Odyssey VR specific bug reports - please contribute!

I’ve still got my Rift S so I’ll unbox it tomorrow and see if that’s the issue.

Are you getting the Frontier bug report popup after the crash?

It will be awesome if you check it in your Rift S - if it works on your end without issues it will at least show that's problem with my system. If possible then try to drive an SRV for 1-2 minutes at high speed as well - this is the scenario that I loose audio 100% of time. There is a chance that this is only problem on my end - the only other evidence I found is in reviews on oculus store that similar things happens to me (I still think that the audio bug and crash bug are the same bug with different impact).

Unfortunately there is no Frontier bug report pop up. The game just continues running in the 2D viewport, just the VR part of it crashes. I can close it gracefully. But what's interesting - the headset tracking still is on (so I can point camera in different directions, just there is no display).

I've checked nvidia drivers - I'm on the newest (471.88).

Are you seeing anything (useful!) in windows event viewer?

Ah, that's a good pointer! I've checked them and there are a few things that might point to some issues, but I have to check just after the crash as I don't remember exact times of the problems. There are couple of warnings with a message like:


[LauncherService] Watched process C:\Program Files\Oculus\Support\oculus-runtime\OVRServer_x64.exe died with -1073741819! 4 relaunches remaining.

and a few errors


[LauncherService] Watched process C:\Program Files\Oculus\Support\oculus-runtime\OVRServer_x64.exe died with -1073741819! Giving up on relaunching the process until the next session action (lock/logout/etc). AppIndex=0. RelauchesRemaining=0
But they can be totally unrelated. Though my googling foo points me into access violation type error, which (if I stretch my imagination far enough) might mean that there is a race condition somewhere (e.g., rendering tries to get some data to render when the the terrain generation part didn't create yet). (un)fortunately the bug is not hard to trigger for me, so I should be able to check it today.

Another thing that just now comes to my mind is to find some non-atmospheric planet that causes the crash (or near crash, a glitch) and check the same planet in Horizon version 🤔
 
(un)fortunately the bug is not hard to trigger for me, so I should be able to check it today.

ok, so that took longer than anticipated... couldn't find any HMC with atmosphere that I could land on in the region of space I'm currently in. Managed to trigger VR crash, this time in SRV (but it took about 3 minutes of driving around on this one). As previously, I could move headset around and the 2d window followed it, but didn't have any vision inside HMD or sound. Unfortunately windows logs show nothing at all from the time of the crash.

I doubt anybody will check this place as it's about 12kLy from Sol, but for reference I'll leave this:

1629755629549.png


I've also searched AppData for some logs. Almost nothing. The closest thing I found was a series of OculusClientError-${NUMBER}.txt files which had a simple text in them "Renderer proccess crashed, shutting down"*, but not with today's timestamp.


* funny that the error message contains spelling error 😂

EDIT: Just to be sure, I tried again with disconnecting stuff as [VR] Chris suggested. And just in case I switched DisplayPorts and used different USB to connect the HMD. Didn't help, I managed to crash VR after few minutes of driving around in SRV (though it took longer compared to previous crash. Though, I was riding through big uniform patch of flatland, just when I moved to different region with some hills the VR part of the game crashed). And just in case I've fired up No Man Sky (the most 'similar' game with VR I have - esp. in the regard that it must generate stuff on the fly and is quite taxing for the system) and flew around planet surface for 10-15 minutes without any issues.

EDIT2: It might be actually related to https://issues.frontierstore.net/issue-detail/37825 ... it sounds like the description there matches my own experience with the crash (it just doesn't recover in my case from the frame dropping).
 
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I slipped back into the Rift S and happily landed on the HMC worlds I arrived at yesterday - I also had a good flyve in my SRV for a while without issue.
Managed to trigger VR crash, this time in SRV (but it took about 3 minutes of driving around on this one). As previously, I could move headset around and the 2d window followed it, but didn't have any vision inside HMD or sound.
Now this sounds very familiar 😁

I didn’t realise that when you said your VR crashed that the game was still running, my misunderstanding, sorry. I’ve had this exact issue a year or so ago, and I remember other Rift S users complaining of it in other games - it’s a USB power issue. I solved all my Rift S woes by fitting a powered USB 3 card, though it might be worth checking the power management settings for your existing connections and trying different ones (although I had the same settings for all USB ports there was one magical connection that just worked while the others would always mess up).

I doubt Issue #37825 is the problem - that’s a recurrence of an old, old bug that briefly repositions our viewpoints at an odd angle in the SRV bay and other interesting bits of our ships 😁
 
I slipped back into the Rift S and happily landed on the HMC worlds I arrived at yesterday - I also had a good flyve in my SRV for a while without issue.

Now this sounds very familiar 😁

I didn’t realise that when you said your VR crashed that the game was still running, my misunderstanding, sorry. I’ve had this exact issue a year or so ago, and I remember other Rift S users complaining of it in other games - it’s a USB power issue. I solved all my Rift S woes by fitting a powered USB 3 card, though it might be worth checking the power management settings for your existing connections and trying different ones (although I had the same settings for all USB ports there was one magical connection that just worked while the others would always mess up).

I doubt Issue #37825 is the problem - that’s a recurrence of an old, old bug that briefly repositions our viewpoints at an odd angle in the SRV bay and other interesting bits of our ships 😁

Ah, it's good to know that's might be issue on my end. Thank you again for checking it in Rift S!

I might not have been to clear in the description of my issue 😅 . If it is USB power issue on my end that would be easy to solve. Additionally I have x570 motherboard, which I read have many issues in Reverb G2 with USB power (description of your issues with power looks very similar to the report of the issues people have with G2). That's why I didn't upgrade to it. Though I think it was recently fixed by replacing G2 cables by HP. I will first check other USB ports and power settings and see if that helps. If not then I'll buy powered usb 3 card thingy. On the flip side, I don't have issues in other games so it might be not root cause of my issue. But at least I have a lead to follow.

#37825 might still be related, as just before the issue my head position is being moved around. I encounter this quite frequently in Odyssey on planets - if VR or audio doesn't crash, at least my head is moved. But TBH I can live with occasionally pressing button for resetting HMD position. I didn't encounter this bug previously, even when I was playing on older hardware (but that was way back, I had a long break from Elite around the time that fleet carriers dropped).
 
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Might be usb issue. I found new 'toy' (Oculus Log Gatherer tool) and in the gather logs I see multiple USB issues around the time of the crash, like

[KMHealth] USB connection failed via pc_hal_sensor_data_read

I've tried multiple USB ports and it always crashes. Didn't find anything power setting related in windows. Contacted Oculus support as well. Don't have USB card handy, but will try it when I have a chance.

The only strange thing is that I found a world that I could land on in both Odyssey and Horizons - and Horizons work flawlessly. Idk if it's nostalgia or if it's related to Odyssey lighting issues, but the space in Horizon looked better to my eyes (surface other way around). Just after launching Horizons I realized how bad Odyssey is running... and that's on quite beefy hardware.

On totally (un)related note, this might be also some oculus bug. Just when I was about to give up - I updated the oculus software to their public beta version and after ~45 minutes of driving around 2 planets I didn't manage to completely crash the headset. Just the audio part of it. There were dropped frames every couple of minutes (that both changed my HMD position and crashed audio). It's still not playable, but at least it doesn't crash the headset totally.

Still I might need to go back to Horizons. That was good experience today. Or maybe go back to different game... no technical problems there... 🤔
 
At least it appears you’ve got it narrowed down as to what is causing the issue 👍
Or maybe go back to different game... no technical problems there... 🤔
Now that’s a Gordian Knot style solution to the problem 😅 If you ever consider getting a new HMD to avoid the Rift S issues (and don’t mind staying with Oculus), I heartily recommend the Quest 2 - using the Rift S yesterday reminded me what a good decision it was to upgrade; the Quest has almost no screen-door, better sound, and bigger screen with more FOV.
 
At least it appears you’ve got it narrowed down as to what is causing the issue 👍

Thanks for your help in this! (Oculus support manage to sent a few additional things that I can try out as well, will see if that helps)

Now that’s a Gordian Knot style solution to the problem 😅

😅 ...or just the expression of my frustration with the game. Not many games can do that to me 😅

If you ever consider getting a new HMD to avoid the Rift S issues (and don’t mind staying with Oculus), I heartily recommend the Quest 2 - using the Rift S yesterday reminded me what a good decision it was to upgrade; the Quest has almost no screen-door, better sound, and bigger screen with more FOV.

Thanks for recommendation! I was considering it already... but the closer and closer integration of oculus with facebook (incl. account requirement) stops me from that :(.
 
I don't know if this has already been reported, but entering an station in VR, then disembarking and returning back to ship tanks fps performance. If the performance was ok in VR when entering the station, it's way worse when returning to the ship. It stays bad until you actually leave the station or log out to the menu and back.
 
I don't know if this has already been reported, but entering an station in VR, then disembarking and returning back to ship tanks fps performance. If the performance was ok in VR when entering the station, it's way worse when returning to the ship. It stays bad until you actually leave the station or log out to the menu and back.
It isn’t VR-specific - although I’ve experienced it several times myself (I’m not sure what the trigger is but sometimes on-foot in Stations will become a stutter-fest) I’ve seen flatscreen players complaining of the same issue.

I’ve stayed away from performance related bug reports, but this one seems to have a specific cause which could be narrowed down - and after a quick trawl of Issue Tracker I’ve found this:


…which is already Acknowledged and can be voted for 👍

I’ve added it to the OP.
 
So, with the more violently swerving tonemapping in Odyssey, I finally got annoyed enough with the different dimming between left and right eye, that I typed up an issue report about it...


(The preview, before submitting, didn't show my formatting, clumping the whole description text together into a huge homogenous block of text without line breaks, and each time I navigated back attempting to find a way for it to not do that (could't, but the formatting did come through in the final ticket, so I shouldn't have worried, apparently), the editor added a copy of my: "steps to reproduce" text, as another step -- copies I couldn't seem to get rid of; Hence the repetition. :p)
 
So, with the more violently swerving tonemapping in Odyssey, I finally got annoyed enough with the different dimming between left and right eye, that I typed up an issue report about it...


(The preview, before submitting, didn't show my formatting, clumping the whole description text together into a huge homogenous block of text without line breaks, and each time I navigated back attempting to find a way for it to not do that (could't, but the formatting did come through in the final ticket, so I shouldn't have worried, apparently), the editor added a copy of my: "steps to reproduce" text, as another step -- copies I couldn't seem to get rid of; Hence the repetition. :p)
Always good to see a detailed report, even though I can’t say I’ve noticed it much myself - unless it’s like the SRV main-beam discrepancy thing?

I’ve added it to the OP👍
 
So, with the more violently swerving tonemapping in Odyssey, I finally got annoyed enough with the different dimming between left and right eye, that I typed up an issue report about it...


(The preview, before submitting, didn't show my formatting, clumping the whole description text together into a huge homogenous block of text without line breaks, and each time I navigated back attempting to find a way for it to not do that (could't, but the formatting did come through in the final ticket, so I shouldn't have worried, apparently), the editor added a copy of my: "steps to reproduce" text, as another step -- copies I couldn't seem to get rid of; Hence the repetition. :p)
Added my 2 cents to this report and its an old "bug" that's been in Horizons for at least as long as I have had VR (Oculus and PiMax) and I suspect it is tied to the use of Parallel Projections. If FDev managed to get rid of PP I suspect this bug would also go and it would give VR users a decent performance boost to boot, as PP burns a good 30% performance in general and as far as I know is not required any more (certainly not using Steam VR, but I don't know for sure with Oculus).
 
So, with the more violently swerving tonemapping in Odyssey, I finally got annoyed enough with the different dimming between left and right eye, that I typed up an issue report about it...
This bugs me too. The issue tracker is playing up so I can't add my screenshot showing the issue, but I will when it's working again. Managed to lightly roast my ship while getting the shot so I hope it's worth it!
differing-brightness-per-eye.png

Note the differing brightness of the milky way, corona, cockpit and ED hud, but the identical brightness of the steam overlay.
 
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I wonder if all the duplicate Comms Panel bug reports will expire before the planned fix in the next Update? 😁

Only a pair left now!
 
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