fpsVR
 このトピックはピン留めされているので、おそらく重要です
Sergio  [開発者] 2018年8月22日 11時14分
fpsVR Q&A
Supported Headsets, Supported VR APIs
fpsVR works with any headset supported by SteamVR.
fpsVR supports any VR games/applications that interact with SteamVR via the following APIs: OpenVR, OpenXR.
Please note that in order to display the fpsVR overlay in VR games/applications using OpenXR (MSFS2020 for example), there is an important condition - the current OpenXR runtime must be set to SteamVR (Check SteamVR Settings, OpenXR section)

The Oculus API is only used(since v1.24) by fpsVR to get data useful for display in the in-game overlay. The Oculus API does not support overlays from background applications. Therefore, the fpsVR overlay cannot be displayed in VR games and applications, which uses the Oculus API.

Important Info for Oculus/Meta Users!
Since version 1.24, fpsVR uses the Oculus API to get useful information to display in the in-game overlay when the headset is connected via cable or Airlink (but not when using VD or ALVR - OpenVR API will be used in these cases). But this does not mean that the fpsVR overlay will be displayed in VR games and applications that uses the Oculus API.The Oculus API does not support overlays from background apps, and likely never will. It doesn't matter from which store to launch the VR game or application. There are games on Steam that prefer to use the Oculus API. To determine if a VR game or app is not using SteamVR, simply try opening the SteamVR dashboard, if you can't open it in VR it means that SteamVR is currently running in the background for the Oculus Software system and is not an active VR app. In this case, it is better to close SteamVR so as not to take up system resources for nothing.

There is trick to prevent such games to switch to Oculus API on Oculus headsets: setting the game's EXEs to run with Compatibility for Windows 7 will allow them to be booted up through SteamVR only. This might not work with all games, but is definitely working with some.

Windows 7SP1/8.1 support
Not supported.

Where can I find the in-game overlay?
By default overlay is attached to the bottom of the left controller. If you have been using fpsVR for a long time and lost the overlay, then you may have enabled one of the settings that hides the overlay, check the fpsVR settings.

Where can I find the fpsVR settings?
The fpsVR settings overlay is built into the SteamVR dashboard. In order to open it in VR when you need it, just open the SteamVR dashboard, find a small button on the bottom left that says fpsVR.
Clicking on it will take you to the fpsVR settings. There are two ways to open a copy of this overlay on your desktop:
  • From the fpsVR desktop window menu, click 'Settings'. If the window is closed, you can double click on the fpsVR icon in the Windows tray (at right bottom corner of desktop, the icon may be hidden, you may need to click the left arrow there to show hidden icons) to open fpsVR desktop window.
  • The second way is to right-click on the fpsVR icon in the Windows tray (at right bottom corner of desktop) and call the settings through the icon menu.
https://www.youtube.com/watch?v=esENTpNWe7s

How to monitor your game performance in VR?
https://youtu.be/boNRqZBXwhk

Family Sharing
Steam does not allow use Family Sharing for software content. For games only.

CPU Temperature feature
This is experimental feature, don't expect it will work with all CPUs, but most modern desktop processors are supported. Feedback is welcome.

hardwareprovider.sys blocked by Avast or another antivirus
Please read here:
https://steamcommunity.com/games/908520/announcements/detail/3645139528235509542

fpsVR work fine on the desktop but not in VR. How to fix it?
Solution #1
If you are using fpsVR on a notebook: try disable the generic video adapter in BIOS (build-in Intel graphics).
If you are using fpsVR on a conventional PC: make sure that both your main monitor and your HMD are plugged to into same GPU (it is Valve recommendation for SteamVR).

Do not forget to check the “Hide Overlay” option if you have disabled the overlay and forgot about this.

Solution #2 for laptops:
1)Open Graphics Settings https://imgur.com/a/O3LMW2M (Win (windows button) -> "Settings" button -> System -> Display -> Graphics settings)

2)Choose fpsVR -> Options
OR (if there is no fpsVR)
Browse -> find fpsVR.exe

3) Choose "High Performance" (Should point to your graphics card, and not integrated graphics)
Also set "High Performance" for all SteamVR processes like:
vrserver.exe
vrmonitor.exe
vrdashboard.exe
vrcompositor.exe
vrstartup.exe

Does it impact GPU or CPU performance?
Some stats for fpsVR 1.16:

Intel i7-8700K @ 4.9Ghz (6 cores /12 threads) / GTX 1080Ti :
  • CPU Usage of fpsVR.exe:
    • 0.4-0.6% while fpsVR desktop window is not closed
    • 0.1-0.3% while fpsVR desktop window is closed
  • GPU Usage of fpsVR.exe: ~0.1%

Intel i7-3770K @ 3.5Ghz (4 cores /8 threads) / GTX 1080Ti :
  • CPU Usage of fpsVR.exe:
    • 0.5-0.8% while fpsVR desktop window is not closed
    • 0.3-0.5% while fpsVR desktop window is closed
  • GPU Usage of fpsVR.exe: ~0.1%

I have a feeling that the game became more laggy when I run a particular game and fpsVR together / When the overlay appears in the field of view of the feeling that lags appeared.

If you use a headset other than the native SteamVR headsets (native only these: Vive, Vive Pro1, Index) then the overlay position only changes on real frames, it is incorrect on re-projected (synthetic) frames. (On Vive, Vive Pro1, Index the overlay position is updated every frame no matter synthetic or real frame). Because reprojections for your headset are done not on SteamVR side. For moving (in scene) close objects such as controllers or overlays, it is important to set the position for each frame for a smooth feeling. But for the non native headset this is not possible if you have re-projected (synthetic) frames.
As a consequence, your perception gives you the feeling that there are some lags, because before the overlay appeared, your brain was easily fooled by the reprojection trick.

Perhaps you should hide the overlay while you playing, and show it when you need to check how things are going. Or enable the transparency option, or change the size, or change the type of overlay to display less information. Or select the position of the overlay fixed in space (relative to the seated position). There are some options in the settings.

Beta branch
You can find latest build with latest bug fixes (but also get the latest bugs! =) ) and new features by switching to beta branch:

1. Right click fpsVR in the list in your Games Library
2. Go to Properties
3. Go to Betas tab
4. Pick beta in the first drop-down menu (If there is no beta in the menu then try restart Steam, but if that does not help then that means beta is currently unavailable because it is same as public branch)

What do these counters in the overlay mean?
FPS - Current FPS Average FPS - Delivered FPS (average FPS for this session) GPU Temp & Usage (also GPU) - GPU temperature and usage GPU MEM - GPU memory usage (used and total) CPU Temp & Usage (also CPU) - CPU temperature and usage RAM - RAM usage (used and total) CPUs 0-N (also CPUs) - Load of logical CPUs, here is also the maximum instantaneous usage among all threads/cores in the system GPU frametime - Maximum GPU frametime per fpsVR refresh interval. GPU frametime includes: - The amount of work performed between when WaitGetPoses returns, and the second eye texture is submitted - Time spent after this for rendering the application's companion window, etc. - Time spend performing distortion correction, rendering chaperone, overlays, etc. CPU frametime - Maximum CPU frametime per fpsVR refresh interval. CPU frametime includes: - Compositor and 3D scene work. The cpu timing here does not capture any parallel work being performed (e.g. on application's main thread) Frametime Graphs: Violet color - dropped frame(s) Red color - frametime is more 2x than vsync (vsync is 11ms for 90Hz HMD) Yellow color- frametime is longer than vsync Green color - frametime is less than vsync SteamVR SS (also SS) - Supersampling, Resolution Setting Reprojection Ration - Ratio of reprojected frames to presented frames Dropped Frames - Number of frames dropped L.Controller (also LC) - the battery charge of the left controller R.Controller (also RC) - the battery charge of the right controller

Is the regular version permitted for business use in VR development?
VR developers, feel free to use regular version.
Commercial license is meant for use in a cybercafe, arcade or other public setting.

Must Steam be running to use fpsVR?
In general, yes, Steam is required (And of course SteamVR, since the application is for SteamVR only.
But if you own a copy of fpsVR for at least 14 days you can start use -noinapp option (See next question), in this case, Steam can be closed after SteamVR and fpsVR is running.

Is it possible to disable the "In-App" status for fpsVR?

Yes. Set "-noinapp" launch option. See: https://i.imgur.com/CZkRx3m.png
Condition: You must own a copy of the fpsVR for at least 14 days. Otherwise, the option will not work.

Is it possible to control fpsVR via command line?

Yes, use fpsvrcmd.exe (see fpsVR folder)
Usage:fpsvrcmd.exe <command name>
A list of commands will be displayed if run without parameters. Not all commands are listed in the built-in help. Ask in this thread if you are interested in something that you did not find in the list, the developer will be happy to help you.

Is fpsVR compatible with Virtual Desktop? (VD version for wireless headsets)
fpsVR interacts with SteamVR and does not interact with VD directly. Therefore, it works with headsets that use VD without any problems.
VD uses an emulated Oculus runtime environment, and Valve's "oculus" driver for SteamVR sees VD as Quest 2.
It is worth noting that fpsVR shows the SteamVR statistics and therefore what happens from the SteamVR point of view. Some frame reprojections (micro stutter/jerks) occurring in the VR compositor of the headset may probably not show up in SteamVR statistics, which may have occurred due to unforeseen delays in encoding/decoding/transmitting over the WiFi network or other reasons.

Is it possible to add a display of controllers batteries and headset battery when connected via Virtual Desktop?
In the current implementation VD uses an emulated oculus runtime and can only do what the official one can. Therefore, VD cannot transfer batteries data directly to SteamVR. This applies to Pico 3/4 and Quest 2.
This could be done in workaround, such as creating some log file with this data on PC side. So that third-party applications like fpsVR can use this data. I suggested this option to the VD developer. The decision is on his side.

Custom Center Marker
https://steamcommunity.com/sharedfiles/filedetails/?id=2337627289
最近の変更はSergioが行いました; 3月4日 4時41分
< >
1-15 / 162 のコメントを表示
Is this still coming out tomorrow or was this delayed? It used to say August 31st and now says Coming Soon.
Sergio  [開発者] 2018年8月30日 4時09分 
Michael Jeffries の投稿を引用:
Is this still coming out tomorrow or was this delayed? It used to say August 31st and now says Coming Soon.

It will be released as soon as the application passes all Valve checks.
I hope it will be tomorrow. But I doubt it happen tomorrow.
最近の変更はSergioが行いました; 2018年9月10日 23時25分
this is valve time in action...
can't wait :-) hope check will pass soon
This is taking forever to get pushed through by Valve! Any update on ETA when it'll be released?
Sergio  [開発者] 2018年9月10日 5時40分 
Michael Jeffries の投稿を引用:
This is taking forever to get pushed through by Valve! Any update on ETA when it'll be released?

Unfortunately, no info about ETA.... Sorry.
最近の変更はSergioが行いました; 2018年9月10日 5時41分
Sergio  [開発者] 2018年9月10日 23時23分 
fpsVR is ready to release and It will be released 11-12 September, 2018 (depends on your time zone)
最近の変更はSergioが行いました; 2018年9月11日 0時45分
Rocco 2018年9月11日 8時01分 
It supports fully only Vive(s).
Can i use it also with my WMR (Odyssey) HMD?
Sergio  [開発者] 2018年9月11日 8時16分 
Rocco の投稿を引用:
It supports fully only Vive(s).
Can i use it also with my WMR (Odyssey) HMD?
Yes, It should work with WMR(not tested on a wide range of testers), "Reprojection Ratio" counter will not take into account reprojected frames made with "Motion Reprojection"(WMR feature), because it is not a part of SteamVR.
Rocco 2018年9月11日 8時26分 
Thank you Sergio, i will try it!
So it's fine with Vive Pro correct?
Sergio  [開発者] 2018年9月11日 12時20分 
Michael Jeffries の投稿を引用:
So it's fine with Vive Pro correct?
Of course, yes!
how to pinpoint it in vr space?
example on my dashboard in simracing
Sergio  [開発者] 2018年10月11日 20時10分 
Berry Witman の投稿を引用:
how to pinpoint it in vr space?
example on my dashboard in simracing
See the trailer #2 on the app page in store, right after screenshots. You need to reset seated position(if game uses SteamVR seated position, it's enough to reset seated position in game, if it's not uses SteamVR seated position then you need reset it on the dashboard, like showed in the trailer #2). After that if controllers is turned off overlay will appear on the left or right side at the seated position (depend on the setting "Controller/Side").
< >
1-15 / 162 のコメントを表示
ページ毎: 1530 50