Vive Pre - I've got to be doing something wrong. Anyone else?

I have been switching between Horizons and Horizons engineers Beta
Horizons engineers Beta is defiantly better with some of the text, still got a long way to go but it is a lot better.
 
I just spent the $10 or whatever for the horizions beta.. downloaded it played it. It looks exactly the same to me. the text is hidious and unreadable and kills my eyes.

Also it seems on the beta that a TON of graphics options are now gone.. Supersampling...I can't find it ( it didn't do anything anyways ). the UI Scale value that is apperantly supposed to be there I can't find it. All the graphics options fit on one screen now without scrolling so I'm pretty sure im runnning the beta correctly.

Anyway It looks exactly the same to me on the beta.. unless I'm doing something wrong. I still can't play it like this without my eyes bugging out instantly.

And To re-iterate.. I have no problems reading the text or anything with a rift CV1.. though I have not tried that since early april when I got my vive and tried them both side by side.
 
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Its better for me and the performance is also better. stations still look crap, get out side a station and target a system and look at its text, no problem with reading its text in horizons beta . dashboard panels still look crap, but the pop up side panels look a bit better.
 
Also it seems on the beta that a TON of graphics options are now gone.. Supersampling...I can't find it ( it didn't do anything anyways ).

It's still there. The config UI now supports collapsible, nested sections, and those are hidden behind a [+] icon that is activated with an unbound action, or a mouse click, so very VR unfriendly:

Could you pass on as feedback to the UI devs that the 'conventional' controller/keyboard shortcut to expand a sub tree is 'Right' (and Left to collapse). However, as the [+] expand button is currently grouped to a list item with the overall UI Preset dropdown and this consumes Left/Right to cycle choices, you'd need something else like a separate 'Quality Preset' and 'Detailed Quality Options' heading for the nested options list. This takes more space in the top level list but is more usable, due to the explicit labelling, and familiar key binding, than the current implementation's hidden key binding.

Now:
Code:
[+] Quality Preset [ VR Low V]
Suggested:

Code:
    Quality Preset [VR Low V]
[+] Advanced Settings

    Quality Preset [CUSTOM]
[-] Advanced Settings
       Foo [x]
       Bar [ ]
       Baz [ ]

the UI Scale value that is apperantly supposed to be there I can't find it. All the graphics options fit on one screen now without scrolling so I'm pretty sure im runnning the beta correctly.

Fwiw the ui scaling feature did not make it into beta 5:
@wstephenson Turns out this function wasn't ready in time but wasn't removed from the patch notes. Coming soon!
- CMDR Sticks
Source
 
I found the graphics options that I couldn't find yesterday. Also beta 6 seems to have just downloaded for me and I tried it. ( it doesnt have the UI Scaling thing yet either )

Text is still a mess I notice no difference, from day one I had the vive and now. Its still super blurry. ( Not so on the Rift )

I tried VR Low with 2.0 super-sampling and noticed no difference in the text. It did however tank my frame-rate.

My Pc is
- i7-4770k overclocked to 4.3ghz
16 GB ram
GTX 970
Windows 10
 
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I really doubt that, because if it were the problems on the Vive should've been near non-existant right now. Considering how many other smaller cross-HMD games have released that have not had this issue and is probably due to the fact that they have been working with the device for quite a while. Where as the time and speed of action it takes Frontier to handle things (not even mentioning communication towards their customers) leads me to believe they have never spend an awful lot of time optimising the game for the Vive.
Yes, smaller games that are purely Vive based are working. Elite is a huge and complex game, it supports many different technologies, HMD's, controllers, platforms. Not to mention, the FDevs are working on a few other things at the moment. If you have never worked in game or software development you have no idea what is involved. The Vive issues are one facet of a much larger project.

The "communication to their customers" has been cut back because the largely arrogant, selfish, impatient, entitled and abusive user base harangues them for the slightest little thing. Drama queens look at the these forums and feel embarrassed. Why expose yourself to that sort of garbage if you don't have too?

Since the Beta 6 patch and the color changes I made to my HUD mine is working great. I fully expect Frontier to improve on that over time. In fact, I'll put Frontier at the top of any computer game company list you care to make. Yes, they screw up on occasion, who doesn't? Yet, they are responsive, adaptive, imaginative and professional. They are a damned good company putting out damned good product and shall continue to receive my support and cash for the foreseeable future.

If you honestly feel that the Vive is as good as it's going to get and no ones working on it, then you should sell yours and move on. Have a nice day.
 
Just got a Vive delivered. Long term DK2 user.

I have to say I am severely underwhelmed and echo everything the OP said. The Vive itself and the room-scale stuff etc.. that is pretty impressive. But in Elite Dangerous? Extremely poor!

I would say the quality in my DK2 was much better! Yes the text is much more readable but everything else seems shimmery and jaggy all over the place. Its totally distracting. If I hadn't bought the Vive for other things I would have considered it £800 wasted and I could have stuck with my DK2.

I really, seriously hope Frontier have some more fixes to come. I am sure its impressive for first time users - but as a DK2 user this was my first impression.
 
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How to get an idea of what it SHOULD look like?

I'm curious—not having had the opportunity to play on a consumer Oculus Rift (I played on a DK2, and i just disagree that the Vive looks objectively worse—it looks better in some ways, and different in others, but certainly not "oh my god my it's trying to reach through the headset and gouge out my eyes" which is the sort of reaction I'm hearing)—what's a good game to look at to get an idea of the expected quality of a well-implemented Elite: Dangerous on Vive?

The Lab is gorgeous, but if you pay attention to an area where there's stuff more than about 100m away—which I think is basically just the lobby area and the Core slingshot game—there's lots of atmospheric effects, so the level of detail is no better than a nearby ship in Elite: Dangerous—if we had haze in space, it might give me an idea, but we don't so it doesn't. Most of the other games are very light in color or are cartoonish in rendering. ("The Abyss" section of theBlu is dark background with photorealistic objects, but you're surrounded by seawater, so again, there are haze effects.) The only game I know of that has a spacelike background with detailed light-colored objects moving in front of you is Space Pirate Trainer, but if you look at it more closely, you see that the background isn't actually space-black, it's more like a couple hours past sundown at the height of summer. Universe Sandbox, probably the closest thing in overall look, looks surprisingly awful to me (not to mention its inability to keep the frame rate high enough to prevent very visible stuttering).

Playing Engineers and lowering down into those crevasses and pulling up past those spires, I've found the quality on the Vive to be quite good. The text sucks, but it's also about a quarter or less the effective size of any text I've seen in any other light-on-dark game.
 
The text sucks, but it's also about a quarter or less the effective size of any text I've seen in any other light-on-dark game.

This is the reason I can't play the game the text is so bad it kills my eyes. and there is a lot of text to be looking at in this game.

The text looks fine on the CV1, but horrendous on the VIVE.

PS I just played project cars now that it has VIVE support, and its text is SMALLER than Elites but perfectly legible.
 
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Well, as we have seen on Beta 5, FD has acknowleged the issue and they are working on it.

Sure they can't do much about it with the whole engineers launch going on at this moment, but I'm convinced they will have things solved in a few months.
 
Well, as we have seen on Beta 5, FD has acknowleged the issue and they are working on it.

Sure they can't do much about it with the whole engineers launch going on at this moment, but I'm convinced they will have things solved in a few months.

I fully agree. The developers will probably improve whatever can be improved within the time constraints of the current version and hopefully address the design issues in a future version, some months down the line, which is fine.

However, I purchased Elite Dangerous for VR and VR alone. Hence, I don't intend to upgrade until the issues have been resolved, as promised, in the version of the game that I purchased.

Once the developers deliver on their promise, then I will consider upgrading the game for the additional features. I think this is a fair approach to take.
 
I have spent several hours today skimming various posts and suggestions. I will try the applicable suggestions and report back. To answer your Preset question, on my system VR Low vs. VR High had really no noticeable benefit. I was doing all testing in Direct Mode only. This alone was disconcerting and led me to believe we maybe dealing with some kind of major rendering issue. The framerate had predictably dropped to a literal crawl as I was raising the SS values but it regardless of the setting, it had not gotten close to 60fps, my guess was between 30-40fps max or even lower. Now I had not disabled SLI in the Nvidia Control Panel; that's one of the steps I will try tonight. Not taking advantage of SLI vs. not being able to deal with it (if it is in fact the case) is not the same in my opinion and should not be necessary. It is not for any other game.

FYI, the newest SteamVR Beta has a workaround for apps that forget to turn off AFR for SLI: http://steamcommunity.com/games/250820/announcements/detail/611740042624687247

You need to opt in to the beta if you want to try it.
 
Still no fix to this issue? The community has worked so hard to figure out what is the developers job. I'm glad I can still return my Expansion upgrade, because I'm not returning my Vive. I'll play a crappy version of Elite rather than not play it at all, but I'm not going to invest in the expansions until the game is rendered decently on the Vive.
 
There may be a fairly easy way to improve the aliasing issue with minimal effort. TL;DR: change the HMD image quality slider to allow more than 100% of the recommended render target size.

Reddit user /u/illuzian discovered a way to globally enable supersampling via an undocumented renderTargetMultiplier setting:

How to:
  1. go to your steam install path for me this is C:\Games\Steam for many it will be C:\Program Files(x86)\Steam
  2. Enter the config directory
  3. Open steamvr.vrsettings in notepad or your preferred text editor(sublime etc not word)
  4. Under "steamvr" add "renderTargetMultiplier": 2.5 (with a multiplier of your choice)

IMPORTANT: between each item there should be a comma, EXCEPT for the last one(so Python programmers beware)

Mine looks like this for example:


"steamvr" : {
"allowReprojection" : true,
"background" : "C:\\Program Files (x86)\\ViveSetup\\Updater\\viveNight.png",
"renderTargetMultiplier": 2.5
},

Notice my renderTargetMutliplier has no trailing comma.

(Edit: Setting renderTargetMultiplier to 1.0 gets the standard 1512x1680 render target (1.4 times 1080x1200), 1.25x gets you 1890x2100 per eye (1.25 times 1.4). Make sure that the in-game supersampling setting is switched off, it doesn't make sense to use both together.)

I haven't had a chance to try it myself yet, but according to recent discussions it seems to work great.

Honestly I'm a bit frustrated at Frontier. This is basically the same method I had suggested in this thread back in April. I understand that it's not possible to reply to every random forum suggestion, but when people put a fair amount of effort into researching issues it's disappointing when this all just seems to get ignored.
 
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Before you make changes to any file, make a backup of the original. Two backups if you are smart, with one off the PC you are working on.
 
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Reddit user /u/illuzian discovered a way to globally enable supersampling via an undocumented renderTargetMultiplier setting:



(Edit: Setting renderTargetMultiplier to 1.0 gets the standard 1512x1680 render target (1.4 times 1080x1200), 1.25x gets you 1890x2100 per eye (1.25 times 1.4). Make sure that the in-game supersampling setting is switched off, it doesn't make sense to use both together.)

I haven't had a chance to try it myself yet, but according to recent discussions it seems to work great.

Honestly I'm a bit frustrated at Frontier. This is basically the same method I had suggested in this thread back in April. I understand that it's not possible to reply to every random forum suggestion, but when people put a fair amount of effort into researching issues it's disappointing when this all just seems to get ignored.


I have tried the targetMultiplier in steam, it makes a tiny diffrence in font readability inside steam. It makes a difference in ED as well, however when I move my head the text ghosts and blurs so that makes it hard to read again.

I have also tried the SuperSampling option in ED ( without the steam setting hack ). Supersampling in ED literally does NOTHING for me. I'll be staring at the text in the options screen change it to 2.0 SS and I don't notice the font change at all its still blown out and blurry.

I have a GTX 1080 now.

EDIT: I just tried again stream targetMultiplier at 1.8, ED SS at 1.0. The game is fairly playable now. I can mostly read the text now without my eyes straining super hard. I do drop some frames inside the stations, but other than that its smooth.
 
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I have tried the targetMultiplier in steam, it makes a tiny diffrence in font readability inside steam. It makes a difference in ED as well, however when I move my head the text ghosts and blurs so that makes it hard to read again.

Ghosting/blurring sounds like reprojection kicking in as a result of not hitting 90fps. Do you have very high graphics setting or a high multiplier? A 1080 should not have too much trouble unless you overdo things.
 
Ghosting/blurring sounds like reprojection kicking in as a result of not hitting 90fps. Do you have very high graphics setting or a high multiplier? A 1080 should not have too much trouble unless you overdo things.

Yea 2.5 multiplier was way too much for the 1080.
1.8 seems to work pretty good I get 90 flying around and dogfighting. Inside the stations i'll drop frames here and there... but its a lot better I might actually try playing the game in VR now..since the font is decent now.
 
Yea 2.5 multiplier was way too much for the 1080.
1.8 seems to work pretty good I get 90 flying around and dogfighting. Inside the stations i'll drop frames here and there... but its a lot better I might actually try playing the game in VR now..since the font is decent now.

Yeah, running at 7560x4200@90Hz does seem a wee bit excessive even for a 1080. (That's 2160x1200*1.4*2.5).
 
This worked really well for me.Picture is much sharper and not losing any frames.Still silky smooth. Virtual desktop is so much clearer and movies look amazing compared to when i first setup my Vive.targetMultiplier 2.5 ,in games SS 1.0 and everything else set to high or ultra intel 5930 gtx 980 ti 12 GB ram
I'm blown away by how well this works for me.
 
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