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EXPERIMENTAL: Virtual Reality

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

  1. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    The crash should be fixed in v0.33.2 :)
     
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  2. enouqh

    enouqh
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    Sadly no, but you can try FOV Multiplier in Oculus Tray Tool.
     
  3. vr-bobbington

    vr-bobbington
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    Crashes are gone but so is performance. CPU frame times especially have gone through the roof.

    What was changed?
     
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  4. HairyBones

    HairyBones
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    Sep 22, 2024
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    Confirm no crashes for me in 45 mins of play on 0.332, using lighting "high" , thanks!

    One thing I noticed which may be the reason some are saying performance is bad - I noticed that quite often my VR is getting locked at 30fps. I don't know if this is to do with the "limit background FPS to 30 option" (I have this disabled anyway) or if it is some kind of v-sync / ASW issue (even though these are disabled as well). Anyway when it happens I can resolve it by alt+tabbing a couple of times. It seems to happen each time I load a new map or scenario. I am running Quest 2 via Virtual Desktop VDXR at 90hz.
     
    #644 HairyBones, Sep 27, 2024
    Last edited: Sep 27, 2024
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  5. Highking Viking

    Highking Viking
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    I can't see any menus in VR anymore. I stopped playing für 2 months and they are gone now. I tried every option in the display settings, every eye, distance and positioning ect, there are no menus anymore.

    No beam mp installed and checked integrity through steam too. Found nothing about that here, am I the only one with that issue?

    Quest 3 user here

    edit: I fixed it with a fresh install of windows and everything that comes with that. Don't exactly know what helped.
     
    #645 Highking Viking, Sep 29, 2024
    Last edited: Sep 29, 2024
  6. high on the highway

    high on the highway
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  7. teetwe

    teetwe
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    Oct 15, 2024
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    Hello,
    I can't launch the game with the Quest 3 in Beamng,
    I have an error message 0x0000001 and return to Windows,
    does anyone have any advice to give me, I've tried everything,
    driver (RTX 4090), link, airlink, virtual desktop, open XR, steam VR,...
    Thanks in advance for your help
     
  8. stenyak

    stenyak
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    BeamNG Team

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    Did you get a dialog prompting you to generate a crash report? If so, can you paste a support ID number? Here: https://supportid.beamng.com/
     
  9. teetwe

    teetwe
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    Hello,
    Just to tell you that the problem is solved, it has been working recently and I don't know why, driver update? Modified settings, I don't know...
    Super cool to play in VR!
     
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  10. B. Tanner

    B. Tanner
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    Jan 20, 2015
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    100
    Same here on Pico 4 both with Pico Connect which uses SteamVR and also with Virtual Desktop using VDXR(and starting game without Steam running). Also on a completly unmodded Beamng install.

    If i remember correctly i took a deep dive into the SteamVR settings and messed around in there a lot. After that when i started Beamng in VR every GUI item stopped rendering. No main menu, no tachometer, nothing.
    BUT it was a week ago so i cant confidently tell if i maybe also changed a critical setting for that bug in Beamng.

    Either way today i tried to fix things with the Support tools Beamng provides on startup. Deep cache cleaning didnt fix it. But starting the game with "Launch(safe+ Vulkan + debug mode)" fixed it. So something was messed up. I manually deleted everything in my user folder (if you have mods installed you wanna keep the mods folder). Now everything works again. So there isnt necessarily a need to reinstall everything including Windows.

    PS I checked/unchecked "Display user interface" several times both in and outside of VR. That didnt change anything for me

    Apart from that:
    -The void surrounding the main menu is a bit weird when first switching to VR. The black void slowly gets overtaken by white. Looks funky but not intentended
    -A lot of the detailed mirrors are bugged. Eg only the left mirror is rendered detailed in the D-Series. The right and back mirror are rendered with regular dynamic reflection resolution.
    -I had practically a fresh install and having those dynamic camera effects in the cockpit(camera:driver) enabled in VR by default is IMHO not best practice. Made me really uncomfortable. You know intertia strength, look ahead and the like.

    Specs:
    Windows 10 21H2
    AMD 5800X3D
    32GB 3200mhz RAM
    AMD 6900XT (Adrenalin 24.10.1)

    Edit:
    Still had the "bugged" files in my recycling bin and tested this: That didnt change anything in my case.
     
    #650 B. Tanner, Nov 21, 2024
    Last edited: Nov 21, 2024
  11. talkingerbil

    talkingerbil
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    Haven't touched VR in linux for a while and did some updates to the monado drivers. Now getting this error message:
    ERROR [vk_create_image_from_native] size mismatch, exported 19087728 but requires 21233664​

    Sim doesn't crash but OXR bombs out and never fully initializes. 2D mode is working just fine.

    Any thoughts as to what might be causing it?
     
  12. Driving79

    Driving79
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    @talkingerbil I have that issue, too. In my case, found out, that there is a specific commit on Monado that breaks the OpenXR initialization. I created a new issue on Gitlab for it. The breaking commit is this one: https://gitlab.freedesktop.org/monado/monado/-/commit/5fb1a02575093555daba67fa4d12ea040ba598c2
    Anything else before that commit works.

    Mind you that also the latest SteamVR Beta (2.9.3) has changed some internal interface name, so if you are using SteamVR Beta version and try to run an older version of Monado, Monado will not start. Only the newest commit in Monado has a fix for that.

    So, stick to regular SteamVR (2.8.7) and revert back to commit b4fe9aaa in Monado, and the game should work.

    edit: already got an answer from a Monado dev. It's the game client not loading a particular Vulkan extension, which is required by the OpenXR Runtime (VK_KHR_image_format_list). So I guess us Linux users need to wait for the game devs to include that extension.

    In the meantime, if you are using Envision to build Monado, you can create a separate prefix for BeamNG and just use an older Monado commit on that prefix.
     
    #652 Driving79, Dec 9, 2024
    Last edited: Dec 9, 2024
  13. talkingerbil

    talkingerbil
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    deleted
    --- Post updated ---
    Yes, I had already reverted that extension commit prior to seeing the image size mismatch error that I'm seeing now. I originally thought it was a beamNG thing but it might actually be Monado. Or something else in my config. Not positive yet.

    I won't touch steamvr if I can avoid it!
     
    #653 talkingerbil, Dec 9, 2024
    Last edited: Dec 9, 2024
  14. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Yes, unfortunately we would need a hefty rewrite of our render system in order to be able to find out the required extensions at runtime - they are all sadly hardcoded.

    If you could please provide me a support ID number, then I can patch this for the next hotfix: https://supportid.beamng.com
     
  15. talkingerbil

    talkingerbil
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    Still getting this monado runtime error in 0.34 release.

    ERROR [vk_create_image_from_native] size mismatch, exported 19087728 but requires 21233664
    Any thoughts on why monado and beam are seeing differing device capabilities?
     
  16. talkingerbil

    talkingerbil
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    How would this be obtained in linux? That link just drops me to a web browser search result on:
    beamng:v1/openSupport​
     
  17. Driving79

    Driving79
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    Is there a way to do it in the terminal? I'm assuming that this collects minidumps and logs and sends them to you guys. The browser link does not work for Linux, unfortunately.

    edit: support ticket is 193277. Hopefully it also included the right files, because I launched the Linux native binary first, reproduced the OpenXR initialization failure, exited the game and then ran the Windows binary and chose the "support tools".
     
    #657 Driving79, Dec 15, 2024
    Last edited: Dec 15, 2024
  18. wolfallein

    wolfallein
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    Joined:
    Dec 16, 2024
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    Hi, I just got BeamNG (0.34) and I'm trying it in VR on my Linux system. I'm getting the same problem mentioned regarding the VK_WINE_openxr_device_extensions not being loaded. Using the Proton patch mentioned I get VR working.

    This can be considered an issue with Proton itself as mentioned here https://github.com/ValveSoftware/Proton/issues/7737, but I don't know any other OpenXR application that stops loading VR because the runtime does not load VK_WINE_openxr_device_extensions.

    When running the native Linux build, the game crashes trying to activate VR when using Steam as OpenXR runtime. Using Monado as OpenXR runtime, I get a similar issue with a few Vulkan extensions not being loaded. In my case, they are:

    Code:
    190.37435|D|initInstance| OpenXR instance created
    190.37436|D|initFunctions| OpenXR functions retrieved
    190.37436|D|initSystem| OpenXR system check
    190.37437|D|initBlendMode| OpenXR blend mode 'XR_ENVIRONMENT_BLEND_MODE_OPAQUE' support detected
    190.37437|D|initBlendMode| OpenXR blend mode chosen: 1
    190.37437|D|checkVulkanBasics| OpenXR runtime support for Vulkan instance version:
    190.37438|D|checkVulkanBasics|  - Minimum version required by runtime: 1.0.0
    190.37438|D|checkVulkanBasics|  - Maximum version tested with runtime: 1023.0.1023
    190.37438|D|checkVulkanBasics|  - Currently used Vulkan version:       1.3.0
    190.37438|D|checkVulkanBasics| OpenXR requirements of Vulkan version are met: Vulkan version is 1.3
    190.37439|D|checkVulkanDeviceExtensions| These Vulkan device extensions are required by the OpenXR runtime:
    190.37439|D|checkVulkanDeviceExtensions|  - VK_KHR_dedicated_allocation
    190.37440|D|checkVulkanDeviceExtensions|  - VK_KHR_external_fence
    190.37440|D|checkVulkanDeviceExtensions|  - VK_KHR_external_memory
    190.37440|D|checkVulkanDeviceExtensions|  - VK_KHR_external_semaphore
    190.37440|D|checkVulkanDeviceExtensions|  - VK_KHR_get_memory_requirements2
    190.37440|D|checkVulkanDeviceExtensions|  - VK_KHR_image_format_list
    190.37441|D|checkVulkanDeviceExtensions|  - VK_KHR_external_memory_fd
    190.37441|D|checkVulkanDeviceExtensions|  - VK_KHR_external_semaphore_fd
    190.37441|D|checkVulkanDeviceExtensions|  - VK_KHR_external_fence_fd
    190.37441|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
    190.37442|E|checkVulkanDeviceExtensions| Some Vulkan device extensions required by the OpenXR runtime were not found. Unable to initialize Vulkan bindings for OpenXR
    190.37442|E|setEnable| Unable to enable OpenXR
    190.37442|I|shutdown| Disabling OpenXR...
    190.37443|I|shutdown| OpenXR disabled
    190.37446|D|GELua.render_openxr.| Unable to enable OpenXR
    

    I would much prefer to use the native Linux build + Monado OpenXR runtime instead of a custom-compiled Proton + patch + SteamVR + Steam OpenXR.

    What I'm asking is if it would be possible to relax or whitelist some extensions so the game can try to run even if a few extensions are not loaded.
     
  19. krizzzgaming

    krizzzgaming
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    Dec 15, 2022
    Messages:
    15
    Hello, since the update 0.34 I have a weird shadow issue where shadows are casted at different angle for each eye. It's a bit hard to explain but in the screenshots below there is a slight difference where shadows appear for left and right eye. In VR shadows look like they pass through the floor.
     

    Attached Files:

    • beamng_vr_issue.png
    • beamng_vr_issue1.png
  20. H6SPEED

    H6SPEED
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    Joined:
    Sep 20, 2024
    Messages:
    1
    I also have the same issue with weird doubled shadows since 0.34. Using a quest 3 with virtual desktop and vdxr runtime. System specs are a 14900ks, 48gb ram, and 4090. In the headset if I close one eye at a time while looking at a shadow I can see it move depending on which eye I use. No crashes to speak of and performance is perfectly fine as expected just some funky shadow visuals.
     
    • Agree Agree x 1
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