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

Ben Hennessy

B

The HTC Vive is powered by Steam VR, and this is the software used whenever the Vive is active. Even if VR isn't launched through the Steam platform, SteamVR as software will still be the engine behind the Vive's use in Elite: Dangerous.


We're happy to investigate these reports of low resolution or other graphical issues, but to do so we need some data to work with. We invite anybody affected by this issue to contact us via Support ticket with the following:


  • A full DXDiag report,
  • A rundown of your VR settings,
  • Some screenshots of your Vive images, if possible.

We can then compare different user experiences and see if we can identify a common link between them.

CMDR Sticks
 
Last edited by a moderator:
Had this issue as well. Headset would grey out in the middle of a fight. I hooked up the sync cable after yesterday's session. Will report back with info whether or not it resolved the issue.
 
Thanks Sticks.

Do the FDevs have a list of recommended Vive graphics settings we can start with? Then we can tweak up from there... I don't have mine yet, but I'm happy to work with you on such a document.

Cheers.
 
The HTC Vive is powered by Steam VR, and this is the software used whenever the Vive is active. Even if VR isn't launched through the Steam platform, SteamVR as software will still be the engine behind the Vive's use in Elite: Dangerous.


We're happy to investigate these reports of low resolution or other graphical issues, but to do so we need some data to work with. We invite anybody affected by this issue to contact us via Support ticket with the following:


  • A full DXDiag report,
  • A rundown of your VR settings,
  • Some screenshots of your Vive images, if possible.

We can then compare different user experiences and see if we can identify a common link between them.

CMDR Sticks
Thanks Sticks, but it is difficult to get video (screen shots are limited in what they communicate. Do you guys not have a Vive or 3 in the office? Everyone is experiencing the same thing. When set to default VR Low or VR High @ 1x Supersampling, the game has more in common with Minecraft than Elite Dangerous. The resolution is quite clearly awful and the only way to improve it somewhat is to get into 1.5x or 2x Supersampling, which most rigs can't handle without stuttering and judder.

The game looks ugly in a way I've never seen and in a way that runs counter to reports coming from Rift owners. 3rd party tools like SweetFX have no impact at all here. AA has a minor impact, but almost no discernible impact at 1x SS. Imagine playing the game on your regular monitor at .5x SS and adding AA to it. Lipstick on a pig.

If if you guys somehow don't have access to a Vive I can try to take video with my phone. Otherwise I don't know how I can really help show you what the rest of us are seeing. There's a reason this is all over Reddit and why we've been talking about it here for the last week every day.

Please help.
 
Reproducing the low resolution issue without a Vive

This is probably fit for the Annals of Improbable Research, but I thought I'd try to reproduce the level of IQ of the only known screenshot displaying the issue.

/u/Mr_Thumpy posted this shot of the Vive preview window at 1280x768 a few days ago. It allegedly shows the bad IQ also seen in the Vive, and shows the VR Experience training mission a couple of seconds after releasing docking clamps: http://imgur.com/MIaUpp7

I've gone through various presets and supersampling settings with my own game at 1280x768, no Vive (yet) and tried to find which preset gave the same IQ.

My approximations http://imgur.com/a/acu8V

IMO it is VR High with 0.65 Supersampling in effect.

What do you think?
 
This is probably fit for the Annals of Improbable Research, but I thought I'd try to reproduce the level of IQ of the only known screenshot displaying the issue.

/u/Mr_Thumpy posted this shot of the Vive preview window at 1280x768 a few days ago. It allegedly shows the bad IQ also seen in the Vive, and shows the VR Experience training mission a couple of seconds after releasing docking clamps: http://imgur.com/MIaUpp7

I've gone through various presets and supersampling settings with my own game at 1280x768, no Vive (yet) and tried to find which preset gave the same IQ.

My approximations http://imgur.com/a/acu8V

IMO it is VR High with 0.65 Supersampling in effect.

What do you think?


Yeah, I think that looks pretty close to what I see in the Vive.

The render resolution for the Vive appears to be wrong to start with, so can we edit a config file to set it to the correct resolution while still leaving SS at 1.0x?
 
I'm seeing the same crappy E:D graphics mentioned by everyone else. Low res, excessive pixellation, blurry, flickering edges, etc.
HTC Vive, "High" VR settings. 4770k/16GB/980Ti/Win10/latest drivers etc. All other games look much better and run smoothly.
 
This example posted by wstephenson is approximately how ED looks through the Vive for me:
http://i.imgur.com/yKUQ6zS.jpg

Here is an actual photo:
http://i.imgur.com/oEdjhiV.jpg

Not visible in photos are the additional problems: lights flickering, and textures shimmering.

Yes that is pretty much how mine looks the hud is nearly unreadable. like the mass lock icons and the hull %. additonally if i look over at the two side menus that pop up I can hardly make them out. The options menu with the white text is by far the worst for me. And as mentioned the Hud lines look like they are moving and flickering and shimmering constantly which makes it more strainful.

I don't have this issue on my friends Rift, I can read everything on his rift and it looks clear.

As it stands I can only play a few minutes before my eyes are all bugged out.
 
I don't think things are that bad, but the image seems really badly aliased. The AA settings don't appear to help - the GPU does more work, but the headset image doesn't seem to improve much/at all.

Also, is it possible to turn off the preview window?
 
Last edited:
The aliasing in http://i.imgur.com/yKUQ6zS.jpg is due to sub-sampling - decreasing the resolution of what is rendered, then scaling it up to the resolution of the preview window - it's usually only used when the graphics card really doesn't meet the minimum spec. I'm not sure at what point anti-aliasing is applied in the case of sub-sampling - it would appear to be putting lipstick on a pig either before upscaling it or afterwards.
 
Those pictures pretty much look like when you put supersampling to a value below 1.0 back then when i still had a DK2.
 
Those pictures pretty much look like when you put supersampling to a value below 1.0 back then when i still had a DK2.
Yep, and that's what it looks like for everyone.

Again guys, if you have a rig that can handle it, set graphics to "VR Low" or whatever it's called, and bump the Supersampling to 1.5x or 2x. It'll be tolerable until FDev fixes this (or some 3rd party team makes an injector or something like what we got yesterday for Lucky's Tale).

Really, it's FDev's responsibility. I hope their focus on Engineers doesn't cause them to miss this issue. ED is a featured game on Steam for VR and it's an awful experience visually right now without a 95th percentile level rig to brute force supersampling.
 
So does anyone who is having these problems have experience with a DK2 to compare? Really curious as I have a Vive on order and currently have a DK2.
 
This is probably fit for the Annals of Improbable Research, but I thought I'd try to reproduce the level of IQ of the only known screenshot displaying the issue.

/u/Mr_Thumpy posted this shot of the Vive preview window at 1280x768 a few days ago. It allegedly shows the bad IQ also seen in the Vive, and shows the VR Experience training mission a couple of seconds after releasing docking clamps: http://imgur.com/MIaUpp7

I've gone through various presets and supersampling settings with my own game at 1280x768, no Vive (yet) and tried to find which preset gave the same IQ.

My approximations http://imgur.com/a/acu8V

IMO it is VR High with 0.65 Supersampling in effect.

What do you think?


I'm not saying that there isn't a rendering issue, but as a VIVE and Oculus user (320+ hours of ED w/DK2) I can tell you that VIVE hardware is being largely overlooked in this discussion. The Fresnel lenses along with the anthropometric differences of each user is playing a big part in the aliasing that is mysteriously present for some users and not others, or the fact that setting AA has no effect.

I would highly suggest FD stop wasting their time asking for DXdiag and screen shots from VR (how the hell do you do that anyway??) and actually put a VIVE HMD on your face. In fact, put one on all your developers faces, and ask them what their experience is...
 
Last edited:
So does anyone who is having these problems have experience with a DK2 to compare? Really curious as I have a Vive on order and currently have a DK2.

DK2 is a better ED experience. Text is easier to read, no aliasing, no god rays. The only thing good I can say about the VIVE is blacks are nicer and when things aren't obscured by aliasing and god rays, micro judder and flickering, well.. it looks good.
 
DK2 is a better ED experience. Text is easier to read, no aliasing, no god rays. The only thing good I can say about the VIVE is blacks are nicer and when things aren't obscured by aliasing and god rays, micro judder and flickering, well.. it looks good.

That's funny. I found text easier to read with the Vive. I'm back on the default HUD colors, so maybe that's a reason. I did find the DK2 to be smoother than the Vive.
 
Back
Top Bottom