Hey there.
Warning: Longish post, thought I'd write down some of my experiences and findings with Odyssey in VR.
So far I haven't touched Odyssey, because a) I'm not really interested in the on-foot-gameplay and b) VR performance even when not on foot was atrocious the one time I tested it. Yesterday I decided to tinker around a bit more.
For reference, my specs: I run a Ryzen 7 3700X with 32 GB @3600 MHz and a Gigabyte 2080 Super running on 20H2 with nvidia driver 457.30. I use the Reverb G2 at 50% SS in SteamVR and 1.0 SS/1.0 HMD in ED, and I still own its predecessor, the Rift S, which I used to run at the higher quality setting in oculus and 1.0 SS / 1.25 HMD in ED.
So yesterday I tried Odyssey again with the G2, and boy, is it a mess. I run a mix of mostly high and some medium settings, and Horizons runs okay with those settings - only issue is getting major reprojection near settlement assets and engineer bases.
With my Horizon settings I get 45 fps (reprojection) at over 67% GPU load... in the main menu. Same thing sitting still staring into the blackness of space. CPU load goes up if I fly near a landable planet, and the moment I drop from orbital cruse near a surface port I get a slideshow. 95% GPU load and 30 fps at best, often less, with major stuttering. In fpsVR I can also see a rather high CPU load with individual logical cores going to 100%. Around the time I finish glide the stuttering intensifies, and I can predictably count down until SteamVR crashes. It feels like running out of RAM or VRAM. fpsVR shows a RAM usage of 13 to 14 GB at that point, and VRAM usage is high throughout up to around 7.2 out of 8 GB at the point where SteamVR bails. I think VRAM usage is similarly high in Horizons, but Horizons never crashes SteamVR.
I managed To land somewhere reasonably far away from any surface ports (on an atmospheric planet) and get into the SRV, same deal. 45 fps @80 to 90% GPU load, if I disembark and walk around the framerate tanks even more. I belive if I turn of reprojection, the G2 never runs at more than maybe 65 fps.
I got out of reprojection and somewhat stable 90 fps after turning most settings to low and reducing the resolution to 40%, and of course the game looked like crap then. Still got the occasional SteamVR crash.
Okay, we get it, Odyssey performance is crap. So, I thought, sod WMR and SteamVR, I wonder how it works with the old Rift S, and would you believe: To my amazement I got a pretty playable experience running ED in Oculus VR, certainly as long as I avoid on-foot gameplay, which I plan to anyway (in it for the flying, not the walking).
So with the Rift S I got 80 fps in the main menu at... I don't remember. Maybe 50% or 60% GPU load? Rock solid 80 fps in space. 80 fps near planets. Reprojection near surface ports, but smooth, 80 fps after disembarking in the hangar, 40 fps with the occasional stutter at the bar.
Granted, the Rift S pushes less pixels than the G2, but still - I haven't written down exact numbers, but my G2 runs near native resolution of like 2100x2000 or something, and the Rift S is not too far off with around 1700x1800 or so per eye, and does almost twice the framerate. The difference is staggering, more so considering I upped ED's settings for the Rift. Oculus runs Odyssey waaaaaay better at higher quality settings than WMR+SteamVR and crap settings.
So my conclusions: a) either WMR and SteamVR is crap to begin with, or b) Odyssey's render pipeline has a problem in SteamVR that doesn't really surface with Oculus. I might even go back to the Rift S for a while, even though it is less comfortable, less sharp and has a worse FOV than the G2 with a 3D-printed face gasket.
Anyone experienced anything similar?
Warning: Longish post, thought I'd write down some of my experiences and findings with Odyssey in VR.
So far I haven't touched Odyssey, because a) I'm not really interested in the on-foot-gameplay and b) VR performance even when not on foot was atrocious the one time I tested it. Yesterday I decided to tinker around a bit more.
For reference, my specs: I run a Ryzen 7 3700X with 32 GB @3600 MHz and a Gigabyte 2080 Super running on 20H2 with nvidia driver 457.30. I use the Reverb G2 at 50% SS in SteamVR and 1.0 SS/1.0 HMD in ED, and I still own its predecessor, the Rift S, which I used to run at the higher quality setting in oculus and 1.0 SS / 1.25 HMD in ED.
So yesterday I tried Odyssey again with the G2, and boy, is it a mess. I run a mix of mostly high and some medium settings, and Horizons runs okay with those settings - only issue is getting major reprojection near settlement assets and engineer bases.
With my Horizon settings I get 45 fps (reprojection) at over 67% GPU load... in the main menu. Same thing sitting still staring into the blackness of space. CPU load goes up if I fly near a landable planet, and the moment I drop from orbital cruse near a surface port I get a slideshow. 95% GPU load and 30 fps at best, often less, with major stuttering. In fpsVR I can also see a rather high CPU load with individual logical cores going to 100%. Around the time I finish glide the stuttering intensifies, and I can predictably count down until SteamVR crashes. It feels like running out of RAM or VRAM. fpsVR shows a RAM usage of 13 to 14 GB at that point, and VRAM usage is high throughout up to around 7.2 out of 8 GB at the point where SteamVR bails. I think VRAM usage is similarly high in Horizons, but Horizons never crashes SteamVR.
I managed To land somewhere reasonably far away from any surface ports (on an atmospheric planet) and get into the SRV, same deal. 45 fps @80 to 90% GPU load, if I disembark and walk around the framerate tanks even more. I belive if I turn of reprojection, the G2 never runs at more than maybe 65 fps.
I got out of reprojection and somewhat stable 90 fps after turning most settings to low and reducing the resolution to 40%, and of course the game looked like crap then. Still got the occasional SteamVR crash.
Okay, we get it, Odyssey performance is crap. So, I thought, sod WMR and SteamVR, I wonder how it works with the old Rift S, and would you believe: To my amazement I got a pretty playable experience running ED in Oculus VR, certainly as long as I avoid on-foot gameplay, which I plan to anyway (in it for the flying, not the walking).
So with the Rift S I got 80 fps in the main menu at... I don't remember. Maybe 50% or 60% GPU load? Rock solid 80 fps in space. 80 fps near planets. Reprojection near surface ports, but smooth, 80 fps after disembarking in the hangar, 40 fps with the occasional stutter at the bar.
Granted, the Rift S pushes less pixels than the G2, but still - I haven't written down exact numbers, but my G2 runs near native resolution of like 2100x2000 or something, and the Rift S is not too far off with around 1700x1800 or so per eye, and does almost twice the framerate. The difference is staggering, more so considering I upped ED's settings for the Rift. Oculus runs Odyssey waaaaaay better at higher quality settings than WMR+SteamVR and crap settings.
So my conclusions: a) either WMR and SteamVR is crap to begin with, or b) Odyssey's render pipeline has a problem in SteamVR that doesn't really surface with Oculus. I might even go back to the Rift S for a while, even though it is less comfortable, less sharp and has a worse FOV than the G2 with a 3D-printed face gasket.
Anyone experienced anything similar?
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