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EXPERIMENTAL: Virtual Reality

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

  1. Pr9tkin

    Pr9tkin
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    How can I make quest controllers appear inside the game? I have to press the interactive buttons by feel…
     
  2. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Could you rephrase that? I don't understand what you mean by "goes crazy".
     
  3. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Yes, this bug will be fixed in v0.32 :)
     
    • Like Like x 1
  4. get'r fukn done

    get'r fukn done
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    to any amd 7900xtx users experiencing stutter or lag no matter the headset try this- disable every setting in AMD software adrenalin.. globally and per game settings.. all default to off- smoothest gameplay i've had on the normal preset with reflections turned up slightly for proper mirror visibility.

    for giggles i thought maybe not using any of the offered 'boosts' to performance might magically give better gameplay as i was used to the settings working well for other vr driving sims.. turns out not touching anything *other than the fan curve* works great. - and no this isnt the actual ingame fps obviously- it was just sitting happily at the max fps allowed in vulkan/VR at 90hz at max super sampling in the oculus/meta software.


    hardware im using
    quest 2 90hz(5408x2752/1.5x render resolution ran via hardwire questlink not airlink- encode bitrate set to 500 via debug tool)
    7900xtx(DUH but it's the xfx merc version if that matters)
    5800x3d
    x570 motherboard
    64gb 3600mhz memory
    beamNG installed on main 2tb nvme ssd

    edit: was able to use the extreme graphics UI to set LOD bias to 300 for proper visibility of things for atleast 3 blocks on WCUSA on a server with real vehicle mods which are typically not optimized at all with a few players- i'm mind blown how well not using any of the AMD software settings has made my VR experience go from fighting motion sickness every time because i never had gotten it before on any other VR sim to butter smooth with no more migraines and enjoyable like the others sims.
     

    Attached Files:

    • RadeonSoftware_dhSZScGeME.png
    • RadeonSoftware_3tULjw9Eja.png
    #544 get'r fukn done, Jan 25, 2024
    Last edited: Jan 25, 2024
  5. pascalturbo00

    pascalturbo00
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    hello i got a small problem whit the vr version
    when i lean my head to the side the water rotates in the wrong direction
    like on one screen the water goes up and on the other it goes down
    i am on the Valve Index btw
     
  6. Im_awesome04

    Im_awesome04
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    Yeah It's a known bug I believe, it's the same with the stars and lens flare as well.
     
  7. SledgeR

    SledgeR
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    Is there a way to trigger the launcher for BeamNG.tech so I can enable Vulkan support? The only way I've found to run Vulkan is through BeamNG.drive on steam.
     
  8. Pr9tkin

    Pr9tkin
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    Can we expect significant optimization of vr? Or will the performance on this engine depend mainly only on PC components?
     
  9. Pr9tkin

    Pr9tkin
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    It wouldn't be a bad idea to add simplified rendering around the edges of the lens, it would greatly improve performance, there's a similar thing in the Assetto Corsa content manager on Steam VR
     
  10. Pr9tkin

    Pr9tkin
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    Also very demanded function: supersampling (-100+%) and msaa (x2,x4,x8)
     
  11. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    We want to improve performance, but absolutely not, you shouldn't expect any optimization, neither significant nor insignificant. For anyone reading this, do not make product purchase decisions based on estimations of future changes.
     
  12. thevictor390

    thevictor390
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    Is it possible to adjust the camera position in VR? There are controls for moving the camera ("seat") but they don't seem to work. For my headset (Oculus Rift S) the position is consistently just a bit too far back in the cabin. Other than that this game is a crazy cool experience in VR. I do agree that some performance improvements would go a long way, my 7900XT was struggling on medium.
     
  13. aivora

    aivora
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    Research Software Engineer
    BeamNG Team

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    Dec 14, 2021
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    Hi, you can use the command-line arguments to run with Vulkan support: `Bin64\BeamNG.tech.x64.exe -gfx vk`. However, some of the features are yet unsupported with Vulkan, such as the Camera and Lidar sensors.
     
  14. stenyak

    stenyak
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    BeamNG Team

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    Options > Camera > Camera:Driver > Allow modification of seat adjustments

    Verify that the option works in flatscreen. If it works there, it will also work in VR.
    If it doens't work in flatscreen, then you have probably assigned conflicting keys in Options > Controls, you'll need to fix that first.
     
  15. Im_awesome04

    Im_awesome04
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    Also make sure you aren't using the tilt forward/back buttons by accident, as those don't do anything in vr.

    But it definitely works, saves per car and between sessions too which is nice.
     
  16. thevictor390

    thevictor390
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    I don't remember finding that setting so I bet that's it, I'll try it out. Thanks!
     
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  17. Paperpixels

    Paperpixels
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    Dec 12, 2023
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    I was working on a Flowgraph node to detect VR enable/disable state change.

    Then, I made an override of openxr.lua to change the local function stateChanged like:
    -- get all flowgraph managers
    local managers = {}
    managers = core_flowgraphManager.getAllManagers()

    -- broadcast event onOpenxrStatusChange
    for _, mgr in ipairs(managers) do
    mgr:broadcastCall('onOpenxrStatusChange', M.state.enabled)
    end


    Working great, except for the fact that when VR is enabled that broadcastCall is not just an impulse, it's a flow instead.
    This means that the local function stateChanged is called at every tick when VR is enabled.
    And this means that render_openxr.stateChanged is called at every tick as well.

    Of course I can create a local "last_state" to ensure the flowgraph impulse is triggered once.
    I'm worried about performance issue here and, by the way, reading the function name, I think this is not expected/intended.

    Hope to receive a feedback from a BeamNG dev to confirm the matter is attentionated.
     
  18. TStabbert

    TStabbert
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    BeamNG Team

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    Nov 28, 2016
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    Hello :) I made a simple node that should do what you require



     

    Attached Files:

  19. yungfishstickk

    yungfishstickk
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    Feb 16, 2024
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    I managed to get VR working in-game via a wired connection, but the only issue is that the resolution is 1872x2016 per eye which looks pretty pixelated on my Quest 3. In the Oculus software I have it set to the 90hz setting which outputs at a far higher resolution so I'm not sure why the game is deciding to choose this specific resolution. Is there any way to fix this?
     
  20. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    You may have customized the resolution silder located in Options > Display > VR. If so, put it back to 100%. If 100% is still too low resolution, then the misconfiguration is happening outside BeamNG.drive, such as your VR drivers, 3rd party VR software you may have installled (such as streaming software, custom openxr layers/plugins, etc).
     
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