Yeah. That's pretty much what I figured.
A massive, deepcode problem. I am too rather despondent about much further improvements, at least not until they are due for a major Directx api update or something similar.
Yeah... like dx12 from 2015...
Yeah. That's pretty much what I figured.
A massive, deepcode problem. I am too rather despondent about much further improvements, at least not until they are due for a major Directx api update or something similar.
[...]
},
"perfcheck" : {
"allowTimingStore" : false,
"heuristicActive" : false,
"warnInHMD" : false,
"warnOnlyOnce" : false
},
"steamvr" : {
"allowReprojection" : true,
"background" : "C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\250820\\691295994\\taikongxueshan.jpg",
"basestationPowerManagement" : false,
"defaultMirrorView" : 1,
"directMode" : true,
"directModeEdidPid" : 43521,
"directModeEdidVid" : 53794,
"playAreaColor" : "#FFFFFF00"[COLOR=#ff0000],[/COLOR]
[COLOR=#ff0000] "renderTargetMultiplier": 2.0[/COLOR]
},
"userinterface" : {
"StatusAlwaysOnTop" : false
[...]
The SteamVR supersampling does make a big improvement, but setting it to a high value then dropping down the in-game sampling rate can give performance issues with other games. It's a PITA to keep editing the file just for one game, and it smacks of ED not supporting the Vive properly - something FD committed to last year. I'm glad the setting is there, but it doesn't let FD off the hook.
Sounds like a sweet rig.Hi all - been lurking on this thread for a while, but now it's time to post a few little questions, if you will indulge me!
I spent countless hours playing the original Elite many (too many) years ago on an Acorn Electron 32k (I still have it in the loft!) - how they got that game to perform so well with such a small amount of resource still amazes me. Anyway I am very close to convincing myself that I need a bespoke gaming PC and a VR headset to step back into the amazing world of Elite and to try out VR (before it's too late for me!). For lots of reasons (mainly room-scale, controllers etc.) I think I would prefer the Vive over the Rift.
Whilst it seems clear that the game is far from being optimised to work with the Vive - in your opinions, does the recently discovered supersampling work-around resolve the issues sufficiently that the game could now be said to be thoroughly enjoyable to experience on the Vive? Does it now look as good as people originally expected (even if it is inneficient in the background)? With the benefit of hindsight, if you were me, would you jump in now or hold off for a little while longer?
I haven't had a bespoke gaming PC before (I'll be a console convert) but it's likely that the machine I'll go for would be well equipped for VR (e.g. GTX-1080, i7-6700K, 16GB RAM).
I'd really value your thoughts.
Many thanks!
I asked the FD panel about the vive rendering during the Q+A. After a bit of shrugging it was said that a quick fix was done, but the full fix required a rewrite of half the rendering pipeline, and this job was sat on a list. It didn't fill me with confidence to be honest.
I play ED more than everything else put together, and ordered a Vive following FDs very clear statement of support. Much as I really like many aspects of how FD roll, I think they are bang out of order to leave this issue for so long.
I asked the FD panel about the vive rendering during the Q+A. After a bit of shrugging it was said that a quick fix was done, but the full fix required a rewrite of half the rendering pipeline, and this job was sat on a list. It didn't fill me with confidence to be honest.
Hi all - been lurking on this thread for a while, but now it's time to post a few little questions, if you will indulge me!
I spent countless hours playing the original Elite many (too many) years ago on an Acorn Electron 32k (I still have it in the loft!) - how they got that game to perform so well with such a small amount of resource still amazes me. Anyway I am very close to convincing myself that I need a bespoke gaming PC and a VR headset to step back into the amazing world of Elite and to try out VR (before it's too late for me!). For lots of reasons (mainly room-scale, controllers etc.) I think I would prefer the Vive over the Rift.
Whilst it seems clear that the game is far from being optimised to work with the Vive - in your opinions, does the recently discovered supersampling work-around resolve the issues sufficiently that the game could now be said to be thoroughly enjoyable to experience on the Vive? Does it now look as good as people originally expected (even if it is inneficient in the background)? With the benefit of hindsight, if you were me, would you jump in now or hold off for a little while longer?
I haven't had a bespoke gaming PC before (I'll be a console convert) but it's likely that the machine I'll go for would be well equipped for VR (e.g. GTX-1080, i7-6700K, 16GB RAM).
I'd really value your thoughts.
Many thanks!
Whilst it seems clear that the game is far from being optimised to work with the Vive - in your opinions, does the recently discovered supersampling work-around resolve the issues sufficiently that the game could now be said to be thoroughly enjoyable to experience on the Vive? Does it now look as good as people originally expected (even if it is inneficient in the background)? With the benefit of hindsight, if you were me, would you jump in now or hold off for a little while longer?
I haven't had a bespoke gaming PC before (I'll be a console convert) but it's likely that the machine I'll go for would be well equipped for VR (e.g. GTX-1080, i7-6700K, 16GB RAM).
I keep seeing you and others mention starting ED in VR without SteamVR running. Mind saying how (seriously, a step by step)? My lighthouses don't seem to be on unless I run SteamVR (yes, I used the bluetooth option to shut off when not in use). I've read you can apply the /vr argument to a shortcut instead of using the launcher but have not attempted that myself. ED with the headset is immersive....but pretty fugly unfortunately.NVidia driver is 368.39
SteamVR is the current (non-Beta) version: 1465424737
I should also note that I have the non-Steam version of Elite: Dangerous Horizons, and I don't run SteamVR before playing Elite. I also have the lenses of my Vive two ticks back to accommodate my glasses, and this seems to reduce the god rays a bit, make the text more legible, and eliminates the flickering in my peripheral vision.
My own personal theory is that there is some sort of miscommunication between the Steam Version of Elite, and Steam VR, that is behind the problems others are having, but some people haven't been able to replicate what I'm experiencing themselves. It does seem to me that when I load Elite: Dangerous directly, as opposed to loading SteamVR, a lot fewer programs load in my TaskManager.
As for scale... what you're experiencing seems to be what happened when I tried loading SteamVR in Beta4, where I felt like a giant head atop a tiny body and, IIRC, there seemed to be a bit of a fisheye effect, for lack of a better term, going on as well. The effect was unnerving. Right now, when I walk around my Cobra's cockpit, I feel like I'm in a normal sized room, with normal sized chairs, and a normal sized door at the back. I really don't think our relative heights should make a difference, especially when we're in the commander's seat.
edit: and yes, I'm running Windows 10.
I keep seeing you and others mention starting ED in VR without SteamVR running.