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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
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    2,068
    We have noticed some cases of severe framerate issues in flatscreen gaming when G-Sync is enabled for Windowed Mode (specially, but not only, when using multiple screens). It's the reason I decided to add this advice in our Options menu:
    upload_2025-10-7_11-35-4.png

    I wasn't aware that this can also impact VR users, so thank you for sharing the workaround.
     
  2. E.Blofeld

    E.Blofeld
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    Joined:
    Oct 6, 2025
    Messages:
    3
    Hi, ich hatte vorhin einen Beitrag mit einem kleinen AutoHotkey-Skript zum VR-Start gepostet, der anscheinend vom System entfernt wurde. Könnte jemand prüfen, ob er freigeschaltet werden kann? Der Code ist harmlos und dient nur zum Starten des Spiels mit Vulkan + WMR.
     
  3. Silvarilon

    Silvarilon
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    Joined:
    Saturday
    Messages:
    1
    Really fun game! The kids *really* wanted a VR driving sim where they can drive around cities with traffic... and BeamNG is amazing for that!

    When fussing with the VR graphics settings, I noticed that some of the foliage (billboards?) were culling differently per eye.
    As in, on my left eye I could see a clump of green bushes. On my right eye I could see the central bush and some smaller brown bushes.
    I could rotate my head/move in & out to get the missing green bushes to appear on the right eye, or get them to vanish on the left eye.

    I assume this is because each eye has a separate camera, each with their own draw distance/culling distance.
    I wanted to point it out because it can be really nauseating & most players won't be able to spot what's causing it. Especially as it only seems to happen at the culling distance boundary.

    I can submit a support ticket if this is new (I searched but couldn't find any posts about it) but I've seem that the shadows being different per eye is a known bug, so I thought I'd hold off & check.
    If this is caused/fixed by the same thing, I'll avoid adding more tickets to the queue :)

    Or even better if it's a known config thing and not a game bug :)
     
  4. DrKriegerAUS

    DrKriegerAUS
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    Joined:
    Aug 14, 2025
    Messages:
    3
    Sorry to go around in circles with this but I have since noticed that the work around I posted doesn’t fix the right eye stutter in external views, only internal views. I didn’t notice initially because vr is obviously mostly 1st person.
    it may even be a separate bug because it is a very slightly different type of stutter - this one feels more like the game is confused about which way the headset is facing, not so much a frame timing related stutter.
    So I feel like I have a combination of a frame timing issue, and metas OpenXR not liking Beam.
    I’ve found after a fair bit of testing the most reliable way for me to play (not 100% but good enough to be enjoyable) is:
    1. Turn off ‘game mode’ on the TV - this turns off g-sync, VRR etc
    2. Set SteamVR as the default OpenXR runtime (initially this makes things way worse until step 3)
    3. Force ASW to ON in the oculus debug tool
    I still get some of the more funny stuff like shadows being rendered differently in the left and right eye, and the sun being in a different position in each eye, but these are nothing compared to the stutter and the game is still playable with these bugs.
     
  5. NordVorn

    NordVorn
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    Joined:
    Today
    Messages:
    1
    Hello, so im having an issue where my VR Controllers are found and tracked but i cant interact with anything in the car or outside of the car. Is there any fix for this? Thanks in Advance!
     
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