Odyssey VR specific bug reports - please contribute!

It was fine this morning prior to the servers going down. It wasn’t fine after Update 17 got applied.

I haven’t changed any hardware or software settings in the meantime.

😁👍

Also, shadows flickering like mad in the middle distance, slowly disappearing SRV shadow as you drive away from your departure point, cockpit shadows flickering on and off during Glide and other times - some are linked to Ultra settings but there are plenty of confirmations on the issue reports, and they are voted into the Top 20. All links are in the OP 👍

No, I meant the latest issue might only pop up for certain hard and/or software configuration, not for all VR players. That should narrow it down for developers somewhat.

Interesting, cannot remember any flickering. Either I never noticed or it does not happen for me. Will keep an eye on it next time.
 
Nearby object flickering is present while in certain ships of mine. It's nearly always there when I leave my carrier hangar in my Corvette, only occasionally while in my Krait MkII, and never in my Cobra MkIII. Something about the size, or complexity of ships bring out shadow flickering for me.

A couple of updates ago, my whole carrier used to flicker much like the video above. Drop in at ~10km from the carrier and it was flicker party time. Recent updates fixed that for me. Neither stations or carriers flicker for me a mid/long distances anymore. Up close, while inside the hangar, flickers depending on ship.

Separately, my ongoing, tinfoil hat theory is that improving graphics resolution, yield less aliasing and less flicking. With AA turned off, I have seen a marked reduction of it by oversampling graphics as much as possible while sustaining ~75 fps. Conversely, if something drops rendered resolution, more of these aberrations show up.
 
Okay, the issue report is in if any of you lovely people fancy adding a Confirmation:


Here is the video showing the problem in motion:

Source: https://youtu.be/sKGqVLm7EzA
Arioch, this is very strange! Me and a squadron friend are both using the Pico4. I'm not seeing the glitch, to date, but my friend got it first run after patch 17. Both of us running virtual desktop, my machine is a bit older than the other experiencing the glitch.
 
Arioch, this is very strange! Me and a squadron friend are both using the Pico4. I'm not seeing the glitch, to date, but my friend got it first run after patch 17. Both of us running virtual desktop, my machine is a bit older than the other experiencing the glitch.
Thanks for the info - can I ask you and your friend what graphics card you have?

(…and if they fancy contributing to the issue report 😁👍)

So far we’ve got:

  • Quest 3 + RTX 4070ti (bug) (me)
  • Vive Pro2 + RTX 4090 (bug) (report confirmation)
  • Pico 4 + RTX 3080 (bug) (your friend)
  • Reverb G2 + RTX 4090 (bug) (DeckerSolo)
  • Reverb G1 + RTX 4090 (bug) (sgurr)
  • Pico 4 + RTX 3070ti (okay) (you)
  • Reverb G2 + RTX 4070 (okay) (report non-confirmation)
  • Reverb G2 + RTX 3080ti (okay) (Helmut G)
  • Quest 3 + RTX 3080 (okay) (JR250)
  • Index + GTX 1080ti (okay) (jojon)
 
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Sorry I didn't add it above. I run a 3080 Ti. Probably worth looking at driver versions in addition to game settings if people with more or less identical hardware have different experiences with this. I will look up my driver version later when I'm at my desktop.
 
If someone could tell me: I am a new at VR and I own a MQ3 now. Usually I played Elite on my Laptop (i7-12700H 2.70 GHz 32 Gb RAM RTX 3060 Win 11 - 64bit) . My question is what Resolution should I use on my Monitor? Full screen on the monitor and the lenses on the VR Headset is to much for the GPU. What you use?:unsure:
 
I’m on the same drivers, 537.42 👍
I'm getting this double image issue with HP Reverb G2, RTX 4090, Driver 545.84
It happens for me after exiting Galaxy Map.
I can reset to normal from, new game start, hyperspace jumping, entering/exiting supercruise or by entering then exiting system map.
 
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I'm getting this double image issue with HP Reverb G2, RTX 4090, Driver 545.84
It happens for me after exiting Galaxy Map from new game start
Well there goes my idea of the Reverb G2 + 40-series card being immune 😅

It was looking to me that the issue might be restricted to 40xx cards (except G2 owners).
 
What about SteamVR, anything in there like supersampling that could be causing this ghosting? I use OpenComposite and don't see, though I'm not sure that matters.


My question is what Resolution should I use on my Monitor?

Personally, I run my ED flat screen in a window (no fullscreen) and as low a resolution as possible that can I still see. Hz = 30, vsync = off
 
SteamVR, Valve Index, 1080Ti, NVidia driver.. err (checks) 536.23: No ghosting.

What seems odd, is that it only affects one isolated graphical element, and not the whole screen; Otherwise one might have suspected tracking-, or reprojection issues.

I have previously (...only in Elite Dangerous...) seen the whole screen do this... hmm... let's call it... uhm..: "temporally jumbled interleaved frames" juddering thing, when using a widescreen Pimax headset, and pretty high render resolution... Not sure whether to attribute that to the low frame rate wreaking havoc with motion prediction; Dodgy tracking on Pimax's part; Elite's apparent own keeping track of the player's head -- relative-, apart-, and sourced-but-disconnected from the absolute room-tracking of the VR runtime; Or any combination thereof... :p

...although, I kind of suspect one performance trick that might be used by the game, could be spreading subdivisions of jobs, beyond what you might expect, out over several frames; Some of you may remember during Odyssey beta, how the jump assist pack rocket flames would draw at a position several frames behind the backpack itself, disconnecting them from it, which looked rather silly. :7

I am wondering if similar things could be responsible for the occasional sets of objects sitting sunk into the floors and walls in orbital stations and outposts; Like if coordinate origins for groups of objects and colliders were taken from the same moving parent, but from subsequent frames, instead of sharing one snapshot, and not getting the translation/transformation deltas right for some reason, possibly exacerbated by floating point precision limitations...
 
What about SteamVR, anything in there like supersampling that could be causing this ghosting? I use OpenComposite and don't see, though I'm not sure that matters.
I’m using the stand-alone launcher, no other software running apart from ED.
Some of you may remember during Odyssey beta, how the jump assist pack rocket flames would draw at a position several frames behind the backpack itself, disconnecting them from it, which looked rather silly.
There were also the problems of distorted HUD holograms and the ship hologram being skewed in the left eye - the second issue being very similar to this current bug (it was in the very first Odyssey Alpha when we were limited to the Adder taxi).
 
Well the one time I managed to get into the game it looked like all existing issues were still present - but we’ve got a new one as an added bonus 😅

The left hand HUD holo is now a double image, mostly of the same thing but sometimes - like when launching - it becomes two overlayed objects (like landing pad/planet). Looking off the the right causes one of the holograms to move off to the left. It looks like the monitor mirror is capturing the problem so I’ll get some footage once the servers have stopped burping and get an issue report put in.

Yay.
I've got this too, thanks for logging, added confirmation (s)

Using Reverb G1, WMR runtime in SteamVR, 4090 using 531.79 and 545.84 drivers.

edit: it does correct itself sometimes, will pay attention to when.

Edit2: and thanks for logging Arioch, much appreciated
 
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I've got this too, thanks for logging, added confirmation (s)

Using Reverb G1, WMR runtime in SteamVR, 4090 using 531.79 and 545.84 drivers.

edit: it does correct itself sometimes, will pay attention to when.

Edit2: and thanks for logging Arioch, much appreciated
Many thanks for the contribution to the report 👍👍
 
Quest 2, 3060Ti (driver 537.42), AMD 5600x. Not seeing the double image on the left like in the video, but I am seeing something similar on the landing radar but to a lesser extent/lesser distance between the two images. The ship image is almost doubled as it rapidly flickers between the 2 images of your landing ship. The distance between the 2 images is only just large enough to see the difference, no where near as extreme a distance as in the video, but the resolution/timing/frequency looks about the same. It almost looks like 2 shaders "z fighting", as tho there is supposed to be 2 images to create a flickering image but one of the images is out of alignment.
 
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