Euro Truck Simulator 2

Euro Truck Simulator 2

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1.50 VR OpenVR
Hello is anyone else having issues launching this with OpenVR? I have the correct files, the beta is set to Oculus/OpenVR and launch options has -openvr, however I can only get it to launch with SteamVR and not OpenVR. 1.49 I didnt have this issue.

Thanks
Originally posted by Shenzu:
Hi, i changed it to -openxr and it worked without crashing to desktop. At least i can run it with OpenComposite and OpenXr Toolkit this way. Im using a Quest 3, no clue if this will help
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The author of this thread has indicated that this post answers the original topic.
Shenzu May 14, 2024 @ 6:05am 
Hi, i changed it to -openxr and it worked without crashing to desktop. At least i can run it with OpenComposite and OpenXr Toolkit this way. Im using a Quest 3, no clue if this will help
scubasmithy73 May 14, 2024 @ 6:09am 
mine works but the perfomance has dropped off a cliff, its unplably jerkyness in my headset, I'm gonna try to go to v 1.49 of the oculus beta instead of the 1.50 version.. On Quest 3 and it seems 1.50 has destroyed VR (for now)
TheRandyPanda May 14, 2024 @ 8:14am 
Originally posted by Shenzu:
Hi, i changed it to -openxr and it worked without crashing to desktop. At least i can run it with OpenComposite and OpenXr Toolkit this way. Im using a Quest 3, no clue if this will help

I gave -openxr a try and it launched into VR but performance is horrendous, stuttering really badly. From other topics seems I'm not the only one.

Appreciate the tip with openXR :)
Kamch76 May 14, 2024 @ 8:28am 
Ребята, после патча 1.50, VR версия стала играбельной. Никаких подергивай и тормозов. Лесенок и мерцаний стало на 80-90% меньше. Теперь играть в VR одно удовольствие. Есть куда стремиться , но БРАВО!!!!
Guys, after patch 1.50, the VR version has become playable. No twitches or brakes. There are 80-90% fewer ladders and flickers. Now it's a pleasure to play VR. There is a lot to strive for, but BRAVO!!!!
Rayven May 14, 2024 @ 8:28am 
Sadly -openxr still crashes to desktop using a PIMAX crystal. I tried -openvr and -openxr and the PimaxXR control and toolkit. No mods. Debating if rolling back to 1.49 until the performance issues are fixed and launch issues with VR.
Last edited by Rayven; May 14, 2024 @ 8:29am
Komfr  [developer] May 14, 2024 @ 8:42am 
The OpenXR Toolkit is currently incompatible with the default configuration of the game and will cause a crash in the -openxr mode. You can make it compatible by setting o_openxr_threaded_submit in config.cfg to 0 at cost of some performance.
TheRandyPanda May 14, 2024 @ 8:51am 
Originally posted by Komfr:
The OpenXR Toolkit is currently incompatible with the default configuration of the game and will cause a crash in the -openxr mode. You can make it compatible by setting o_openxr_threaded_submit in config.cfg to 0 at cost of some performance.
Do we need to completely uninstall openxr toolkit, or global disable is enough? Also do you know why visuals would get extremely blurry and jaggered when turning the truck?
Jack_NL May 14, 2024 @ 9:00am 
Complete VR 1.50 change log that you can find on the last page of the sticky oculus Rift topic. He (Komfr) didnt write it for nothing!)

The 1.50 compatible VR build is now available in the oculus beta. The notable changes are:

OpenXR is supported. It can be enabled by using command line parameter -openxr. The game still requires parallel projection and will use the same orientation for both eyes. Some effects in the game (e.g. rain reflection) also require symmetrical fov to work correctly. The game will attempt to force symmetrical fov if supported by the system. If you want to use native fov on system which otherwise supports symmetrical ones even at the cost of broken effect (like it always was with OpenVR), you can disable the enforcement using o_openxr_symmetrical_fov. Unlike the native OculusVR API, the Oculus OpenXR runtime does not support fov override, so if you are using compatible Oculus HMD, you might want to keep using the native API.
The 1.50 overlaps part of rendering with preparation of the next frame. This is not compatible with OpenVR API. As result performance in that mode might be reduced. You might consider switching to OpenXR unless you really need display of controller models which is currently only supported for OpenVR.
The mirroring mode is enabled by default and is controlled by common r_manual_stereo_mirror_mode instead of per-api one.
The quad used to render UI plane can be positioned and rotated in menu mode as well. Additionally a cylindrical curvature can be applied to it using r_manual_stereo_ui_radius* cvars.
The default position of the UI quad was changed for both game and UI. That change involved changes to both cvars already present in 1.49 and newly introduced ones. As result you might end with a weird result. The recommended solution is to remove all r_manual_stereo_ui_* cvars from the config.cfg to get the current default settings and continue adjusting from there. If you do not like the default tilted position, you can move menu back to the front by setting both r_manual_stereo_ui_y and r_manual_stereo_ui_pitch to zero.
The size of texture the UI is rendered into is now controlled independently from the normal buffer size using r_manual_stereo_ui_buffer_scale.
The UI texture is now using mipmaps to reduce aliasing artifacts. Depending on HMD resolution and buffer size this might lead to blurriness instead. If necessary, the mipmaping can be either disabled entirely using r_manual_stereo_ui_mipmaps or the mipmap level selection can be adjusted using r_manual_stereo_ui_lod_bias
Last edited by Jack_NL; May 14, 2024 @ 9:01am
Hooded Crow May 14, 2024 @ 9:10am 
I can't even make it to the second menu without the game crashing to desktop now, on valve index have tried both openvr and xr launch formats, is there maybe something I have to change in the config file? runs fine out of vr though.

EDIT
I hadn't hit apply changes after taking off all the mods I had going, game is loading now.
Last edited by Hooded Crow; May 14, 2024 @ 10:03am
TheRandyPanda May 14, 2024 @ 9:15am 
Originally posted by jack_nl:
Complete VR 1.50 change log that you can find on the last page of the sticky oculus Rift topic. He (Komfr) didnt write it for nothing!)

The 1.50 compatible VR build is now available in the oculus beta. The notable changes are:

OpenXR is supported. It can be enabled by using command line parameter -openxr. The game still requires parallel projection and will use the same orientation for both eyes. Some effects in the game (e.g. rain reflection) also require symmetrical fov to work correctly. The game will attempt to force symmetrical fov if supported by the system. If you want to use native fov on system which otherwise supports symmetrical ones even at the cost of broken effect (like it always was with OpenVR), you can disable the enforcement using o_openxr_symmetrical_fov. Unlike the native OculusVR API, the Oculus OpenXR runtime does not support fov override, so if you are using compatible Oculus HMD, you might want to keep using the native API.
The 1.50 overlaps part of rendering with preparation of the next frame. This is not compatible with OpenVR API. As result performance in that mode might be reduced. You might consider switching to OpenXR unless you really need display of controller models which is currently only supported for OpenVR.
The mirroring mode is enabled by default and is controlled by common r_manual_stereo_mirror_mode instead of per-api one.
The quad used to render UI plane can be positioned and rotated in menu mode as well. Additionally a cylindrical curvature can be applied to it using r_manual_stereo_ui_radius* cvars.
The default position of the UI quad was changed for both game and UI. That change involved changes to both cvars already present in 1.49 and newly introduced ones. As result you might end with a weird result. The recommended solution is to remove all r_manual_stereo_ui_* cvars from the config.cfg to get the current default settings and continue adjusting from there. If you do not like the default tilted position, you can move menu back to the front by setting both r_manual_stereo_ui_y and r_manual_stereo_ui_pitch to zero.
The size of texture the UI is rendered into is now controlled independently from the normal buffer size using r_manual_stereo_ui_buffer_scale.
The UI texture is now using mipmaps to reduce aliasing artifacts. Depending on HMD resolution and buffer size this might lead to blurriness instead. If necessary, the mipmaping can be either disabled entirely using r_manual_stereo_ui_mipmaps or the mipmap level selection can be adjusted using r_manual_stereo_ui_lod_bias

Thanks for posting this, managed to get the UI to not be down on the floor. Appreciate it.
Komfr  [developer] May 14, 2024 @ 9:16am 
Originally posted by TheRandyPanda:
Do we need to completely uninstall openxr toolkit, or global disable is enough?
Global disable is enough.
Also do you know why visuals would get extremely blurry and jaggered when turning the truck?
There is a reported bug with TAA which only blurs left eye and jitters both which might probably do weird things however that is nothing extreme. Maybe some frame generation thing?
Harry Kuvert May 14, 2024 @ 9:18am 
which version do I choose for VR? 1.49 oculus version is old?
TheRandyPanda May 14, 2024 @ 9:20am 
Originally posted by Komfr:
Originally posted by TheRandyPanda:
Do we need to completely uninstall openxr toolkit, or global disable is enough?
Global disable is enough.
Also do you know why visuals would get extremely blurry and jaggered when turning the truck?
There is a reported bug with TAA which only blurs left eye and jitters both which might probably do weird things however that is nothing extreme. Maybe some frame generation thing?

Thanks for the reply. I am indeed using ASW at 45FPS (I have a very beefy PC but cant maintain a solid 90FPS), I will give it a try once my headache wares off lol

Thank you :)
TheRandyPanda May 14, 2024 @ 9:21am 
Originally posted by Harry Kuvert:
which version do I choose for VR? 1.49 oculus version is old?

1.50 Oculus+OpenVR/XR in the beta tab if you want to use the new update.
Harry Kuvert May 14, 2024 @ 9:24am 
Originally posted by TheRandyPanda:
Originally posted by Harry Kuvert:
which version do I choose for VR? 1.49 oculus version is old?

1.50 Oculus+OpenVR/XR in the beta tab if you want to use the new update.

No such version for me: https://i.imgur.com/E1kzbi7.png
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Date Posted: May 14, 2024 @ 4:15am
Posts: 43