Native 0.7.0.0 and 0.8.0.0 Oculus Runtime Functionality?

Combat Training Mode..... e.g. the separate program from the Launcher, anyway, no problems all running in ED 64 bit....and I can use the Training from within ED 64 bit.

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It's squarely on Frontier to optimize this game for Direct-to-Rift. As it stands it's a judder-laden disaster with 0700/0800 runtimes. The experience is awful, only to be insulted more by paying for it.

Folks can't be expected to use 0601 and lower runtimes at this stage given the fact that the new Oculus is three months away and the 1000 runtimes are already shipping to developers. Frontier will miss the boat if they don't get their act together.

it's working perfect for me, DK2, SteamVR, and 0.8.0.0 runtime!
 
What resolution do you use in game with the 0.8 runtime ? I am not able to choose the DK2 resolution while in this configuration.
 
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Don't try to change it. It defaults to 1080p, regardless of what the config says. In the .8/steamvr configuration it appears that the game config files are not being looked at nor used on the resolution.
 
The resolution showing up in game is the one I created to run my monitor at 75Hz but once you set it to HMD it runs at 75 even though it is not selectable in the menu. Confirmed that several times using the 0.8 HUD display in the advanced tab.
 
Well they won't be getting a development CV and the 1.0SDK as they clearly preferred the Vive offering. Probably won't be seeing any improvement with oculus until at least May/June time.

This post comes with a caveat that I'll go back on it if FD don't ultimately support 1.0 and CV1... But:

I am not surprised that FD stopped trying to keep up with Oculus' runtimes - Oculus have not been able to provide a stable featureset throughout the development of the SDK, and made a fundamental change after FD had committed significant resource to delivering Oculus support.

Then, after that, Oculus still didn't commit to freezing the SDK till now. From FD's point of view, Oculus was working, just not on the latest SDK, and they now had SteamVR to focus on.

Valve have the benefit of being a software company first and foremost, and were using their work with Oculus in the early days to develop their stack independent of Oculus - so it's no surprise that FD would jump at the chance to develop Vive support as they knew they wouldn't get burned again - because it's not going to change (or at least no breaking changes) between now and release.

I do have (albeit ever diminishing) faith that ED will eventually have proper Oculus support for CV1, although I wouldn't be surprised if it's delivered via SteamVR.
 
This post comes with a caveat that I'll go back on it if FD don't ultimately support 1.0 and CV1... But:

I am not surprised that FD stopped trying to keep up with Oculus' runtimes - Oculus have not been able to provide a stable featureset throughout the development of the SDK, and made a fundamental change after FD had committed significant resource to delivering Oculus support.

Then, after that, Oculus still didn't commit to freezing the SDK till now. From FD's point of view, Oculus was working, just not on the latest SDK, and they now had SteamVR to focus on.

Valve have the benefit of being a software company first and foremost, and were using their work with Oculus in the early days to develop their stack independent of Oculus - so it's no surprise that FD would jump at the chance to develop Vive support as they knew they wouldn't get burned again - because it's not going to change (or at least no breaking changes) between now and release.

I do have (albeit ever diminishing) faith that ED will eventually have proper Oculus support for CV1, although I wouldn't be surprised if it's delivered via SteamVR.

They would be fools not to after all this game is a business and no business shuts itself out to potential sales opportunities that I am aware of
 
Well I'll wade into this mess... decided to take the plunge and try this. Installed 0.8 SDK, works great in Project Cars and Steam VR (actually Project cars was awesome). Opted into the Steam Beta (gave no option for SteamVR beta).

However with ED I am getting a different issue that people have hinted at earlier in the thread.

1. I always get a "second window" on the main monitor desktop mirroring what is in my HMD (Dk2).
2. ED always starts in "Windowed" mode, if I change to full screen, it changes both the desktop monitor and my HMD to fullscreen.
3. Cannot select any refresh rate but 60hz (which is the desktop monitors)
4. ED is set to HMD (Headphones).
5. When ED is running, afterburner shows that the FPS is capped at 75 (VSYNC) so even though ED's menus say something different, the DK2 is running properly.

So for some reason ED is mirroring to the desktop and not seeing the DK2 as the primary (hence can't get the 75hz).

EDIT: Raptoid confirmed it does show, the refresh rate shows in options as main monitor but actually works fine as 75hz in DK2.
EDIT: Also confirmed that any settings in ED now under options only affects the desktop mirror window, DK2 stays static at default res and refresh. Vsync does nothing now as it only effects the desktop window, DK2 is always vsync to 75.

What is also cool is now you can use the "Performance HUD" built into the Rift Config util.

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So interesting... while I don't mind the Mirror Window (it was the holy grail of what we were trying to get about a year ago with Dk2 in ED so spectators/spouses/kids could see what we were doing, I'm sure it's impacting FPS.

Anyone found a way around this or experienced something similar? (How to turn off or stop the mirror? I have mirror disabled in SteamVR so weird).

Thanks
 
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Well things are definitely strange... I had a fairly good judder fest in station so on a lark I changed graphics settings to "Low". Bam, full fps, no judder, persistence working etc. Then I started to increase things trying to reproduce the judder and so far no luck (though possibly shadows had a slight effect). I was able to crank up everything to High or Ultra without issue (but kept blur, occlusion, etc off).

Whats even stranger is that with everything set to "low" I can't tell much of a difference in quality in the DK2, it still looks just as good. And this is with the desktop mirror window running at 1080p lol.

Going to play more with the Rift perf. hud to see if there are truly any changes but interesting so far.

EDIT: Just found the "hidden" option to turn on the SteamVR Beta opt-in. So will try that next.
 
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Well things are definitely strange... I had a fairly good judder fest in station so on a lark I changed graphics settings to "Low". Bam, full fps, no judder, persistence working etc. Then I started to increase things trying to reproduce the judder and so far no luck (though possibly shadows had a slight effect). I was able to crank up everything to High or Ultra without issue (but kept blur, occlusion, etc off).

Whats even stranger is that with everything set to "low" I can't tell much of a difference in quality in the DK2, it still looks just as good. And this is with the desktop mirror window running at 1080p lol.

Going to play more with the Rift perf. hud to see if there are truly any changes but interesting so far.

There were a couple of posts on here(not sure where) that stated exactly what you are saying to go in game, change any quality setting then put it back. Not sure what that is doing but have definitely read that subject matter.
 
Well I'm mightily impressed. Not "perfect" yet but I for the first time buzzing around a planet with setting on high and getting 75ish fps and not getting instantly sick. They still need to tone down the bounching for VR users but its getting more bearable.

So looks like I'm a happy camper, no more old 0.601 sdk, 0.8 and working with everything, mirrored to desktop with little to no performance hit, direct mode and everything running very smooth. Damn.

This needs to be more a organized sticky as the difference was incredible. Under 0.601 I had station judder galore but fine outside, now I can made nearly everything and still be ok (I toned it down some just to be safe and too much testing lol).
 
Well,

Looks like SteamVR finally fixed the refresh rate lock on between monitor and DK2 (for 16:9 ratios).

Windows 10, SDK8.0, Latest SteamVR beta, and smooth as butter now!

Make sure SteamVR is installed. Does not need to run, nor steam to be open.

Fire Elite and enjoy!
 
Well,

Looks like SteamVR finally fixed the refresh rate lock on between monitor and DK2 (for 16:9 ratios).

Windows 10, SDK8.0, Latest SteamVR beta, and smooth as butter now!

Make sure SteamVR is installed. Does not need to run, nor steam to be open.

Fire Elite and enjoy!

really....? fantabulous!
 

Viajero

Volunteer Moderator
Will 0.8 and SteamVR work with Windows7 for the DK2 as mentioned in the few posts above?

I might aswell try it if affirmative... not the best of timings right after I have just upgraded my screen setup to 5760x1080 but hey :D
 
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Does it support SLI now?
Does it still require you to lower many ingame settings as opposed to running RT 0.5.1 in extended mode?
Cheers
 
Will 0.8 and SteamVR work with Windows7 for the DK2 as mentioned in the few posts above?

I might aswell try it if affirmative... not the best of timings right after I have just upgraded my screen setup to 5760x1080 but hey :D

Holy moly...he wasnt joking. It completely works and on win7.

And mirrored on the desktop as well! :)

edit: Thats weird..it worked perfectly the first time I tried. Really stuttery now.
 
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I'll have to try it sometime, but the refresh rate thing was always fine for me. Just change the parameters in all graphics config files to 75fps. My desktop stays at 3840x2160 at 60hz, the rift stays at 75hz. (Win10,0.8SDK)
 
ive been messing around with the settings, to see how high i can get them.
i wouldn't say what im seeing is judder the head movement itself is rather smooth,
but there seems to be a sort of blur effect, as if when you turn your head, you see the new frame, but also the one before it. any ideas on how to get rid of that?
 
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