Discussion in 'General Discussion' started by Adrianstealth, Apr 30, 2017.
no doubt, that would be great,the mirrors in movements will remove many fps.
For me the same problem.
I suspect that to be a oculus driver issue though.
Just read in this thread that the beta 2 of oculus home gives the option to unload home during playing.
Hope we get a good overall VR (UI and settings) implementation soon in Rf2, although I love the way it drives, this part of the SIM looks really bad still....
Almost silly and definitely not worthy.
You might have to —untick— administrators permission , Also make sure your time zone in oculus settings is correct .
Guys, couple questions about open composite. 1. You have to make the .ini file correct? I didn't see on in my files. 2. I tried to make one and change the SS but it tells me fist line error. If this is correct way to do it can someone give me a example of what the line should read? I found a example and followed it but it didn't work. same result. 3. If I don't use the .ini file and I make changes in oculus tray or debug tool to SS will it work in open composite? Thanks.
You will find an example here : https://forum.studio-397.com/index....hread-settings-tips.55249/page-78#post-962368
Yes, I use the Debug tool to put 2 in the pixel override (=SS). And it's working
OK so oculus forced an update on me then windows forced an update then stemVR forced an update and now I can't run rF2 in VR.
My Oculus still works with Oculus games but not with Steam VR. I get an error message saying compositor not launching error -203, have checked steam with no happy outcome.
Have tested Rift with Oculus software and OK
Can't see any steam stuff in rift (just black screen) no error when using say "The Lab" or steam vr dashboard just no vision.
Have verified all steam files no problems.
Can anyone shed some small amount of light on what I can do next?
I am pretty dirty at the moment having spent cart loads of cash on this simulator
Sim Software $
FFB wheel $$
Motion Platform $$$$$
VR Headset $$
Other ancillary equipment $$
All this adds up to around ten grand and now I can't drive the thing because....steam.
Are you starting Oculus home before Steam VR? It appears that last update made that mandatory.
Yep tried that thanks @The Iron Wolf . I then did a re--install of the Oculus and SteamVR and held my tongue on the left while standing on one foot with an aluminium hat on and now it seems to be working again.
I wish S397 would do the VR in Oculus native, it would simplify things just a little. (wishing on a star for that)
I'm still dirty on the fact that I have no control over my own computer (I guess that's what license agreements are for, to take the control away from the end user)
BTW you are correct I think, it appears you have to now run oculus home to get it to work.
Been having a go with the latest Samsung Oddesey. Image quality and tracking are extremely good.
Because of the resolution bump it was the first time i was not bothered by the screendoor effects.
Now comes the cool part,
I can step out of the car and walk around it, I admit I have 40m2 mancave.
Can even sit down on my knees next or in front to the car, far away from the steeringwheel and inspect my frontwheels or nose. Or even have a small walk on the track!
My whole room is tracked perfectly.
Now the stupid part comes:
I see a headless driver, no rear wheels and no rearspoiler!!!
Half the car is missing, such a immersion killer.
Was jumping behind the bariers when a car came along very fast, it really was that immersive.
So really hope developers mark those details missing car parts as visible, also at the cockpit level.
Well, rear parts missing is an optimization really, I personally don't look at rear wheels while driving. But sure, if you'd like to step out of a car and look around, that doesn't look very nice.
I gave Odyssey a fair try, tried to switch from CV1, and could not do it whoever is interested here's my review: https://forum.sector3studios.com/in...rosoft-mixed-reality.10663/page-3#post-160560
An excellent insight , very interesting review.
Thanks for the review.
As an oculus owner who's never tried another device it does make you wonder what the others are like.
Yes, especially since Oculus did not announce anything interesting, I decided to give competition a try. But now I have a device to sell on my hands Oh well! But, fun doesn't stop there - after recent Oculus update I am beginning to wonder how Vive is
Yep, I found the same issue yesterday. Previously I'd never had to run the Oculus app in order to run rF2. I would just set the Oculus debug tool to a SS multiplier of 1.5ish (and Steam VR to 100% so it wouldn't add to the SS factor). No need to open Oculus app - hunky dory!
Yesterday though I just had a black screen in the HMD. At first I thought it was a hardware issue with my headset or lead, then farted around for ages uninstalling and reinstalling Steam VR / Oculus etc etc all to no avail. Eventually I worked out that there must have been an update to the Oculus software as Oculus games were working fine, just not Steam VR games. Turns out this is the case as rF2 now works fine so long as the Oculus app is loaded. As soon as I close the Oculus app, rF2 disappears again from the headset.
Following on from this, someone tonight recommended the .dll file discussed above to remove the Steam VR requirement and boost performance. I tried this, and yes it appears that Steam VR is no longer required for rF2 to run, happy days! Probably due to this latest Oculus update however, the opencomposite.ini part of the mod is NOT working. The parameters in this file have no effect on the game, as it seems that the Oculus debug tool settings still override whatever is specified in opencomposite.ini.
So to summarise, by using the dll I was able to run rF2 even after uninstalling Steam VR, so at least this was no longer running in the background (confirmed by checking 'services' in Windows' Process Explorer). However the Oculus app is now required instead due to the recent update. I guess this is still a net 'win' situation, but probably not as much as it would have been prior to the recent Oculus update.
Yet to test, but sure will maybe this weekend.
"OculusHomeless - Use Dash without Home 2.0 -
Home 2.0 really is awesome, but it eats up around 2.5GB RAM and 1GB VRAM on a UE4 environment (on a default home setup), while using CPU and GPU time even when you're just using Oculus Desktop to watch movies or play 2D games. It also takes a few seconds to load back every time you close a game (if you don't use an SSD).
Sometimes you may just want to use Dash without loading all that."
No home running, so should have color background like this , will try tonight.
Maybe this is interesting for someone:
I had the problem that after a few minutes ASW stopped working if it did work at all, lots of stuttering and 50-70 fps, instead of fixed 45 fps. This happend with the new dll and also with SteamVR. I didn't matter if I use the Auto setting or force ASW by pressing control + num3 or using the Oculus Debug Tool.
Now I found how to get rid of the stuttering and have constant 45 fps with ASW. I have to select "force 45fps, ASW enabled" in the Oculus Debug Tool. Then in the game when I am on the track I press alt-tab to highlight the Oculus Debug Tool. So rF2 is out of focus. This can be checked by pressing esc when on the track. If nothing happens, so keyboard is not recognized by rF2, then rF2 is not in focus. Interestingly, now ASW works perfect, no stuttering, really good performance.
enjoy your CV1, is old stuff, old generation of VR, after six months of Odyssey is totally imposible to go back to Rift.
and even more on rF2 , where Odyssey shines at its best.
is openVR what really sucks on some games anyway.
Guys, does anyone know how to get rid of ads/promotions window in the new Oculus Home? According to Oculus forums, it is possible, but no matter what I do (minimize or pin/unpin) this window keeps coming back the next time app starts.
Was looking forward to ASW 2.0 but it apparently will not be for us rf2 enthusiasts . Seems ACC will have it out of the gate.
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