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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 :)
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!!!!
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
EDIT
I hadn't hit apply changes after taking off all the mods I had going, game is loading now.
Thanks for posting this, managed to get the UI to not be down on the floor. Appreciate it.
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 :)
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