HP Reverb G2 impressions in Elite Dangerous

That's no good... Have you tried using the steam WMR portal instead. It works in the same way, just opens steam and steam vr as well which is a drag, but this will at least tell you whether the problem is with Windows wmr or maybe a usb connection. Sorry my guide didn't work for you.
How do you keep a window (browser/netflix) open in ED? Every time I press the Windows button while in ED, it kills ED forcing me to re-launch.
 
Quick question. From inside WMR, viewing the monitor, you launch ED from Steam and that auto-launches Steam VR. How do you then pin an application/screen inside ED? In Oculus you could pin and it would overlay no matter what you're doing. But with your workflow, whenever I hit the Windows key (on keyboard or controller) to get back to WMR home, it kills ED instantly and I have to re-launch.
Glad your up an running. As to pinning an app...don't know as I haven't tried this in the G2.
 
Here is a performance tip, make sure G-sync and Free-sync are turned off, on your monitor, it will jack the frame rates up.
Thanks! My first night I forgot to turn SS down in ED (and was running a 2.0x so effectively 8k) hahahaha. It ran okay until a busy scene. Turning SS down to 1.0x and its running like a dream now. I have 3x 144hz displays so I'll disable all that too next time, thanks.
 
What Dragsam meant by running in a window is ED itself runs in a window - not fullscreen. So with the headset off your head you can see ED on your monitor in a window.
When you press the Windows button with the headset on - it shouldn't kill the game.
 
In OpenXR Tool I set "Motion Reproject" to disabled and now everything is so much smoother.

Does anyone know why that is? It seems counterintuitive. Could it be that OpenVR Reprojection is interfering with Steam's?

I had a lot of crashes. Turned of "Use latest preview OpenXR runtime" and got a good session. I'll see if that keeps working. Also, will test in a HaRes.

In 3rd person VR on settlements, I was getting 40 to 45 fps but it felt really smooth. Outside stations it was 60 to 70 fps.
 
Tried to play the tutorial on the G2 today for the first time. I hated it. I only play ED in VR so it won't be getting played again until full VR is implemented.

Yep, I'll be staying away from on-foot gameplay in VR until a better solution is available. I completed the tutorial on my 43" pancake, and it was a nice little intro to the gameplay. I might put in a little more time in flat mode to see if it's enjoyable, but maybe after another hotfix or two past the third one that's currently out.
 
I tried in HasRez and it was around 40fps and playable but not super smooth. Moving through the asteroids is smooth but some ghosting with the fast-moving ships.

I have Motion Reprojection Disabled. That has made all the difference. I also turned off the preview runtime because it was causing me crashes.

I had a really good session. I finally got a mission board to load by moving to a different system. I took a mission to steal a power core.

I like that the missions have some backstory. Hope there is a good variety of backstories. I failed the mission because I forgot to load up on consumable items like the one to charge the tool and suit. I ended up in prison.

It was cool waking up in prison. Felt humiliating. Had to pay for a shuttle to get back to my ship. The time it took felt like a real penalty and humiliation. Loved it.

The world feels so much more real now.

Once they fix the performance, give is the ability to play in 3rd person VR with interactions and HUD, fix the awful planetary tech, it will be a really great game.
 
Even with the procedurally populated boiler plating fundamentally endemic to the game as designed, its many restrictions/limitations, and its glitchy automatons/functions, all being as clear as day as ever, with the new issues on top; Somehow Elite (extending into Odyssey), remains providing an immersion level second to none.
 
In OpenXR Tool I set "Motion Reproject" to disabled and now everything is so much smoother.

Does anyone know why that is? It seems counterintuitive. Could it be that OpenVR Reprojection is interfering with Steam's?

I had a lot of crashes. Turned of "Use latest preview OpenXR runtime" and got a good session. I'll see if that keeps working. Also, will test in a HaRes.

In 3rd person VR on settlements, I was getting 40 to 45 fps but it felt really smooth. Outside stations it was 60 to 70 fps.
I don't think ED supports OpenXR. Happy to be proven wrong.
 
I don't think ED supports OpenXR. Happy to be proven wrong.

I think it's SteamVR that supports OpenXR.

What I learned about Motion Reprojection is that you should disable it for games that run below 60fps according to the docs.

If a game runs above 60 fps but below 90fps you can enable but I heard it's been to set it to always on instead of auto in that case.

And of course you don't need it if the game is above 90fps.

Now even with Motion Reprojection disabled you still have something called Asynchronous Rotational Reprojection. It smooths out turning your head. So in MSFS where I only get 30fps with the G2, things look perfectly smooth as I turn my head. And because the flight sim moves slowly through the terrain, it looks smooth outside too.
 
You're wrong. :)

OpenXR is generically used for VR. Both Win 10 and SteamVR have OpenXR versions for their software. I use the OpenXR Developers Tool kit for my G2 which is use for all VR games including ED.
Thanks for the update and I'm glad I'm wrong :)

Didn't realise the developer tools had to be installed in order to enable OpenXR which is why I didn't think it was working, because there were no settings I could find in SteamVR or WMR. If there are settings please let me know.
 
So both SteamVR and WMR, and Oculus too, have OpenXR runtimes, but I have a really hard time believing FDev, given their history, have implemented the new API in Elite, nor can I swallow the notion that "older" applications would magically become OpenXR native.

What I could imagine is that we are talking lower level functions, perhaps down to the hardware abstraction layer, and WMR internal functionality being unified around OpenXR compliance, and/or that we are talking some sort of wrapper, shim, or emulator for OpenVR (SteamVR), that (in the vein of things like ReVive, and OpenOVR) intercepts and "translates" application calls to SteamVR, either to OpenXR equivalents, directed the the OpenXR runtime running on top of WMR, or to WMR directly, with OpenXR paradigms permeating WMR under the hood.

Maybe A D could explain exactly what is going on, in layman's terms?


As for every implementation of motion reprojection I've come across, I have personally consistently found their artefacting to be much, much worse than simply suffering not just one, but even several consequtive repeat frames. Each person's sensibilities may vary. :7
 
Motion smoothing will not do anything it is native to the SteamVR runtime not the SteamVR for Windows Mixed Reality runtime.

You need to enable WMRs own motion vector reprojection.

\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings

Code:
// 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
//     disabled     = turn off motion reprojection
//
// Comment out or remove this line to use the SteamVR settings for controlling motion reprojection
        "motionReprojectionMode" : "disabled",
I don't have such folder in my steam library.
 
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