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EXPERIMENTAL: Virtual Reality

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Leeloo, Sep 20, 2023.

  1. talkingerbil

    talkingerbil
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    Jun 17, 2022
    Messages:
    29
    Noticed monado was in the patch notes today. Not sure what it was supposed to address, but that vk image size mismatch I reported above is still a problem.
     
  2. Driving79

    Driving79
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    Joined:
    Aug 30, 2024
    Messages:
    17
    Updated the game today to version 0.34.2, but the Linux native version +Monado OpenXR issue remains the same. Noticed also that the files inside BinLinux/ had the exact same file sizes than old version did. Not sure if that is an indication of anything, though.
     
  3. wolfallein

    wolfallein
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    Joined:
    Dec 16, 2024
    Messages:
    2
    I saw there was an update yesterday that was supposed to address some issues with Monado + Linux. But I'm still getting the same problem as before.

    Code:
    55.93792|D|initInstance| OpenXR instance created
     55.93793|D|initFunctions| OpenXR functions retrieved
     55.93793|D|initSystem| OpenXR system check
     55.93794|D|initBlendMode| OpenXR blend mode 'XR_ENVIRONMENT_BLEND_MODE_OPAQUE' support detected
     55.93794|D|initBlendMode| OpenXR blend mode chosen: 1
     55.93794|D|checkVulkanBasics| OpenXR runtime support for Vulkan instance version:
     55.93794|D|checkVulkanBasics|  - Minimum version required by runtime: 1.0.0
     55.93794|D|checkVulkanBasics|  - Maximum version tested with runtime: 1023.0.1023
     55.93794|D|checkVulkanBasics|  - Currently used Vulkan version:       1.3.0
     55.93794|D|checkVulkanBasics| OpenXR requirements of Vulkan version are met: Vulkan version is 1.3
     55.93795|D|checkVulkanDeviceExtensions| These Vulkan device extensions are required by the OpenXR runtime:
     55.93795|D|checkVulkanDeviceExtensions|  - VK_KHR_dedicated_allocation
     55.93796|D|checkVulkanDeviceExtensions|  - VK_KHR_external_fence
     55.93796|D|checkVulkanDeviceExtensions|  - VK_KHR_external_memory
     55.93798|D|checkVulkanDeviceExtensions|  - VK_KHR_external_semaphore
     55.93798|D|checkVulkanDeviceExtensions|  - VK_KHR_get_memory_requirements2
     55.93798|D|checkVulkanDeviceExtensions|  - VK_KHR_image_format_list
     55.93798|D|checkVulkanDeviceExtensions|  - VK_KHR_external_memory_fd
     55.93798|D|checkVulkanDeviceExtensions|  - VK_KHR_external_semaphore_fd
     55.93798|D|checkVulkanDeviceExtensions|  - VK_KHR_external_fence_fd
     55.93799|E|checkVulkanDeviceExtensions| The 'VK_KHR_image_format_list' Vulkan device extension, required by the OpenXR runtime, has not been loaded for the current Vulkan device
     55.93799|E|checkVulkanDeviceExtensions| Some Vulkan device extensions required by the OpenXR runtime were not found. Unable to initialize Vulkan bindings for OpenXR
     55.93799|E|setEnable| Unable to enable OpenXR
     55.93799|I|shutdown| Disabling OpenXR...
     55.93800|I|shutdown| OpenXR disabled
     55.93813|D|GELua.render_openxr.| Unable to enable OpenXR
    
    I found the issue on Monado GitLab and it was mentioned that BeamNG needs to load the extensions itself, different from what would be done with Windows apparently.

    https://gitlab.freedesktop.org/monado/monado/-/issues/464

    I'm running native Linux 0.34.2.0.0 version
     
  4. Mon ouie

    Mon ouie
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    Joined:
    Jan 5, 2025
    Messages:
    3
    I guess the extension issues are because Beam.NG already has a Vulkan context? Would be nice if there was a command line flag or checkbox in the settings to check the OpenXR required extensions when creating the initial context, to avoid having to wait for a Beam.NG update every time an OpenXR runtime changes its extension list.
     
  5. LTHLTY

    LTHLTY
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    Joined:
    Nov 19, 2023
    Messages:
    1
    just got into vr on beamng on my quest 3, i opened vulcan, started vr, and now i can see im in vr like when i move my head around i can see the screen moving with it but im just looking at a screen in my vr, im very confused and dont know what to do
     
  6. adinathenerd

    adinathenerd
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    Joined:
    Aug 24, 2024
    Messages:
    2

    Hey, I don't think the fix works. I know a few others on Reddit & Github that have been having issues. it's to the point that there's a community proton patch here.

    https://gist.github.com/gotzl/294c849af4b497f537a2904eeff73140

    Here's the excerpt of the logs I think would be helpful


    ...Beginning of excerpt...

    Found 0 OpenXR layers:
    Required OpenXR extension 'XR_KHR_vulkan_enable' is available in the OpenXR runtime
    OpenXR extensions verified
    OpenXR instance about to be created...
    OpenXR instance created
    OpenXR functions retrieved
    OpenXR system check
    OpenXR blend mode 'XR_ENVIRONMENT_BLEND_MODE_OPAQUE' support detected
    OpenXR blend mode chosen: 1
    OpenXR runtime support for Vulkan instance version:
    - Minimum version required by runtime: 1.0.0
    - Maximum version tested with runtime: 1.0.0
    - Currently used Vulkan version: 1.3.0
    OpenXR requirements of Vulkan version are not met: Vulkan version is 1.3, but the OpenXR runtime developers have only tested up to 1.0. Ignoring this issue... (it's advisable to check for newer versions of the OpenXR runtime)
    These Vulkan device extensions are required by the OpenXR runtime:
    - VK_WINE_openxr_device_extensions
    The 'VK_WINE_openxr_device_extensions' Vulkan device extension, required by the OpenXR runtime, has not been loaded for the current Vulkan device
    Some Vulkan device extensions required by the OpenXR runtime were not found. Unable to initialize Vulkan bindings for OpenXR
    Unable to enable OpenXR
    Disabling OpenXR...
    OpenXR disabled
    Unable to enable OpenXR
    initialize



    ...End of excerpt...

    I also have the logs attached as a txt. I will likely make a pull request on the proton-ge & Valve/proton GitHubs if this isn't addressed within the next 3~6 months.
     

    Attached Files:

    #666 adinathenerd, Jan 9, 2025
    Last edited: Jan 9, 2025
  7. Raeldor

    Raeldor
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    Joined:
    Jan 24, 2025
    Messages:
    7
    Everytime I switch to VR, whether from the menu or inside the car, it just crashes with exist code 0x0000000001. I am using Virtual Desktop with VDXR. Does anyone have this working successfully, or is this a known issue? Thanks.
     
  8. Ikly

    Ikly
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    Joined:
    Jan 24, 2025
    Messages:
    1
    (I am writing from a translator)
    I have the same problem. The game freezes completely after five seconds, after which it crashes. I tried to change the environment from meta to steam, but it did not help. The lighting settings did not work either. I do not know what to do, pls help(
     
  9. Mon ouie

    Mon ouie
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    Joined:
    Jan 5, 2025
    Messages:
    3
    Other issue: it looks like the game assumes that both views of the headset are parallel for rendering the UI, causing it to not line up properly on both eyes for OpenXR runtimes/headsets that use canted views.

    Using Monado and a Valve Index, the UI becomes legible when I run the game with OXR_PARALLEL_VIEWS=1 to force a parallel view onto the game. Otherwise I can only read it by closing one of my eyes.
     
  10. Driving79

    Driving79
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    Joined:
    Aug 30, 2024
    Messages:
    17
    Thanks for the tip. Looks much better with that environment variable.
     
  11. Schylar Burgess

    Schylar Burgess
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    Joined:
    Feb 2, 2025
    Messages:
    1
    Total pc noob here. I’ve always been a Mac guy but recently built my first pc. Primarily for CAD and Beam. Specs are, windows 11, 9900x and intel arc b580. The game plays great standalone however I cannot get vr to work. Quest 2 via link cable and I’ve tried both meta runtime and steam vr runtime but I cannot get anything to work. The meta link app does say my system does not meet the minimum requirements however I find that hard to believe. Could it be my gpu? Or settings I’m missing?
    Thanks in advance
     
  12. mickabrig7

    mickabrig7
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    Joined:
    Feb 6, 2025
    Messages:
    3
    Hey there !
    I'm experiencing the same 'VK_KHR_image_format_list' issue as you had in your previous message, but it seems like you found a way around it so I'm curious.
    Are you building Monado with an older commit ID than the one mentioned in the Gitlab issue, or is there another trick ?

    Since I'm using Envision + WiVRn, I played around by forking the WiVRn repo and reverting to an older commit which used an old enough Monado version, however Envision fails to build the profile.
    I might also try with an older commit of Envision from the same time frame, or drop Envision entirely, but I was curious if there was an easier fix.
     
  13. pranays123

    pranays123
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    Joined:
    Oct 3, 2016
    Messages:
    16
    Seemingly, the game isn't loading any Vulkan extensions required by the OpenXR runtime. The issue from a while back where VR wouldn't work with Proton as a result of this is still present.

    As for Monado, I have created a quick and dirty patch that causes Monado to not request the VK_KHR_image_format_list extension, and it seems to work fine for BeamNG. This patch can be applied with the following command if you put the patch into the Monado root directory and run the command in that directory.

    Code:
    git apply monado_beam_patch.patch
    A better solution would be a Vulkan layer that loads whatever extensions are needed when the game creates its Vulkan instance, since the game doesn't reinitialize Vulkan as would be needed to load the newly required extensions from OpenXR.
     
    #673 pranays123, Feb 18, 2025
    Last edited: Feb 18, 2025
  14. mickabrig7

    mickabrig7
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    Joined:
    Feb 6, 2025
    Messages:
    3
    That's awesome thank you !
    So far I was just using a personal fork of WiVRn that I resetted to bab3a2395352dfcc24ff489545af2e2df1c5057c (Nov 30, 2024), but I'll try syncing it back to master and just add your patch.
     
  15. Mon ouie

    Mon ouie
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    Joined:
    Jan 5, 2025
    Messages:
    3
    I used the quick and dirty patch like you did. The first thing I tried was actually a layer to load VK_KHR_image_format_list (I used this layer as a reference: https://gitlab.freedesktop.org/monado/utilities/vulkan-layers), but that doesn't work: BeamNG.drive doesn't know that the extension has been loaded by the layer, so it still refuses to create an OpenXR session. You might be able to do it with both a Vulkan layer that loads the needed extensions and an OpenXR layer that removes them from xrGetVulkanDeviceExtensionsKHR.
     
  16. ienjoydriving9992

    ienjoydriving9992
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    Joined:
    Mar 3, 2025
    Messages:
    1
    Hi all. I am new to vr. I have a quest 3 and a pc of the following specs:
    ryzen 5 7600x, amd 7900 gre 16gb gpu, 32gb ddr5 ram
    I'm trying to run beamng on vr but I have an incredibly weird and dizzying issue:

    When I go into vr, if i do it in the menu, the menu zooms out and a white space starts growing around the menu
    If i go into vr while loaded into a map, it somewhat works but the resolution is so low i can't read text and cars are literal pixles, also fps is insanely low. Settings are default inside beamng

    This is not an issue with my system becuase flight sim 2024 and assetto corsa/acc all work perfectly in high settings with vr
    I am connnected with a 5gbps link cable, and i do not have steamvr installed.

    thanks in advance
     
  17. HeepXJ40

    HeepXJ40
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    Joined:
    Feb 6, 2020
    Messages:
    284
    I have a HP Reverb G2. I almost got it working but I'm having some issues.

    Here's where I'm at so far:
    Got it to activate and detect in-game. On my monitor, I see the in-game camera view moving with the headset.
    When I put the headset on, it's on the steamVR background with "Waiting" and 3 white bars. It's also at an incredibly low framerate.

    Running on vulkan
    Set steamVR as openXR to get it to detect in-game

    Any help would be appreciated. This is basically the only VR game I have right now.

    I have an RTX 2060 by the way. It was working flawlessly on my old rift S.
     
  18. morgfarm1

    morgfarm1
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    Joined:
    Sep 1, 2013
    Messages:
    5
    Works beautifully with mine;
    Clear your environment data from WMR portal for starters. It's known to cause issues after a few months.

    What I tend to do is load into the game FIRST, and then activate VR when in the driving world. I've found also that a restart of The System helps;
    Make sure that SteamVR is the default environment for OpenXR; although I'll admit that Mine ran with WMR as the default XR app and it worked fine. WMR has an Api connection to OpenXR these days. The Controllers work in Beam also.

    My steps are always this:
    Run WMR
    Run Steam + SteamVR
    Start Beam
    Load into a Mode (any mode)
    Once loaded and stable, fire the VR keybind and it should go right away.
    My issue now is that my headset display panels are losing power, so My Reverb G2 is officially totaled.
    See my next post:
    --- Post updated ---
    Posting separately because separate issue:

    Because my Reverb G2 is now a paperweight, I replaced it with a Vive XR Elite.
    XR elite is an XR Native supporting VR unit. BUT Beam has no idea the headset is even present.

    System:
    AMD Ryzen 9 7900X;
    Radeon RX6900XT
    32GB System RAM
    Steam+SteamVR Running; Vive Hub Running; hard-wired Streaming Connection (not over WiFi as this headset natively supports)

    I've tried to register the headset's software as OpenXR, I get the UAC Popup, and i allow it, but nothing obvious changes.

    When I load into Beam, the game does not see the headset, AT ALL. I went from having one issue (where a device wasn't detected) to a new issue; wherein attempting to start VR, it loads all modules (which is forward progress); but the Runtime crashes with the following error:
    "56.919|E|engine::OpenXrHelper::OpenXr::logIfError|Error in xrCreateSwapchain: xrResultToString(-2) = "XR_ERROR_RUNTIME_FAILURE"
    56.919|E|engine::OpenXrHelper::OpenXr::setEnable|Unable to enable OpenXR
    56.919|I|engine::OpenXrHelper::OpenXr::shutdown|Disabling OpenXR...
    56.919|I|engine::OpenXrHelper::OpenXr::shutdown|OpenXR disabled
    56.919|D|GELua.render_openxr.|Unable to enable OpenXR"

    Full Log from game start to alt+tab to web browser to upload a clean log is attached.

    Edit: Added screenshot of the last bits of the log file
     

    Attached Files:

    #678 morgfarm1, Mar 13, 2025
    Last edited: Mar 15, 2025
  19. Dogethepro

    Dogethepro
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    Joined:
    Apr 5, 2024
    Messages:
    27
    Hi i am new to vr and i just got my pico 4, is there anything i should do extra because it is not listed in the vr documentation? thank you!
    Also i dont know if my system is capable of handling vr so everything helps :)

    System
    Rtx 3050 8 gb vram
    i6 12400f
    24 gb of ram
     
  20. Calatinus

    Calatinus
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    Joined:
    Mar 23, 2024
    Messages:
    8
    Hello, I am running a setup on Pico 4 with an USB-C cable as this would yield a stable framerate on the VR set. I just use the SteamVR and launch the Vulkan Client once the prompt appears. In terms of performance, I think you should start with the smallest settings and progressively increment. With Ryzen 7 5800X and a 4060 TI 16GB I can go full NPC cars on a big map (Italy) and rock a solid 50FPS+ with almost everything maxxed out. Too bad that Intel GPUs (A770, B580) doesn't officially support VR, because the hardware is quite capable, but it lacks on their side Vulkan wrapper implementations.

    But in you case, you should be able to have a pleasant experience given the GPU. I tested with an A2000 which has only 6 GB of VRAM, but that seems to be too little for this use case.
     
    #680 Calatinus, Mar 21, 2025
    Last edited: Mar 21, 2025
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