Odyssey VR specific bug reports - please contribute!

New issue report: https://issues.frontierstore.net/issue-detail/75558 - where the Quest 2 / SteamVR user is now having performance issues.

Looks like something has updated, but who is the culprit? Game or drivers?
It's not Q3, OpenComposite or Virtual Desktop, all working fine.

Edit: Also with W11, Nvidia GPU v576.28 Driver

Edit 2: Because I'm using a Nvidia 40 series card I reverted to Nvidia driver v566.36 (last version before 50 series update) from v576.28 because on two occasions when ED freezes and I find my PC has lost Internet connection, so I have to restart my PC.
 
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Hello, I’m an old CMDR who last played a few years ago returning to the game with all the new development buzz. Most of my Elite playtime was on a monitor but I played a little in VR towards the end when I got a PC capable of it.

New issue report: https://issues.frontierstore.net/issue-detail/75558 - where the Quest 2 / SteamVR user is now having performance issues.

Looks like something has updated, but who is the culprit? Game or drivers?

I’m not the one who submitted this, but I am really disappointed at how poor the game runs in VR now. I happen to have the same setup, Quest 2, playing through Steam (though it’s using the Oculus runtime). My system is an AMD FX 5600X and an RTX 3090. I can’t push past 1.1 render resolution in the quest and 1.25 HMD quality in Elite without dipping below 72 fps in stations. When I played before it was on a 3060, and it looked and ran better! All of the lines and aliasing has this weird flickering/shimmering look, and the shadows are flickering/dancing all the time too.

Additionally, while things started bug free, after about an hour of playing I started to get a weird graphical bug every time I’d jump into/out of supercruise, and sometimes hyperspace jumps. It’s similar to the graphical bug discussed by this CMDR:

Source: https://youtu.be/Ob4naxQ_3yk?si=fR_HYua0POLHzV41&t=1257


Basically I’d get a random frame flashing at the moment of entry/exit sound effect. I restarted the game and it persisted.

I’m happy to see the game is getting some love and development again. I thought it was dead and put on maintenance mode. But the VR situation is pretty shocking.
 
Having seen an increase in performance issues over time, especially outright extended freezing the entire system when toggling focus between game and desktop (EDIT2: I have also got about a quadrillion browser tabs open and waiting for user to afford them attention :p), I'm kind of wondering whether I am running out of VRAM (GTX1080Ti, so 11GB), maybe even leaving too little for any hypothetical exchange frame buffers allocated at a later stage; And leading to a ton of shuffling data in and out...

EDIT: Surely there must be a way to set a limit on the game's available VRAM pool, somehow...
 
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Basically I’d get a random frame flashing at the moment of entry/exit sound effect.
Sounds like you’re experiencing to top voted VR bug: https://issues.frontierstore.net/issue-detail/37825 which when it occurred in Horizons quite a while ago was fixed quickly but in Odyssey has persisted for nearly 4 years now, almost as long as the expansion has been out 😕

VR performance is poor compared to Horizons, better than at launch, yes, but still nowhere near what the legacy game is like.

Shadows are broken in the flatscreen game as well, but they’ve been broken in VR for a lot longer and not even acknowledged by the devs.
 
It’s the Paper Anniversary of the thread already
Cor, is it that time of the year already?
Happy Second Anniversary 😁👍
Cor, is it that time of the year already?
Happy Third Anniversary 😕👍

Cor, is it that time of year already?
Happy Fourth Anniversary! 😅👍

Two current issues date from the release of Odyssey (and the stereo discrepancy on rocks is massively improved now - there’s just a minor texture difference around the base of some boulders instead of a different object in each eye) but our favourite view glitch started two weeks later and really should have been fixed by now. It got sorted out in Horizons within weeks when it happened there.

Oh, and flickering shadows while you’re at it please, FDev.
 
That jump glitch is annoying as all heck. YouTubers are resorting to editing it out. I wouldn't. Show the game glitching for all to see. Maybe it'll catch the eye, or blushing face, of a Dev somewhere.

My "favorite", due to how simple of a fix should be, is the Comms chat window clearing when "look" is enabled: https://issues.frontierstore.net/issue-detail/55228. And that's not the original ticket, it all started in July 2021.
 
Cor, is it that time of year already?
It's great that people like you keep track of those things. I only started playing ED in 2023 and it's nice to be able to put things in perspective.
I'm hoping the influx of money on ED with the new ARX stuff will get more internal resources to address those issues but this is likely very optimistic for the VR issues considering our small numbers compared to flat screen CMDRs.
 
One thing I keep noticing and then forget.
The brightness effect of stars seem to be locked to the Z axis of your view.
This is very visible in witchspace where if you tilt your head sideways, the star "flare" will follow your head tilt.
This makes it seems like you control the flare with your head movement, quite strange from my perspective.

Are you folks experiencing that as well? I haven't seen it in the list of known reports and I am quite surprised (unless I'm really the only one experiencing it!)
 
Yep, that's another easy fix that would make a huge difference for VR. There should be no tilt effect enabled on volumetric objects, or probably any other object. Docked in a hangar, you can see this unwanted effect on the vapor coming down from the ceiling. Very immersion-breaking, dead easy fix.
 
Yep, that's another easy fix that would make a huge difference for VR. There should be no tilt effect enabled on volumetric objects, or probably any other object. Docked in a hangar, you can see this unwanted effect on the vapor coming down from the ceiling. Very immersion-breaking, dead easy fix.
Agreed that it would be a welcomed fix. I remember reading in one of the reports above, something along the line of "it's part of how it works, therefore it cannot be fixed (easily).
Obviously, without any knowledge of ED's code or how graphics are coded, I can only guess.
 
Not only the Z axis -- they incorrecly swivel on the X and Y axes as well, which really makes it all too obvious that they are bitmaps on flat planes, which would not be very apparent at all if their behaviour was better suited. It looks particularly funny on anamorphic lens flares, which move up and down, away from the bright light they belong to, as they match rotation with your head, presumably because of a local Z offset between them and their parent (...which they then orbit, on account of it being where their local object coordsys origin is pinned).

Thing is, they should rotate to face the player camera, but not in the way they do; They should track it -- not ape its rotation over here, at their own location over there; What we have is that they way they are drawn, they are strictly aligned with buffer space, so the viewplane's "up" is always up for the sprite as well, regardless of what orientation would be correct for it relative to world space (e.g. ejecta from a star should keep its front facing outwards from the star (other than whatever inherent spin the sprite has from its particle system), and not rotate along with the game camera); Left on the screen is always the left side of the sprite; And if the sprite is not dead ahead, it is still perfectly parallel with the viewplane, out there in the periphery of the view, instead of turning to face the camera, which would look much better.

Presumably this "simplified" rotationless "blit" makes for a lighter workload sprite shader than one that takes worldspace orientation into account, and it is extremely common these days (EDIT: ...in any graphics engine you care to name); But much older games used to do it "right", and it did indeed look significantly better.

...and I am not at all sure the relevant shaders the game has or had are/were incapable of the argueably "better" behaviour...
 
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What I'm referring to as easy to fix is to disable tilting of volumetric objects like vapor clouds and neutron star arms. We already disable tilt in most objects: stand in front of a settlement building, tilt your head, and the building stays horizontal while your perspective of it tilts. Do the same with a vapor cloud and the entire cloud rotates/tilts with your head. The same tilt tracking we do to buildings, apply it to clouds.
 
Building are 3D geometry; No "tilting", nor tilting suppression involved, unless I completly misunderstand this use of the word.
Vapor/dust/whatever clouds, on the other hand, comprise one or more 2D sprites, as described above.
 
Building are 3D geometry; No "tilting", nor tilting suppression involved, unless I completly misunderstand this use of the word.
Vapor/dust/whatever clouds, on the other hand, comprise one or more 2D sprites, as described above.
(Been out of game dev for a couple of decades so caveat emptor)
The "cloud" effects are using what used to be called "billboards". They are essentially a 2D square/rectangle with a texture applied that has an alpha transparency so you can't see the square bit. Depending on implementation in the graphics engine, they can be locked to face the viewer/camera in various planes, free to rotate in others and potentially locked period when you don't mind seeing the "edges"/breaking the illusion. So, typically this is/was done to avoid being able to perceive the billboard "edge on". They can also be constructed out of more than one billboard in different planes, so you kind of fake 3D and animated for steam etc. I've used them for clouds, trees and other elements where you need a lot of repeated elements to create the effect of millions of whatever it is you're "drawing". I recall an early gas giant atmospheric "proof of concept" in the background of one of David Braben's early development videos that had clouds based on billboards to give an idea of what I'm waffling on about.
One problem you can get is locking them in certain axis means they rotate in others or if they are locked, they are locked to the camera(viewpoint) and not the environment around them and therefore rotate to do that. Also billboards come from an era where VR, outside of say the Forte VFX1, wasn't really a thing that needed a "special" case coded.
All fixable if they are deemed a high enough priority to allocate finite dev resources to.
 
I recall an early gas giant atmospheric "proof of concept" in the background of one of David Braben's early development videos that had clouds based on billboards to give an idea of what I'm waffling on about.
Always wondered whether that was one of FDev's own experiments, or just video of somebody else's shader. (...may have been included in a TED talk David did about procedural generation, too, IIRC...)

I set up some different tracking billboards doing some "fan made levels" for a game, years ago; That engine simply gave me a bunch of flags which let the level designer lock or link axes to their heart's desire, so I could e.g. have a simple "aura" type overlay with additive mixing hovering in front of a light fitting, from the vantage point of the camera, but also a wavy laser beam sort of thing, that would only track-rotate around its lengthwise axis. Alas the fan-made Blender-based level export scripts didn't support particle systems at the time, so I never got to play around with those. :7

Personally, I find regular billboards perfectly acceptable in VR, for a ton of smoke style effects, if done right -- even the massive single-quad steam cloud that sometimes occupy the entirety of a landing pad can look just fine to my eyes, if I just keep perfectly still -- it's the particular screen sprite behaviour that makes the illusion break down completely for me.

The reason I am not convinced no builds of the engine have had the facilities to do it "right", can be seen on a local star, which has this huge flare overlaying it, which rolls along with your ship/head (...and swivels up/down and to the sides, too, which actually makes it so that one see the quad kind of edge-on, when it is out in one's periphery, whether it is a sun flare, or some steam from a geyser, or whatever, given it is always parallel with the viewplane, instead of facing the viewpoint), in just that way which some of us find so annoying; But behind the star, there seems to be another, very similar but smaller billboard (wouldn't be surprised if it uses the exact same texture), which paints an effect mimicking the star's corona (it becomes more visible if one occlude the centre of the star, so that the flare stops rendering), and that one does not roll with the camera - it stays put with the star, but still always faces the camera. Even if these two do not share a common billboard rendering subsystem, it seems obvious-ish that the capability is in there somewhere...
We also have Arioch's swearing blind that he recalls a past when the smoke that appears over one's ship's dashboard when the ship overheats, didn't exhibit the ugly rotating behaviour it does today. :7

EDIT: I'll not deny a lot of large layers of overlays like this can take a toll on performance, mind you, after experiencing some rather noticeable slowdowns whilst passing through the belching smoke from the heat vents of an overheating Thargoid Titan. :p
Those appeared to have normal maps to their texturing, dealing with lighting on the debris in the texture, much like small rocks and stuff in a ring/asteroid system, which would add some overhead of its own, I guess.
 
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We also have Arioch's swearing blind that he recalls a past when the smoke that appears over one's ship's dashboard when the ship overheats, didn't exhibit the ugly rotating behaviour it does today. :7
Only during a Beta, and only during a point release of that Beta, years ago 😁👍
 
I’ve added this report to the list: https://issues.frontierstore.net/issue-detail/76463 because the reporter mentions they’re using VR, and it’s something I’ve disliked since it was introduced.

The first time I experienced the new hyperspace transition I thought, “has the person who designed this never used VR?” 😅

I’d guess the swirly rotating starfield was designed back when VR was not going to be included in Odyssey, because that sort of forced motion is a definite no-no basic VR don’t do kind of thing.

I’ll be adding my contributions later, though I suspect even if it gets Confirmed then it’ll receive the same sort of attention the other VR bugs have been receiving recently 😁
 
has the person who designed this never used VR?
Funny you mention that, I've noticed a few times the swirling and wondered if people are OK with it.
I personally miss the shaking you get in witchspace when on flat screen. The VR version is too smooth and looks like a Thargoid will hyperdict me any second 😅

We can dream and hope for VR improvements...
 
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