Sinking feeling knowing VR issues will be the lowest priority in Odyssey

Done some further testing, and it seems no matter what settings I use My GPU is pinned to 100% at 45fps.
Wether that is graphics low, vr-low or high\ultra settings.
I get maybe 4-5ms improvment on low at the very best, but not enough to keep the game from artefacting.
The thing with motion vectoring is you need some headroom, if you have that I can't actually tell it apart from native most of the time without checking a counter.
One cpu core is topping out at 45%, the remaining around 20-30%, so it's not pegging CPU.

Something is definitely going haywire on the current build, and it's my pegging GPU to 100%.

Horizons I can run much higher settings and get even 90fps in many places withouth having the GPU reach much more than 85-90%
 
My system is as tuned as it can get.
Mostly aiming for DCS in VR, and that was a much trickier thing to get done.
ED is an after thought.

No deleting graphics folder has had no effect either.

It's because I have done everything and more than what is considered expected by an end user.
 
My system is as tuned as it can get.
Mostly aiming for DCS in VR, and that was a much trickier thing to get done.
ED is an after thought.

No deleting graphics folder has had no effect either.

It's because I have done everything and more than what is considered expected by an end user.}
Somethings not right, your on a 3090, you didnt mention your CPU what it was, but its running as smooth as Horizons for me.
 
I have noticed a bit of a drawback using the Oculus Airlink too - if it times out, there's no way back - even though the screen display looks like it has reconnected, the VR view is just black and only a Task Manager kill will get you out.
 
@TorToden - the only explanation I can think of with a 3090 and those frame rates is that the 8700k is bottlenecking and I think I saw a JaysTwoCents YouTube video stating that would be the case with a 3090 and an 8700k. I think too with a G2 we have to put into perspective that trying to achieve 90FPS at an effective resolution of 4320 x 2160 x 1.4 for VR to compensate for barrel distortion is going to be technically challenging as this works out to be 50% above 4k gaming which is unheard of. Fingers crossed they can find some performance improvements and we can at least get an acceptable experience with steam render resolution somewhere below 100% and motion smoothing enabled. (Better yet if they could add DLSS 2.0 support for us Nvidia owners. Doubt that would ever happen though but No Mans Sky did it!) Another hope would be that at some point they can migrate to OpenXR to make VR development easier for themselves. Heaven knows how long that would take in FDEV years :rolleyes:
 
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It's not that I expect 90 always, but it's not playably smooth in any shape, unlike every other VR title I own.
And in FPSvr my cpu frametimes are in the area where at least smooth 45 is to be expected.

And where Jayz says a 8700k would bottleneck would be at significantly lower resolutions and higher fps than a G2, or other VR headsets.
like 120 at less than 1440, and that again depends on the title as always.

And your not looking at 4k+50%, it's way more than that.
In fact my Rift-s at 1.2x would run a hair above th

at 4320x2160 you are not accounting for distortion and would be running at what HP and steam consider less than 50% of optimal render target.
The ideal 100% resolution in steamvr would be 6312*3088..
It's not an issue that I have powerful GPU, sure would I like a 5900, sure but wishing doesn't put the thing in stock, nor replenish a savings account.

Currently aiming at 80% which comes down to 5648*2764
And again, ED horizons is perfectly playable there at significantly higher settings, although seeing the newer effects it stands to reason they can drop down one setting to compare.

Updated drivers since before.
Reinstalled and verified game files, and I'm not pinning the gpu at 100% anymore, but it's still all over the place.
Turned on HAGS, which led to some truly abysmal frametime spikes, disabled, slightly improved things smoother.
Tested the beta for WMR for SteamVR, that seemed to introduce a whopper of a memory hole.
Vram usage would start at around 12, and 3-4 minutes go up another gig or two, even closing to menu I was still sitting around at 19+GB, loading back in we where back to 22.5.
Also as soon as I started going over 19GB massive stuttering would increase.


Again, Horizons are running perfectly, as well any other, and frankly more troublesome titles than what EDO should be.
 
Somethings not right, your on a 3090, you didnt mention your CPU what it was, but its running as smooth as Horizons for me.

It's not that I expect 90 always, but it's not playably smooth in any shape, unlike every other VR title I own.
And in FPSvr my cpu frametimes are in the area where at least smooth 45 is to be expected.

And where Jayz says a 8700k would bottleneck would be at significantly lower resolutions and higher fps than a G2, or other VR headsets.
like 120 at less than 1440, and that again depends on the title as always.

And your not looking at 4k+50%, it's way more than that.
In fact my Rift-s at 1.2x would run a hair above th

at 4320x2160 you are not accounting for distortion and would be running at what HP and steam consider less than 50% of optimal render target.
The ideal 100% resolution in steamvr would be 6312*3088..
It's not an issue that I have powerful GPU, sure would I like a 5900, sure but wishing doesn't put the thing in stock, nor replenish a savings account.

Currently aiming at 80% which comes down to 5648*2764
And again, ED horizons is perfectly playable there at significantly higher settings, although seeing the newer effects it stands to reason they can drop down one setting to compare.

Updated drivers since before.
Reinstalled and verified game files, and I'm not pinning the gpu at 100% anymore, but it's still all over the place.
Turned on HAGS, which led to some truly abysmal frametime spikes, disabled, slightly improved things smoother.
Tested the beta for WMR for SteamVR, that seemed to introduce a whopper of a memory hole.
Vram usage would start at around 12, and 3-4 minutes go up another gig or two, even closing to menu I was still sitting around at 19+GB, loading back in we where back to 22.5.
Also as soon as I started going over 19GB massive stuttering would increase.


Again, Horizons are running perfectly, as well any other, and frankly more troublesome titles than what EDO should be.

I'm running the HP at 70% and I'm getting about 45fps too. If you don't hit 90, you'll get 45.

It's playable. It's like it used to run back in the day before so many upgrades. But we know that eventually performance will be improved so I'm not worried about.

My big issue is it routinely crashes SteamVR. The game keeps running but SteamVR crashes. Anyone else experience this?

I kind of enjoyed the shuttle rides. The game does feel more like a real place with space legs. Hopefully, in 6 months it will be more stable.
 
If it helps with any analysis - I'm not getting any crashes on Steam VR but using Oculus Airlink (which works well) if I let the headset timeout, when I go back in the headset is pitch black - but I can see what is happening on the monitor - only way out seems to be to kill the process and re-launch. Perhaps I'll try setting the timeout a bit longer which will cover the time for demanding cats to be fed :ROFLMAO: - The H/w I'm using is a Quest 2 on steam with airlink with a RTX 2070 - i7 9600k with 32GB and I am usually hitting 90fps at medium setting in menus and low content areas and dropping to 45 (which I don't really notice) in high content areas - I haven't tried on the latest hotfix with the headset but on the monitor at 1080p I was hitting 90-120 fps in the stations with sync off last night and menus were peeking at 140fps but were very variable over time and seemed lower after playing for a while.
 
Sometimes I wonder, does anyone at Fdev ever even put on a HMD and check how the "newest" stuff looks and plays like. I feel they've used the same VR code since it first was implemented.

EDIT: to clarify, there are several graphical issues you would deem obvious by just looking through a VR headset, like the "stuff only visible in one eye" etc. Kinda makes you question did anyone even put on a headset at FDev.
 
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I think there was a desire for VR to be an important part of the ED offering but it has been a fringe market. Now that headsets are in the more easily attainable price bracket I think now would be the time to turn attention back to that desire and make ED the game for prospective VR users to use as an excuse to buy the first headset. I came back to ED because of the VR capability after not playing since I had a BBC B - but the experience needs to be good for others to recommend and make it worthwhile for FDev to support.
 
It's not that I expect 90 always, but it's not playably smooth in any shape, unlike every other VR title I own.
And in FPSvr my cpu frametimes are in the area where at least smooth 45 is to be expected.

And where Jayz says a 8700k would bottleneck would be at significantly lower resolutions and higher fps than a G2, or other VR headsets.
like 120 at less than 1440, and that again depends on the title as always.

And your not looking at 4k+50%, it's way more than that.
In fact my Rift-s at 1.2x would run a hair above th

at 4320x2160 you are not accounting for distortion and would be running at what HP and steam consider less than 50% of optimal render target.
The ideal 100% resolution in steamvr would be 6312*3088..
It's not an issue that I have powerful GPU, sure would I like a 5900, sure but wishing doesn't put the thing in stock, nor replenish a savings account.

Currently aiming at 80% which comes down to 5648*2764
And again, ED horizons is perfectly playable there at significantly higher settings, although seeing the newer effects it stands to reason they can drop down one setting to compare.

Updated drivers since before.
Reinstalled and verified game files, and I'm not pinning the gpu at 100% anymore, but it's still all over the place.
Turned on HAGS, which led to some truly abysmal frametime spikes, disabled, slightly improved things smoother.
Tested the beta for WMR for SteamVR, that seemed to introduce a whopper of a memory hole.
Vram usage would start at around 12, and 3-4 minutes go up another gig or two, even closing to menu I was still sitting around at 19+GB, loading back in we where back to 22.5.
Also as soon as I started going over 19GB massive stuttering would increase.


Again, Horizons are running perfectly, as well any other, and frankly more troublesome titles than what EDO should be.

I’ve got a G2 & 3090 with a Ryzen 5800X (had a 8700k but switched because I was being held back by cpu in MSFS2020). Performance is poor compared to horizons but I’ve got it running pretty well now:

Don’t use HAGS (which you already discovered), horrific performance which I’ve reported to both FDEV and Nvidia, you get a red repeating band on the steam VR performance graph. I think it’s to do with the well know crappy drivers for the 30xx cards https://www.nvidia.com/en-us/geforc...-index-missing-dropped-frames-since-nvidia-d/
Annoyingly HAGS is better on for MSFS2020 so I have to keep messing around with that!

I’ve found the only thing that seems to effect performance is the resolution and the FX setting (FX seems to make the driver issues worse). I’ve got the normal Ultra preset (not the VR one but FX at medium) with in game SS set at 0.85 and the steam VR resolution set at 96%.

This gives me at least 45 everywhere with the odd dip on planets and 90 in space with not much else around. Same settings with horizon and I’d be getting 90 everywhere.

I doubt you CPU is anything to do with it, you’d notice a difference in MSFS but not with Odyssey I’d of thought. My 5800x is hardly doing anything in Odyssey.

Of course all of this is before the latest patch which is downloading!

Oh and finally every driver apart from Ye Olde 457.30 is complete crap for VR in my experience.
 
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