the only other VR experience so far that has exhibited this issue in my new headset.
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