VR Quality degradation U17 ( Quest2/Steam/RTX 2080 * 2 - one disabled)

All,

In-Cockpit VR quality seems to have taken quite a hit with U17.
Head motions have become very slow to render the newly exposed parts of the world, and it seems that the world is surging at an uneven speed. Very noticeable leaving a station, and in combat.

This is while staying in the cockpit, prior to U16, this would only happen later in a session where I'd hopped in and out of vehicles.

Station menus seem to be a trigger, and jumping seems to clear it up for a sec. I'm running with the "VR Low" setting. Response to HOSAS button presses seems to be a lot slower too.

MY system has 2 RTX 2080's, but I've had one disabled since pre-Oddy, which fixed a different issue. I'm running Oddy through steam through the occulus app through a link cable.

Anyone seen something like this, and any suggestions on what to try?

Dev
 

rootsrat

Volunteer Moderator
I've not actually played in VR since forever, but I might check it out, especially that the new Spire Cities would be amazing to experience in VR (if it works).

Reverb G2v2 and RTX 3080, so slightly different set up though.
 
All,

In-Cockpit VR quality seems to have taken quite a hit with U17.
Head motions have become very slow to render the newly exposed parts of the world, and it seems that the world is surging at an uneven speed. Very noticeable leaving a station, and in combat.

This is while staying in the cockpit, prior to U16, this would only happen later in a session where I'd hopped in and out of vehicles.

Station menus seem to be a trigger, and jumping seems to clear it up for a sec. I'm running with the "VR Low" setting. Response to HOSAS button presses seems to be a lot slower too.

MY system has 2 RTX 2080's, but I've had one disabled since pre-Oddy, which fixed a different issue. I'm running Oddy through steam through the occulus app through a link cable.

Anyone seen something like this, and any suggestions on what to try?

Dev
Just the usual - update your drivers
 
I've not actually played in VR since forever, but I might check it out, especially that the new Spire Cities would be amazing to experience in VR (if it works).

Reverb G2v2 and RTX 3080, so slightly different set up though.
I've been to a spire site last night in VR. it's amazing. Even the on-foot part, even though it was only on the virtual screen. Amazing as long as it works. When we got a bit too... obnoxious and the scouts started turning up in greater numbers, I ended up with single digit frame rates because there was so much going on.

But the approach, sneaking around, and landing on the "landing pads", as well as disembarking and climbing around on the towers was awesome. It was also in the dark, so it was very spooky, moody and creepy.
 
Can't say I've noticed any difference between U16 and U17 when it comes to VR performance. Not what you want to hear I'm sure but ...

Maybe try switching to OpenComposite?
 
The vista from the spire pads, on the illuminated side of a small atmospheric moon, is quite stunning when going into the external camera suite for stereo vision, FOV, and headtracking.
 
I play in VR and I have noticed more than a few issues, even captured a video to make a bug report, the rendering in my left eye is off by a certain amount, stuttering, and in some cases rendering something completely different on the holo displays in ship than the right eye.
 

rootsrat

Volunteer Moderator
I came back to playing in VR in U17 and I also must say I see an improvement, compared to how VR run some time ago. Granted the whole Ody performance was just terrible at the time and they did improve it a lot since then. So I can't really comment about the difference against the recent few updates.
 
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