Odyssey VR specific bug reports - please contribute!

Well, not quite the same, but I have had several double-takes the last week or two, over the draw distance willing shadows from hangar structures into existence along with the landing pad's traversal, but couldn't say whether that is new, or it just never bothered me quite as much before... :p

I used to be rather annoyed with concourse interior shadows ceasing to draw, at a distance of a few paces, and assume my brain has simply incorporated that behaviour into its model of how the world works in Elite...

(I have also seen more than I am accustomed to, of entire mountain ranges strobing between day and night, when the light comes in low...)
I've had a further look and I'm still not sure whether it's bugged or not - it's also not VR specific as it's doing it in the flatscreen game as well.

It looks like certain objects (like hand-held data slates) have spot shadows drawn at a further distance but at the slow update rate we saw with the recent 'Peter Pan' shadows. Get closer and the NPC spot shadow kicks in but you can still see the slowly updating shadow underneath.

Here you can see the datapad shadow on the seat next to the left sitting-down NPC, before the spot shadows appear on them and the standing mission-giver to the right:
SpotShadow2.jpg

...and here you can see the datapad shadow on the bulkhead next to the seated NPC prior to my movement forward, which brings up spot shadows on the character and advert panel.
SpotShadows1.jpg
 
...and here you can see the datapad shadow on the bulkhead next to the seated NPC prior to my movement forward, which brings up spot shadows on the character and advert panel.
Aaah, vampires! :9

Man, how I dream of one day getting to see this game with full pathtracing. :7

(Something totally unrelated, while I am typing anyway... The whole old thing with reactivation missions to already active settlements... Was there always, opposite to the those, downed settlements that listed in the navigation panel as operating normally, or did the recent update overcompensate for the former situation? :p)
 
7

(Something totally unrelated, while I am typing anyway... The whole old thing with reactivation missions to already active settlements... Was there always, opposite to the those, downed settlements that listed in the navigation panel as operating normally, or did the recent update overcompensate for the former situation? :p)
I’m pretty sure I’ve encountered something like that from time to time. Sadly, the real-time, always online nature of the game doesn’t allow me to indulge in onfoot gameplay as much as I’d prefer.
 
Ok, this is not a bug thing, but I figure this is pretty much our live, running VR thread, so.... :p

The first minor update to the OpenXR specifications was released the other day, and what really caught my eye was that 1.1 consolidates foveated rendering in the form of "quad views rendering" into the core specs, no longer relegating this important feature to a largely ignored existence as a proprietary extension.
I hope we should start to see VR runtimes and game engines catch up with the updated standard in no too long a time frame...

If we ever do get an update to VR in this game, the first order of the day would in my opinion not be to add stereo to the on-foot camera right away, to the current, ancient implementation; But to first migrate from dual-heading Oculus' and Valve's old and deprecated proprietary APIs, to OpenXR, which unifies them all, maintains compatibility with future updates, and in the darkness binds them; And from this point onwards this includes as standard the option of saving a fair bit of computing (read: gain a few fps, and then lose fewer than you would have when future HMDs come with wider FOV), by rendering only the centre of the view at high resolution, and doing the periphery lower. (This works by rendering two images for each eye -- one lowres for the whole per-eye field of view, and one narrow-frustum highres one for just the "fovea" area -- the latter simply composites over the former. This method works with any graphics card -- not only the most recent ones, which have features like Variable Rate Shading.)

Alas, I believe eyetracking (needed to make the foveation move around to what ever part of the view you are looking at any given time (so that you get the full benefit, and may hardly notice the downgraded bits out where your retina is sparsely populated), and not just stay fixed in one place), will for now still be accessed through extensions to the standard, because there are open concerns about privacy, over applications knowing what you are looking at all the time, but I reckon this is still a very important step forward.

 
A moment’s silence please - our longest standing live VR issue, just over five years of age and having enjoyed Top 20 status since September 2021, has been cruelly taken from us via the stamp of By Design.

Boring af FSS is here to stay in VR 👍 (strip away the lovely looking zoomy effects and you are left with click circle, click circle, click circle, click circle, planet picture, click back, click back, click back, click back). I had hoped that we might get the full FSS via virtual flatscreen or even (shock, horror) the option to zoom through the transitions instead of the black screen we have now which I think would look awesome in VR, but as we rapidly approach the third anniversary of this thread I find this kind of “solution” for VR bugs unsurprising.

Apathetic sigh.
 
I thought I just hadn't found the option to turn on the cool zoom in effect. Too bad, and they closed out both issues being reported in that one ticket.

On the flip side, a glass-half-full view would be to realize someone at HQ actually looked at a VR ticket at all. That's nice... I guess. With the same low-bar enthusiasm, here's hoping they get to my pet issue, the Schrödinger's Comms window.
 
New issue report about graphical glitches in VR while playing - unfortunately it’s a bit vague but it sounds like they’re getting the already-reported glitch frames when jumping except also when not jumping? If they’re getting a momentary view reposition during normal play I’d be looking at possible tracking problems and graphics drivers.

@Judge Raven - is this similar to your problem?
 
When I start the game and end up in the main menu where you see your ship in the hangar I already have glitches. These are a milli second long and it's hard to recognize . But these glitches are constantly. While flying in SC they are kinda random, not like in a loop of every 20 seconds. But they always are there when I jump in SC or drop out of SC. I have lowered all my graphics and I have the same issue. It really doesn't matter which setting I use. I need to add as additional info, my knowledge of VR is very limited, I play through steam and I use the Steam VR to play the game. I don't use any additional third party software
 
That will be a hard ticket to resolve, it has no workable information. VR tickets like these should include hardware being used like CPU, amount of RAM, GPU and driver version, VR headset and connection type to PC, and API used like SteamVR, or native. A video showing the issue would also be most helpful.

It could be a CPU or GPU overrun, or lack of RAM that's causing paging to disk. HD might be slow or fragmented. The video driver might not be set with enough shader cache and causing on-the-fly re-rendering. The headset refresh rate or graphics resolution might be set too high (or too low, really!). If the headset connection is over WiFi, it could be introducing latency and dropped frames.

To say nothing of having Microsoft downloading and applying OS patches in the background because "Game Mode" is not on. Or, GPU Scheduling is turned off... or on (!). Or, that it's cloudy, a Wednesday, and you're wearing flip-flops, who knows.
 
/OT
I use OBS. With a Quest, there's an application called "mirror" that let's you crop and adjust the screen from where you record. It also let's you set the resolution, how close or far you zoom into what you see, and most importantly, let's you turn off tilt and turn on a stabilizer.

It's certainly not perfect as "mirror" can't be minimized, plus the added load of OBS, et-al further reduces frames-per-second.
 
Cor, is it that time of the year already?
Cor, is it that time of the year already?

Happy Second Anniversary 😁👍

When I started this thread in 2021 I honestly didn’t think I’d still be maintaining it in one years time, never mind two! At least all VR problems seem to have been captured now - except the bugged holo-me, please confirm!

A quick count up shows 22 VR issues have been fixed in Odyssey so I hope this thread has been useful - and with a couple of fixes in Update 15 I hope that VR issues are still being looked at. View glitch and shadows, please FDev, pleeeeeeaaaasssseeeee! 😁
Happy Third Anniversary 😕👍

View glitch and shadows, please FDev, pleeeeeeaaaasssseeeee!

(even just Acknowledging the flickering shadows in VR would be a step forward)
 
Major pain in the VR proverbial. And yes totally agree this is a badass bug along with flickering white light which is bad for epilepsy
 
The formerly second highest bug on our VR specific list (planets look segmented/broken) has been marked “Fixed” though I’ve not seen it mentioned in any recent patch notes.

I never had the issue as it looked to be AMD specific, but it sounds like good news for those with Team Red cards. As always, if you’ve voted for this issue - you now have a free vote so please take the time to redistribute it (flickering shadows could do with more votes, it might actually get FDev to Acknowledge it as an issue 😅).

Likewise, the double HUD image and spot shadows problems have been fixed since U18 and can have those votes changed as well - please, please take a few minutes to check if you’ve voted for them; the double HUD image report is still fairly highly placed in the charts and those votes are just going to waste right now 👍
 
That is indeed good news.

If it were me, I'd blast posts for all fixes. FDev should be proudly announcing work is being done, not just have us casually stumble on a fix. Either include it in the patch release notes or post a regular "good news, everyone!" updates for minor stuff. It's free promotion!

Separately, there should not be a limit on the number of issues I have vs the ones I can vote on. That's kinda crazy. Might be shocking to some but I do have more than 4 bugs in my game.
 
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