I've honestly tried but VR is unplayable

I give up! VR even on low settings stutters and produces artifacts in any areas where the graphics matter. As long as I'm in the middle of space where there is little to render, it's fine but the moment I head towards a planet or station it's miserable. All this BEFORE the fact that the on foot part of the game is in 2D and before one factors in all the other bugs.

How is it that this game is virtually unplayable on a 3070? I am seriously considering asking for a refund and revisiting this title in about 12 months to see if it is fixed. It's so bad at this point I can't conceive how it will be fixed before then. I'm only here for the VR.
 
Turn down your pixel density if needed, or adjust your resolution in Steam VR Settings. I'm running an 11700k with 1080ti and Reverb G1 and it will maintain 45+ FPS all the time EXCEPT when in the SRV...then it's dog poo.
 
get fpsVR and tell us exactly what fps values you're getting at various locations.

Also, tell us what hardware and what HMD you're using.

You should be aiming for a nice stable 45fps with reprojection or ASW
 
Try turning "Supersampling" to its minimum and work back up for there. I have also found "Shadow Quality" make a big difference.
 
Try turning "Supersampling" to its minimum and work back up for there. I have also found "Shadow Quality" make a big difference.
...also the HDR is a big fps hog. It'll strip 20 fps off the top no problem. If you use SS and HDR together then goodbye any chance if getting a reasonable fps.
 
Anybody know what resolution is bing used for VR whilst on foot, my headset default is hopless, and I can seem to change it.
 
...also the HDR is a big fps hog. It'll strip 20 fps off the top no problem. If you use SS and HDR together then goodbye any chance if getting a reasonable fps.

Wait! There's a HDR user setting of some sort (in-game, without resorting to xml editing)? -Where? ...You didn't mean to write: "HMD Quality", did you?

Unfortunately Elite always did need maxed-out HMD Quality to look good (...or rather the equivalent compound effect of all render resolution multiplers along the line, except the in-game supersampling, which is a "self-contained" thing one can add on top, after x2.0 HMDQ), and it does even more so now, after some of the rendering changes - along with having way less room for doing things of the sort. :p

One single setting that does confer quite a bit of load, is the screen space ambient occlusion, which tends to not come out right when used with VR anyway, which is certainly the case with Elite's implementation -- the shaders in question seem to seldom take the asymmetry of the camera frustums into account, producing contradicting results for the two eyes.
 
Im finding it hard to play at the moment as well. For owners of a 1080TI/2080/3070 with a high res headset like the Reverb unless Fdev can magically squeeze out another 20FPS with optimisation I think Ill have to upgrade to a 3080. Ive set my graphics option as low as I can bear so as to not feel like I'm playing doom from the year 2000. Theres only so much you can dial it down until its just not worth it. Even at 50% effective render resolution Im still barely hitting 30FPS on the surface and in stations. I think I would need to get it to 45FPS with medium to low graphics and motion smoothing forced. (My CPU is i7 9700k)

What Ive found also is that there are 4 settings that affect resolution and regardless of which one i set to 50% the quality looks the same and results in the the same FPS. So effectively to me it seems that you just have to select one and reduce it to say for example 50% or 0.5 while leaving all the others at 100% or 1.0.

100% - SteamVR Render Resolution Per Eye
100% - SteamVR Per Application Custom Resolution Multiplier
1.0 - ED SuperSampling
1.0 - ED HMD Image Quality

If WMR is at 60Hz you have to get your frame rate to at least 30FPS and enable motion smoothing.
If WMR is at 90Hz you have to get your frame rate to at least 45FPS and enable motion smoothing.

Ive also found that motion smoothing doesnt always kick in fast enough so its best to force it always on to avoid severe stuttering for extended periods until it decides to motion smooth and half the frame rate. Either way this is still a sub par VR experience when you consider the FPS and the wobbly effect from motion smoothing.
 
Last edited:
I think Odyssey has a problem for the moment. I have a G2 coupled with a Ryzen 5 5600X, RTX3080 and 32GB RAM. In horizon, I could play with high/ultra settings with a render resolution at 100% (steam VR) and had 90FPS everywhere except on planets and station. But with a render resolution at 80% I had 90FPS everywhere.
In Odyssey, I tested with all settings to low and a render resolution at 50% (steam VR) and I don't even get 90FPS everywhere.

Anyway, I think they will improve that, we can see on the graph on the SteamVR window (or in FpsVR), that it's full of spikes. I think the render thread is not optimized at all.
 
2060 overclocked considerably with water cooled cpu and fab air cooled case. Using a g2 reverb.
And it's OK... seriously it works its stable.
Just over 2k in each lense it wouldn't run smooth any higher. Allowing windows to do it all was awful.
But it's dark.
Got shadow on medium aa on smaa and anisotropic x4.
Hmd on 1.25 ss on 1.0

BUT it's overclocked so ..
Don't think they've optimised it yet certainly culling issue etc hasn't been addressed, or has it?
Keep fiddling and don't let windows set it.!
o7
 
I have an Intel i7-5960 CPU, GTX 1080Ti, 32GB ram, and a Pimax 8k HMD.

I found Odyssey unplayable during the alpha in VR. Could play the on foot part without problems on a monitor.

Due to real life getting in the way I didn't get a chance to play Odyssey till about a week after release. Still found VR unplayable though, and I feared my GPU wasn't up to the task.
However, while checking EDO's graphics settings to reluctantly see what I could lower I noticed the ED HMD image quality was set to 2.0. I was surprised at this because I was sure it was set at 1.0, so I moved it back to 1.0, and didn't change any other settings.

Result was amazing. Odyssey is now perfectly playable in VR.

Hope this info is helpful to anyone else having problems, although given that people with much higher spec machines than mine have problems I think there is more to fix than just an HMD setting.
 
For the OP, if you're using a RTX 3070, then you'll need to revert to older NVidia drivers in order to get acceptable performance in VR. Later drivers have huge performance issues. Scour the NVidia threads to confirm the last working version for VR, but I believe it dates back to December 2020.
 
I had those performance issue with my RTX 3070 and used driver 457.30 for long until drivers 465.x was released. I benchmark a lot and so far, each new versions, including today one 466.77, perform like the good old 457.30.

I can maintain 90fps everywhere with my low rez Oculus Rift CV1, I have Supersampling at 175%, pretty clear and crisp. I can't talk about Odyssey as I don't have it, I don't walk, too lazy. Teleportation Mister Sulu, this is the Way ;)
 
I had those performance issue with my RTX 3070 and used driver 457.30 for long until drivers 465.x was released. I benchmark a lot and so far, each new versions, including today one 466.77, perform like the good old 457.30.

I can maintain 90fps everywhere with my low rez Oculus Rift CV1, I have Supersampling at 175%, pretty clear and crisp. I can't talk about Odyssey as I don't have it, I don't walk, too lazy. Teleportation Mister Sulu, this is the Way ;)
Thanks for that feedback. I have a new PC with a 3080 on the way, and was hoping NVidia were going to have resolved their driver issues by the time I received it. The only current VR issue I see in NVidia driver release notes is a performance issue when using GPU monitoring tools.... do you know if this is still the case?
 
Thanks for that feedback. I have a new PC with a 3080 on the way, and was hoping NVidia were going to have resolved their driver issues by the time I received it. The only current VR issue I see in NVidia driver release notes is a performance issue when using GPU monitoring tools.... do you know if this is still the case?
This problem is not fixed, see in the Open issues list of 466.79 (an hotfix they just released):
[Steam VR game]: Stuttering and lagging occur upon launching a game while any GPU hardware monitoring tool is running in the background. [3152190]

I don't do SteamVR, I use directly the Frontier launcher.
 
Back
Top Bottom