Odyssey VR specific bug reports - please contribute!

So ... if I enable ingame Supersampling (1.25) which I do when I (very rarely) play pancake, and leave it on when I play VR -

No Supersampling, landing radar flickering double image, left side HUD image fine.
1.25x Supersampling, landing radar fine, but now the image on the left side of the HUD doubles in left eye AND I get two different constant images between left and right eye when I target/focus on something. So for example if I target my carrier, I get the carrier in the right eye, my ship in the left eye on the left side of the HUD; no flickering between the two, just constant different images in the same place.

So maybe not FSR per se but scaling of any kind alters the way the HUD renders certain elements in VR (at least for the left eye), having various results for different setups or something?
 
So ... if I enable ingame Supersampling (1.25) which I do when I (very rarely) play pancake, and leave it on when I play VR -

No Supersampling, landing radar flickering double image, left side HUD image fine.
1.25x Supersampling, landing radar fine, but now the image on the left side of the HUD doubles in left eye AND I get two different constant images between left and right eye when I target/focus on something. So for example if I target my carrier, I get the carrier in the right eye, my ship in the left eye on the left side of the HUD; no flickering between the two, just constant different images in the same place.

So maybe not FSR per se but scaling of any kind alters the way the HUD renders certain elements in VR (at least for the left eye), having various results for different setups or something?
Nice find!

I’ve never used in-game SS (always used HMD Quality instead) - if I use any SS setting apart from 1.0 then I get the doubled / two different LH HUD element image. The right eye image is always correct, the left eye has a correct image and a bonus incorrect one overlayed (sometimes a moving duplicate, sometimes a different image).

I’ll annotate the issue report with your findings 👍
 
Nice find!

I’ve never used in-game SS (always used HMD Quality instead) - if I use any SS setting apart from 1.0 then I get the doubled / two different LH HUD element image. The right eye image is always correct, the left eye has a correct image and a bonus incorrect one overlayed (sometimes a moving duplicate, sometimes a different image).

I’ll annotate the issue report with your findings 👍
I can second pFVD's findings, using supersampling higher than 1.0 gives me the different image in each eye.
Leave SS at 1 and it looks as it should.
 
Two reports in the last two days on the same problem - the game is refusing to start from the Oculus library with a "Failed to Initialize with Oculus: Not supported on this platform" error message.

Anyone else having this problem?
 
IIRC, the soft bookmark inside Oculus expires after some weeks/months. Running ED from Steam or standalone refreshes the bookmark and it can be launched within Oculus again.

I'll note that I haven't done this in over a year so there could be something with a recent update to Oculus app and firmware (v59). I launch standalone, then put the headset on.
 
Third report in three days regarding the Oculus library failure to launch - and with the exact same title as the last report!

Stand by for closure on Monday once Support is back in the office 😁

Edit: …and Support makes it an amazing hat-trick - 3 in 3 days! 😀
 
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Besides the HUD double image, I have also noted that R17 has added an issue with peripheral tiles during planetary landings. (PiMax Crystal)

I get large black square tiles flickering on and off in the peripheral vision through my windscreen. Note that the tiles only appear to be for the planetary view (and not the ship (Cutter) structure around the windscreen). If I turn to look at the tiling, the view is repaired. Constant flickering on/off of large areas on both sides of my windscreen periphery.

So some sort of overreaching efficiency for peripheral occlusion I expect...
 
So some sort of overreaching efficiency for peripheral occlusion I expect...
Does it occur on both sides?

Other than a game's frustum culling maybe being slightly aggressive, users of HMDs with canted screens - especially with Pimax, have seen quite a bit of incorrectly calculated culling frustums, where the formula used by the game does not take the canting of the cameras into account, most often leading to things popping in- and out of existence in the right hand periphery, but the left side being ok...
 
Does it occur on both sides?

Other than a game's frustum culling maybe being slightly aggressive, users of HMDs with canted screens - especially with Pimax, have seen quite a bit of incorrectly calculated culling frustums, where the formula used by the game does not take the canting of the cameras into account, most often leading to things popping in- and out of existence in the right hand periphery, but the left side being ok...
Yes, absolutely. Both sides. Admittedly, just moved from an 8KX to a Crystal but also never noticed this before (even with the wider FOV of the 8KX - running at "medium")

The only place I have seen this is during planetary landings - and it only effects the planetary image (not the ships interior). Curiously, when landed, the "planetary tiling issue" seems to go away. (May only be present while a curved planetary horizon is observed from above - and may be relevant to the boundary between planet and space as it is calculated at altitude) But the size of the blacked out tiles are huge. Typically these are square tiles at about half the vertical distance on my windscreen...
 
Not a problem but I don't want to make a threat about it. I just came back to playing after 13 months and I have the feeling that the game is rendering faster and better. Is it me or was there a significant update from Frontier or Nvidia? I haven't changed anything about my hardware since then.
 
The game is faster and better in my experience. The Comms window focus issue remains, a video glitch was introduced in update 15 when you FSD jump, plus bugs added in U16 and U17. But it does render faster now than it did before. I have my headset fixed at 75 fps and it does that with spare headroom.
 
Pretty sure I had been reacting to that happening the last couple of weeks, already... You run along, stop in front of a pair of lift doors, and BAM - there's the shadow of slenderman, peering over your shoulder... :p
 
@Arioch , have you tried changing the spot shadow setting to see if it has an effect? I "might" be seeing what you've seen but the effect/delay is so minimal I had to look for it to spot (no pun intended) it. I'm seeing a very very slight lag from shadows when walking around, namely my own but it's honestly something I'd have to really really look for and could be argued it's just the power of suggestion to be honest. Certainly nothing like in your video :(

I was wondering if different spot shadow settings might affect it differently? For reference I run Low spot shadows, High Directional.
 
@Arioch , have you tried changing the spot shadow setting to see if it has an effect? I "might" be seeing what you've seen but the effect/delay is so minimal I had to look for it to spot (no pun intended) it. I'm seeing a very very slight lag from shadows when walking around, namely my own but it's honestly something I'd have to really really look for and could be argued it's just the power of suggestion to be honest. Certainly nothing like in your video :(

I was wondering if different spot shadow settings might affect it differently? For reference I run Low spot shadows, High Directional.
Yes, the first thing I tried was dropping the spot shadow setting - it makes the problem less visible but it’s defo still there if you know what you’re looking for. Some spot shadows are very subtle so can be a bit difficult to see, and if you’re running lower spot shadow settings it’s possible the game knocks off a number of casting sources - I’ll have to double check what I’m seeing on Low

My video was taken with Ultra spot shadows near some bright light sources which leaves a very definite person-shape shadow, while lowering the settings to High/Medium made it look like I’d sprung an oil leak 😁
 
I belive I can fly!
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It’s been over 6 months since my last attempt expired, so let’s go for fourth time lucky 😅


When using the holo-me, the zoomed-in head view isn’t zoomed in, it just moves down and to the left a bit - rendering it pretty useless. If you try it on a station concourse terminal it zooms in correctly but most of the option buttons are cut off - rendering it pretty useless.
IMG_2023-12-18-170626.jpeg
 
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