Odyssey VR specific bug reports - please contribute!

Probably not VR specific, that sounds like server/connection issues
That’s what I thought on the first day - but it was the same again this morning and I’ve very, very rarely had it before and then only in multiplayer instances. Since Update 9.01 it’s been every transition in Solo.
 
Added report and voted on https://issues.frontierstore.net/issue-detail/46156

Noticed another pair of things, by the way, about our rambling shadows: 1) Looks like the shadows lag behind when turning one's head, even as the room view turns as it should - hold still for a while, and they catch up. 2) It happens to projection lights as well (and had already been seen to strongly affect settlement lights seen from above).
 
Noticed another pair of things, by the way, about our rambling shadows: 1) Looks like the shadows lag behind when turning one's head, even as the room view turns as it should - hold still for a while, and they catch up. 2) It happens to projection lights as well (and had already been seen to strongly affect settlement lights seen from above).
I tried to demonstrate the lagging shadows in the video included with the issue report - though, as with other VR problems, it doesn’t show up too well on a flatscreen recording and is much more noticeable in the headset.

Speaking of which, I've spotted a minor bug that's possibly a glimpse behind the programming curtain: when using the Surface Scanner close to a planet and position the planet below you, if you look down you might be able to spot your ship nameplates 😅 So it looks like the scanner view is a bit like the mutlicrew Gunner third-person ship view, just with the ship invisible (well, mostly invisible :)). Super minor bug that isn't worth reporting - I doubt it'd get the Confirms and I'm not sure you could see it in flatsceen. Squint closely and you should be able to see my Cobra ship tags just below the scanning screen area:
StealthShip.jpg


Thankfully @drkaii is correct - my transition woes all but disappeared today, so it looks like it was just post-patch server burps (y)
 
if you look down you might be able to spot your ship nameplates 😅
Aha - forget that one, did they... I recall when after one update, all deployable modules were drawn -- one of those times it has been all too apparent that either no-one on the QA team does VR, or they just really do not give a damn (not going to forget the utterly perplexed, slack jawed expressions on interviewed project leads, whenever a question reminds them that VR exists, either). :p

Thankfully @drkaii is correct - my transition woes all but disappeared today, so it looks like it was just post-patch server burps (y)
My ship kept freezing in time, mid-shock-absorbing animation, when touching down on a landing pad, in 9.0 -- I guess those magnetic arrestors are really powerful, if they can quantum lock an entire Asp. :9

I've noticed often the lighting of planets on the skybox isn't consistent between eyes. They seem to have added some type of bloom effect that just doesn't work in VR. Anyone else getting this? I play with a G2
I keep blinking at the wildly swaying tonemapping (strongly exacerbated with Odyssey) seemingly producing different light levels between the eyes: Put something bright visible in one eye's view, but not the other, and one of them will be dimmed, independently to the other, which becomes bright as hell; And which of the two is which, is not neccessaily consistently what you would expect - neither from logic reasoning on -normalisation, nor -iris simulation.

Secondly, I would like to note that planet surfaces suffer hugely from specular aliasing, a type of shader aliasing. I assume this isn't as noticeable at the high FOVs of pancake gaming, but in VR it's an absolute immersion killer, especially because it's world relative, as you turn your head, the aliasing lines align with your view, and add to the infernal shimmer of textures, space stations etc. ED's not the only game that has it, Space Engine does too and here's a video I made recording it:
Yes... all the shine added to planets made them join all man-made objects in the specular (EDIT: ...and regular-. too) aliasing department -- walking in concourses can almost be a pain, with all the vertical and horizontal lines "raining" crawling centepedes. :p

In addition to the added reflectiveness, and less soft detail, compared to Horizons terrain, I have been wondering if maybe planets were previously rendered separately, in a forwards rendering path (...which could be properly anti-aliased, with MSAA), but now brought in line with everything else, in the deferred path, so that it can use the updated PBR shaders, and take more light sources. (There used to be a bit of a... "disconnect", and "composited-ness" between the ground and scatter/POI objects/vehicles, which could appear to lag behind a bit (EDIT: ...relative to the ground), when moving one's head...)

Hopefully whatever antialiasing options they are evaluating will turn out to help, and not just blur everything...
 
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Yeah

On the issue tracker thread FD have mentioned they aren't actively working on many things atm. Not just VR issues but a bunch of others. Focusing on performance which is fair dinkum.

My bugbear, which I know is not EDO but still affects EDO players, are the orbit lines. FD's statement saying it was an issue with the camera doesn't sound promising but at least they did mention it. Which I thought was at least something.

I have to say, that Sally CM is brilliant.
Is there a support ticket for Orbi line issues? Ever since I switced from a 5700XT to a 6700XT I’ve not chaneed a single GFX settings but some orbit lines have become single pixel thin. Star borders but the worst one is the blue Gravity border around planets they barely appear at all and if they do again it’s a razor thin single pixel width and will only appear very briefly depending on how you look at it but regardless it’s almost impossible to see it or keep it on screen but I have taken plenty of screen shots trying to capture it
 
I've create a short video of the bug for https://issues.frontierstore.net/issue-detail/46156
Although this may appear to be a star flashing because you are near the star, its just a general bug that occurs everywhere, seemly grabbing random views and displaying them for a brief second. This is only occuring since update 9. Previously I was only ever seeing this issue when exiting/entering supercruise.

That is an excellent demonstration of the issue, with a side order of expired report https://issues.frontierstore.net/issue-detail/42712 at the start as well 😁 Any chance you could add the YouTube link in a comment on #46156?
 
Aha - forget that one, did they... I recall when after one update, all deployable modules were drawn -- one of those times it has been all too apparent that either no-one on the QA team does VR, or they just really do not give a damn (not going to forget the utterly perplexed, slack jawed expressions on interviewed project leads, whenever a question reminds them that VR exists, either). :p


My ship kept freezing in time, mid-shock-absorbing animation, when touching down on a landing pad, in 9.0 -- I guess those magnetic arrestors are really powerful, if they can quantum lock an entire Asp. :9


I keep blinking at the wildly swaying tonemapping (strongly exacerbated with Odyssey) seemingly producing different light levels between the eyes: Put something bright visible in one eye's view, but not the other, and one of them will be dimmed, independently to the other, which becomes bright as hell; And which of the two is which, is not neccessaily consistently what you would expect - neither from logic reasoning on -normalisation, nor -iris simulation.


Yes... all the shine added to planets made them join all man-made objects in the specular (EDIT: ...and regular-. too) aliasing department -- walking in concourses can almost be a pain, with all the vertical and horizontal lines "raining" crawling centepedes. :p

In addition to the added reflectiveness, and less soft detail, compared to Horizons terrain, I have been wondering if maybe planets were previously rendered separately, in a forwards rendering path (...which could be properly anti-aliased, with MSAA), but now brought in line with everything else, in the deferred path, so that it can use the updated PBR shaders, and take more light sources. (There used to be a bit of a... "disconnect", and "composited-ness" between the ground and scatter/POI objects/vehicles, which could appear to lag behind a bit (EDIT: ...relative to the ground), when moving one's head...)

Hopefully whatever antialiasing options they are evaluating will turn out to help, and not just blur everything...

I didn't know they were considering AA options. Not sure what would work well against these types of shader aliasing, I assume some special measures need to be taken into account, as TAA isn't going to be able to do anything about it, it doesn't get better with better resolution, so TAA will have to blur it so much the "rain" will just be "censored". DLAA, I wonder if it works for this? Either option would actually be good in general, but I'm glad to hear that FDev are aware of this issue. I never would have expected them to be so and haven't got my hopes up.
 
I wonder how long it will take to get a “by design” closure?
I think one of my bigger problems with those flares (and a lot of other texture matters as well) may actually be that you can only too clearly see all the static graininess and banding in the starburst texture (possibly dithered on purpose, but more likely compression artefacts), which really hammers home that these sprites are picture overlays, rather than in any other manner mimicked optical effects... :p

I didn't know they were considering AA options. Not sure what would work well against these types of shader aliasing, I assume some special measures need to be taken into account, as TAA isn't going to be able to do anything about it, it doesn't get better with better resolution, so TAA will have to blur it so much the "rain" will just be "censored". DLAA, I wonder if it works for this? Either option would actually be good in general, but I'm glad to hear that FDev are aware of this issue. I never would have expected them to be so and haven't got my hopes up.
It'll probably turn out to only be TAA (in which case I for one am sadly likely to opt to turn it off - I tend to suffer aliasing less badly than I do blur and smear), but we'll see...

(For the moment, I am using 400% SteamVR supersampling, together with 0.77 FSR and some sharpening, not using the FSR built into the game, but fholger's FSR "injector". That softens the output a bit, for good and for bad... Not sure where I stand between hating and tolerating it :9)

Possibly rather than leaning solely on AA, something can be done at the authoring stage, and the shading one too, but I have to presume that puts extra workload on the shoulders of the asset creators and shader writers, making normal- and envmap mips that mitigates the issue, when selected and processed well, or something along those lines...

(...of course, if they were to do such extra work, maybe they could also be persuaded to take the opportunity to switch to rendering ground with parallax mapping, or even tessellation, in place of current normal mapping (here's assuming the normal maps may be baked from heightmaps, and/or high resolution geometry, at any rate) -- that should help make the ground look a fair bit less unnatural, I believe... :7)

There are some interesting short tidbits on normal map mipping and specular aliasing in this old Vive era presentation: http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
(EDIT: A significant complication is heaped on top, of course, when things are made reflective...)
 
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I've create a short video of the bug for https://issues.frontierstore.net/issue-detail/46156
Although this may appear to be a star flashing because you are near the star, its just a general bug that occurs everywhere, seemly grabbing random views and displaying them for a brief second. This is only occuring since update 9. Previously I was only ever seeing this issue when exiting/entering supercruise.

I have this exact same problem! It doesn't do it in Horizons, only Odyssey and it's driving me nuts. Any fix on the roadmap? I tried to upvote it, but it's expired.
 
I tried to upvote it, but it's expired.
The issue is still showing as live and can-be-voted-for when I click the link.

Until the issue gets the green tick of “acknowledged” we won’t have any indication of a fix - and FDev are on holiday at the moment 🙂

If the report gets a lot more votes (and gets acknowledged) then we could bump it up to the Top 20 and get some more info and hopefully expedite a fix - it’s currently sat in position #100 so could use some help.

Even though I’m not seeing the issue much, I’ve temporarily transferred my vote from the VR FSS Orbit Lines report (seeing as the last update told us it wasn’t going to be fixed any time soon) and I hope others will do so as well 👍
 
The issue is still showing as live and can-be-voted-for when I click the link.

Until the issue gets the green tick of “acknowledged” we won’t have any indication of a fix - and FDev are on holiday at the moment 🙂

If the report gets a lot more votes (and gets acknowledged) then we could bump it up to the Top 20 and get some more info and hopefully expedite a fix - it’s currently sat in position #100 so could use some help.

Even though I’m not seeing the issue much, I’ve temporarily transferred my vote from the VR FSS Orbit Lines report (seeing as the last update told us it wasn’t going to be fixed any time soon) and I hope others will do so as well 👍
Thanks - upvoted! Hopefully others will do the same!
 
I’m adding this report to the OP:

https://issues.frontierstore.net/issue-detail/45812 - Scorpion outfitting camera views - 7/10

…because even though it’s affecting flatscreen as well, I think the paint job view being placed between the vehicle front wheels is a VR thing. At least we get to see what the paint job looks like on the front right wheel cover 😅
 
@Arioch, Thanks for what are you doing there. The time, patience and kindness you put in this, is very well appreciated. My personal patience has run out at the second expired issue i submitted. The issue tracker is built in a way that REQUIRES someone like you to gather all players and organize them into submitting confirmations. Otherwise everything goes in to the "expired" bin, even with the most evident bugs. So, THANK YOU! Keep it up, please... You're great
 
Last gasp for Scorpion Outfitting Camera issue report - I think it’s due to expire sometime tomorrow, with only 2 more Confirmations required.

Want to be able to check out a Scorpion skin before purchase and not just look at the front-right wheel? Spend a few moments and hit the “can reproduce” button 👍
A1EE172D-74E7-43F0-9F46-008086386BDF.jpeg
 
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