Does VR Elite givie you a headache?

at 1.5 I could happen into 90 but it's not the rule.
It's this glorious teasing thing just out of reach, the frame rate that is, not the ss that really doesn't do much for me.

Settlements on surface is a funny thing. I fly/drive away them mostly 90fps.
Turn around and it's 45.

But without supersampling it's pretty much 90fps unless there is some slightly less optimized effect or a lot activity.

Networking is also a huge thing for ed, I get at least 30-40% better performance when I'm solo than in wing or populated instance.

I could probably play solo at 1.3-1.5 hmd-q but I it might mean dropping shadows to medium it's a no go.

I would also like to say ED handles supersampling poorer than most other games.
Lone echo I could play 2.0 and not not be anything. pcars2 1.3-1.5 easy.
But as we say it's hardly noticeable to go beyond 1.3.

ED seems to take a massive hit in performance at any level of as beyond native.
On the 980ti I was pretty much as Elkar deep in ASW in anywhere or I was running low to medium settings and often then as well.

My current settings:

Going ultra settings or lowest makes not difference. It's always 45 fps in stations and planetsides. Only GPU usage goes up and down.
I read on this thing quite a bit when I was still tweaking my settings, way too many ppl just said, the problem is on game's engine side.
 
Going ultra settings or lowest makes not difference. It's always 45 fps in stations and planetsides. Only GPU usage goes up and down.
I read on this thing quite a bit when I was still tweaking my settings, way too many ppl just said, the problem is on game's engine side.

Your claim was that the game locks to 45fps in these instances.
It doesn't.

Your gpu, on the other is limiting your performance.
I know that for a fact. I used to have one.

It should be enough and there a lot that could probably be improved through software on FD's.
But that's the reality of it.
If you want 90fps in starions/res erg you need a 1080 at minimum.
 
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VR can be tricky to set up right. When it was first released people found that anything under 75 fps could cause mention sickens and headaches. When driving The buggie was the most obvious cause. I would also look at you DPI settings, if these are set too high it can cause some serious migraines i was using mine at 3.5 for awhile but i have a dpi of 3.1, better to bring it down. Another cause can be the brightness of the headset, and your gamma settings. I found the headset to be too bright so had to take the gamma down a notch, and turn off the bloom.

After trying all these i’d Pop to your optician for a check up, ask them to measure your dpi. I found that my reading glasses were too near focus, interestingly VR had improved my eyesite improving my over reliance on my dominant eye.

Make sure your comfortable with it before using for extended periods it wont damage your eyesite but can give you serious eye strain if you get it wrong.

Best of luck and welcome to the world of VR
 
Your claim was that the game locks to 45fps in these instances.
It doesn't.

Your gpu, on the other is limiting your performance.
I know that for a fact. I used to have one.

It should be enough and there a lot that could probably be improved through software on FD's.
But that's the reality of it.
If you want 90fps in starions/res erg you need a 1080 at minimum.

Then why the hell does it not scale? Its 45 fps no matter what settings im playing at, while the GPU sits at 30-60% usage.
If Id be sitting at 100% usage while having 45 fps i would be like: Oh hey GPU is limiting me. But as it is now, there is no indication of it. [where is it]
 
OH my, guess what.

Disabling ASW in oculus debugging tool gave me 90 fps on planet surfaces, suddenly it's not 60% GPU load but 90-100%, so that makes sense.

Stations are still 45 tho. But already with 90 on planets it's so much more comfortable to drive around.
 
ASW kicking in is more about latency than load per-se. If the CPU and GPU take too long to set up a scene, the whole thing is thrown out, which gives back some of the resources which might make load look lower, and the previous frame is used. I think this is why the Oculus Debug Tool has graphs in the Performance HUD that show latency rather than load. Elkar, try the tool to see if it tells you more about your issue.
 
Guys keep in mind, that around and inside stations and on planet surfaces, game is locked down to 45 FPS, which is not smooth as 90, therefore its more prone to cause all those isde effects.
So if you visit those places very often...

Ruddish. The whole 45 thing is to smooth the frames out for the purposes of keeping the visual experience comfortable for the user. To that end, it works fine.
 
I'm seeing some very odd and incorrect information here...

The Rift's 'Timewarp' feature will interpolate an extra frame between every other frame, if the FPS drops below 90. The Rift limits the FPS to 45, but your eyes will still see 90. (Simplified explanation, but essentially correct). You do tend to see artefacts on fast moving images, but this is not going to be interpreted by your brain as fps dropping.

This CAN be an issue however if you turn Timewarp off. In this case you always see the framerate as it is, to a maximum of 90, and if you are in a station or on a planet, and your PC isn't incredibly powerful and/or your game settings are too high, you WILL see a fps drop - and your brain will not be very happy. Some people appear to handle this better than others, but it is the #1 reason for motion sickness.

It is always better to maintain a 'true' 90fps if possible, as you'll see less artefacting - but this does not generally cause motion sickness - irritation perhaps (the human brain is notoriously picky about details). Also, remember there is no true depth of field - what is not in your immediate focus will still be pin sharp, and can cause some discomfort to some people - hopefully this will be rectified in the next gen of HMD's, with eyetracking and localised focusing.

On a personal note, I do get some discomfort after a while, eyestrain or something similar - I presume this is due to the fixed focal point - and while I don't wear glasses, I am beginning to suspect I could possibly benefit from some to relax my poor irises. So this is possibly happening to the OP also.
 
I'm seeing some very odd and incorrect information here...

The Rift's 'Timewarp' feature will interpolate an extra frame between every other frame, if the FPS drops below 90. The Rift limits the FPS to 45, but your eyes will still see 90. (Simplified explanation, but essentially correct). You do tend to see artefacts on fast moving images, but this is not going to be interpreted by your brain as fps dropping.

This CAN be an issue however if you turn Timewarp off. In this case you always see the framerate as it is, to a maximum of 90, and if you are in a station or on a planet, and your PC isn't incredibly powerful and/or your game settings are too high, you WILL see a fps drop - and your brain will not be very happy. Some people appear to handle this better than others, but it is the #1 reason for motion sickness.

It is always better to maintain a 'true' 90fps if possible, as you'll see less artefacting - but this does not generally cause motion sickness - irritation perhaps (the human brain is notoriously picky about details). Also, remember there is no true depth of field - what is not in your immediate focus will still be pin sharp, and can cause some discomfort to some people - hopefully this will be rectified in the next gen of HMD's, with eyetracking and localised focusing.

On a personal note, I do get some discomfort after a while, eyestrain or something similar - I presume this is due to the fixed focal point - and while I don't wear glasses, I am beginning to suspect I could possibly benefit from some to relax my poor irises. So this is possibly happening to the OP also.

I find that VR exercises my eyes and generally improves my vision.

BTW Timewarp definitely is as you describe but Reprojection still seems to lead to stutter for me, even when it's comfortably at its 45fps. Oculus definitely got it better, and I miss the butter smoothness of it now that I use the vive pro
 
To clarify one small matter: As far as I know, the "spacewarp" feature of Oculus' frame synthesis does cap you at 45 frames per second, but the regular "timewarp", (including the new iteration, that utilises the depth buffer to allow for translation, and not just rotation), does not; Instead it runs "asynchronously", letting the rendering work more or less decoupled from the refreshes of the display panel, and reprojects the frames as they come in, for the next upcoming screen draw. This way if you dip by, say, 5 frames, you do get 85 unique frames, and only 5 are reused old ones -- they are all reprojected to correct for head motion, though.

To get the same kind of effect with SteamVR, one should have "asynchronous" ticked, and all others unticked; "Interleaved" is what applies the cap, so you definitely want that one off, if you mean to run asynchronously - especially given there is no equivalent to ASW (which extrapolates based on the actual bitmaps of two past frames, using the same analysis as a video encoder does to interpolate between a current and a future).
 
Does anyone else suffer from headaches while playing Elite in VR?

I have been using VR for over two years now and I oftern use Driving and flight simulators in VR without issue. However, I am finding more and more that I cannot play Elite very long without it giving me an headache. I think it is something to do with light dark contrast perhaps? I have turned down the dashboard brightness and tried other dash colours but nothing seems to help (btw its not FPS related... I get good performance in that respect).

Any Ideas?


I have similar problems. I can play Fallout 4 and other games for hours (ok 1-2 hours) even with full locomotion without problems.
But Elite in VR is exhausting for me. Its a pity - i love Elite and cant go back to 2D anymore.
My guess is, thats because there is a lot of small text to read in Elite.
Hoping for nextgen VR with better resolution.
 
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Vive Pro made a MASSIVE difference for me ... everything is so much easier to read and visuals a lot clearer in general. I think as a rule of thumb setting Steam VR to night mode helps sometimes.
 
To clarify one small matter: As far as I know, the "spacewarp" feature of Oculus' frame synthesis does cap you at 45 frames per second, but the regular "timewarp", (including the new iteration, that utilises the depth buffer to allow for translation, and not just rotation), does not; Instead it runs "asynchronously", letting the rendering work more or less decoupled from the refreshes of the display panel, and reprojects the frames as they come in, for the next upcoming screen draw. This way if you dip by, say, 5 frames, you do get 85 unique frames, and only 5 are reused old ones -- they are all reprojected to correct for head motion, though.

To get the same kind of effect with SteamVR, one should have "asynchronous" ticked, and all others unticked; "Interleaved" is what applies the cap, so you definitely want that one off, if you mean to run asynchronously - especially given there is no equivalent to ASW (which extrapolates based on the actual bitmaps of two past frames, using the same analysis as a video encoder does to interpolate between a current and a future).

Thanks for clarifying. So what I guess I meant was, I just plain old miss spacewarp!
 
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