Odyssey VR specific bug reports - please contribute!

Damn - that looks like https://issues.frontierstore.net/issue-detail/50402 which was listed in U13 patch notes as being fixed - it’s not a VR-specific problem. I haven’t been able to play since the Update dropped but that’ll be another thing for me to check later on this week.
I listed my Specs on the description of the Video, Ill list them here too.

Quest 2 - On Link Cable
GPU 3060
CPU Ryzen 3700x
32gig system ram
Games on an M.2 drive
GFX settings are on LOW - Resolution at 1280 x 720 or 1280 x 768 (depending which profile I load)
Quest is running at only 0.9 resolution rather than 1.0


I get flickering shadows in most places but the thargoid ruins are a BIG example.
 
I listed my Specs on the description of the Video, Ill list them here too.

Quest 2 - On Link Cable
GPU 3060
CPU Ryzen 3700x
32gig system ram
Games on an M.2 drive
GFX settings are on LOW - Resolution at 1280 x 720 or 1280 x 768 (depending which profile I load)
Quest is running at only 0.9 resolution rather than 1.0


I get flickering shadows in most places but the thargoid ruins are a BIG example.
Slightly off topic, cmdr, set HMD=1.25 in ED, and up the Oculus resolution to as far as it will work. I have my Oculus resolution set to 1.3x and it performs far better than at lower resolutions. Yes, I get better FPS and visual clarity when I push it to 1.3 than lower resolutions. Counterintuitive, but it worked for me.

My monitor is 4k but my ED flat screen resolution is set to 800x600 @ 30 Hz since I don't use that window.
 
Slightly off topic, cmdr, set HMD=1.25 in ED, and up the Oculus resolution to as far as it will work. I have my Oculus resolution set to 1.3x and it performs far better than at lower resolutions. Yes, I get better FPS and visual clarity when I push it to 1.3 than lower resolutions. Counterintuitive, but it worked for me.

My monitor is 4k but my ED flat screen resolution is set to 800x600 @ 30 Hz since I don't use that window.
What gfx card ?
 
RTX 3080. I imagine the amount of oversampling in the Oculus app will be dependent on this. Try pushing it until images start to tear during high action scenes, FPS slows down, or you're satisfied with how it looks. I initially turned ED settings down in an effort to get better FPS and less AA, but it didn't do much good.

I tried 1.1x with no noticeably improved results, then 1.2x with similar experience. Partly out of frustration, I set things in ED to medium or high, HMD = 1.25x, and Oculus to 1.3x. I now have very clear images, markedly reduced anti-aliasing, and good frames-per-second performance.

Beyond the puzzling logic, I can only speculate that perhaps the game was optimized around typically higher settings so it performs best there.

Sorry for the off-topic, OP.
 
RTX 3080. I imagine the amount of oversampling in the Oculus app will be dependent on this. Try pushing it until images start to tear during high action scenes, FPS slows down, or you're satisfied with how it looks. I initially turned ED settings down in an effort to get better FPS and less AA, but it didn't do much good.

I tried 1.1x with no noticeably improved results, then 1.2x with similar experience. Partly out of frustration, I set things in ED to medium or high, HMD = 1.25x, and Oculus to 1.3x. I now have very clear images, markedly reduced anti-aliasing, and good frames-per-second performance.

Beyond the puzzling logic, I can only speculate that perhaps the game was optimized around typically higher settings so it performs best there.

Sorry for the off-topic, OP.
I have tried the above and 0.9x and hmd at 1.0 is the best the 3060 will do without stutter. thanks anyway.
 
Guys take this for what it's worth. I don't even look at FPS anymore If the game plays relatively smoothly I play it. If it is unplayable, it is one of two things your system won't handle it or something else on your end. I have been playing ED quite some time now it's very smooth and I would not chage a thing.
 
Guys take this for what it's worth. I don't even look at FPS anymore If the game plays relatively smoothly I play it. If it is unplayable, it is one of two things your system won't handle it or something else on your end. I have been playing ED quite some time now it's very smooth and I would not chage a thing.
You wouldn't swap the performance of Odyssey for the performance of Horizons? I would, in a heartbeat. There's something wrong with Odyssey and VR highlights those problems.
 
This is a thread to highlight Odyssey VR bugs, in the hopes that they will get enough recognition to be prioritized.

If you want to discuss the relative strengths and weaknesses of both Horizons and Odyssey, there's whole other forums dedicated to that kind of thing.
 
This is a thread to highlight Odyssey VR bugs, in the hopes that they will get enough recognition to be prioritized.

If you want to discuss the relative strengths and weaknesses of both Horizons and Odyssey, there's whole other forums dedicated to that kind of thing.
I think in fairness what they are talking about is the performance issues we see in Odyssey and how that especially impacts VR users. Something that isn't so much a problem in Horizons its a matter of choosing your settings on more mainstream PC hardware.

I guess it comes down to whether you, I and everyone else views Odyssey performance in VR as a bug or a quality issue.

Its a tricky one because for many once performance in VR drops to a certain level the experience becomes unplayable for them so for those people yeah it legitimately could be considered a bug or fault where as for others with more high end hardware its a quality issue and choice to jump between the two.

Myself I think its unreasonable to start quoting software engineering terms and definitions on a public forum for gamers, there is quite clearly a performance penalty which a few can brute force with 1-2k worth of GPU hardware to an acceptable level for them. Arguably they are being short changed as well because with Horizons like performance they could increase their quality settings further.
 
I think in fairness what they are talking about is the performance issues we see in Odyssey and how that especially impacts VR users. Something that isn't so much a problem in Horizons its a matter of choosing your settings on more mainstream PC hardware.
Performance issues are a problem in general. Frontier is far more likely to prioritize them, as opposed to problems more specific to VR. Any improvements there will also improve performance for us. There's plenty of people interested in them, so they're much more likely to be confirmed in Frontier's wonky issue tracker.

My primary concern in this thread are the VR specific issues. Problems that only arise from having a truly 3D interface in a game primarily designed with 2D in mind. VR use isn't widespread, so if there's a VR specific issue I can test and confirm, I'd prefer to focus on that.
 
You wouldn't swap the performance of Odyssey for the performance of Horizons? I would, in a heartbeat. There's something wrong with Odyssey and VR highlights those problems.
Ody plays just as good as Horizon for me. I don't know why is doesn't for you.
 
Can we please move general discussion here, so this thread can stay on topic?

 
This is a thread to highlight Odyssey VR bugs, in the hopes that they will get enough recognition to be prioritized.

If you want to discuss the relative strengths and weaknesses of both Horizons and Odyssey, there's whole other forums dedicated to that kind of thing.
I'm just here saying that whatever the reason, there's an issue with Odyssey's performance and it's apparent once you're in VR. It has been 13 updates and yet the issue remains in Odyssey whereas there's no issue in Horizons. Given they want to merge Horizons into this new engine, I think it's fair to highlight a major issue for many of us who enjoy this game the most in VR.

Now for everyone that says they don't have an issue in VR - I'm glad to hear it. However most of us aren't so lucky and would like to know why that is. So unless you're going to give us your rig/setup - with all due respect, we'd like this fixed for our rigs that we bought for this game. Thank you.
 
I've added a video contribution to the issue regarding shadows disappearing in VR. Like the issues regarding shipyard and holo-me, this "shadows randomly disappearing" bug is with us from Odyssey release and it's unbelievable it's still there. It really looks like no one at fdev owns some type of VR headset. Or like they own it no more, at least.
The issue is there: https://issues.frontierstore.net/issue-detail/42913
The video is there:
Source: https://youtu.be/8kzus26Y16U

Vote, vote, vote. Let's act like it matters, come on!
 
The other shadow problem we had, where they would linger behind when looking around, and catch up with the world a few frames later, does not seem to be entirely eliminated either, by the way -- I noticed the projection light logo on the floor at Apex Interstellar still does this. :7
 
The other shadow problem we had, where they would linger behind when looking around, and catch up with the world a few frames later, does not seem to be entirely eliminated either, by the way -- I noticed the projection light logo on the floor at Apex Interstellar still does this. :7
I've just been to have a look and you're correct - it does seem to have the same lag stutter that the projected shadows had.

I don't think it's worth submitting an issue report as we're not supposed to be on-foot in full VR and the problem doesn't manifest in the projected flatscreen. I'll quite happily stick in a report whenever we get official VR feet, so I expect those will be several report-filling minutes I'll never have to spend 😅

The issue isn't very clear in a recorded flatscreen video but is extremely noticeable in VR, as is often the case with these bugs:
Source: https://youtu.be/LTGpAQgQd98
 
Performance issues are a problem in general. Frontier is far more likely to prioritize them, as opposed to problems more specific to VR. Any improvements there will also improve performance for us. There's plenty of people interested in them, so they're much more likely to be confirmed in Frontier's wonky issue tracker.

My primary concern in this thread are the VR specific issues. Problems that only arise from having a truly 3D interface in a game primarily designed with 2D in mind. VR use isn't widespread, so if there's a VR specific issue I can test and confirm, I'd prefer to focus on that.

Whilst the logic seems sounds the flaw in that is you have 'people' running 1080p 60fps+ and telling Frontier the Odyssey performance issues are fixed, good job etc etc

This maybe controversial but I think Frontier is done with performance now.
 
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