Turn the volume on the headphones down. Its a known issue.
Hmmmm I hope my G2 does not have a fault
I was gaming for a few hrs all fine then my display started cutting out, then come back, then cut out again.
This possibly coincided with my TV turning off due to power saving so I am hoping it is a software issue that the monitor turning off confused it.
But if not there is something wrong. Time will tell. as anyone else had issues with it cutting in and out ?
Hmmmm is that a software issue ornis it a power issue.? I don't mind turning it down temporarily waiting for a software fix but I don't want to gimp my sound long term due to a design issue.Turn the volume on the headphones down. Its a known issue.
I'm sure I read it's a data issue. HP are at the limit with the length of cable and the amount of data they are trying to shove down it.Hmmmm is that a software issue ornis it a power issue.? I don't mind turning it down temporarily waiting for a software fix but I don't want to gimp my sound long term due to a design issue.
Over all when it's working I like the headset but steamVR combined with windows MR just seems less robust than the Oculus platform I am coming from.
Earlier today I had the devil's own job. I left elite on the launcher menu and unplugged the headset. Came back and I could not get steam games (elite) to run in VR. The cliff House worked ok but if I tried to run elite it didnt launch in the headset. It threw an error that steam VR was already running. Task manager had sorts of crap in it. It took me 5 mins to kill it all before I eventually got back into VR. Janky.....
Should volume affect that?. If that is the case that may not be fixableI'm sure I read it's a data issue. HP are at the limit with the length of cable and the amount of data they are trying to shove down it.
I have some good news for you from an HP employee on Reddit...Should volume affect that?. Ifntystnidnthebcase that may not be fixable![]()
The USB issues are a potential USB vendor incompatibility, and the sound issue (popping at 100% volume,et al) are going to be fixed in firmware update without disrupting the sound quality.
All of these are being actively worked.
Got the G2 (just headset + hotas) and Elite up and running now (using. 2080ti/i7/48 gig ram) set to default “ultra” (not “vr ultra”)
Absolutely amazing. Super clear, no noticeable screen door, sweet spot seems large to me. FOV same as my previous headset (vive pro) and feels similarly “helmet like” - which I find perfect for elite.
Taking a spin in an imperial courier docking at a station over an earth like.
Just wow... I’m in space. Totally blown away. (Get the IDP right though, makes a huge difference)
Haven’t done any tech test, can’t be bothered. Looks great, sounds great (stopped using my audiophile Senheisser headphones as g2 ones are so good), runs smooth enough that I don’t notice (or rarely) any stutters.
This takes the game to the next level simulation wise. Never experienced anything like it. (Been playing it in VR since original vive)
Lets hope Odyssey runs this well!
So far, not great. Is acceptable flying and raw mat gathering. Dav's Hope, a Total Train Wreak. Since the G2 controllers don't work in ED, using a Hotas with the G2 is out of control and the jittering at the lowest settings is unacceptable also. The Oculus Rift S is a better headset for ED than the G2.
GPU: 1080Few questions.
What GPU are you using ?
What is your render target in SteamVR for WMR ?
Do you have motion vector reprojection for WMR enabled ?
{
// Windows Mixed Reality for SteamVR
// Version #.#.#
// Please refrain from editing this file, as it is replaced with every update to the driver.
// Instead, modify settings through the UX available as an overlay on the SteamVR dashboard.
"driver_Holographic": {
// Motion reprojection doubles framerate through motion vector extrapolation
// motionvector = force application to always run at half framerate with motion vector reprojection
// auto = automatically use motion reprojection when the application can not maintain native framerate
// none = turn off motion reprojection
//
// Comment out or remove this line to use the SteamVR settings for controlling motion reprojection
"motionReprojectionMode": "none",
{
// Windows Mixed Reality for SteamVR
// Version #.#.#
// Please refrain from editing this file, as it is replaced with every update to the driver.
// Instead, modify settings through the UX available as an overlay on the SteamVR dashboard.
"driver_Holographic": {
// Motion reprojection doubles framerate through motion vector extrapolation
// motionvector = force application to always run at half framerate with motion vector reprojection
// auto = automatically use motion reprojection when the application can not maintain native framerate
// none = turn off motion reprojection
//
// Comment out or remove this line to use the SteamVR settings for controlling motion reprojection
"motionReprojectionMode": "auto"