X-Plane Public VR Preview

I realy like the aspect ratio of your screens Beach & Chip. 16:9, or worse, the ultra wide are not for me :slight_smile:

https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-compositor-mirror/

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Yeah, and this walk through was helpful to me.

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I don’t think my Kodiak looks like that…mine looks normal. I’ll grab a screen when I get home later…

Yes…I was wrong…mine look like that too. It almost looks like the panel surface is funky or something. I know there are a bunch of odd things going on with reflections in the VR beta…so some of these things may resolve with the next patch.

Stupid me. All this time I was running 2.0 supersampling in the Steam VR settings…not knowing that 4.0-ish is the new 2.0. Bumped it up to 4.0 and the gauges got crisper and I didn’t notice any performance penalty.

I spent much of today experimenting with VR settings and trying out the XP11 Rendering Options Tool. A lot of voodoo going on in that thing…but I did find that it was nice to be able to set the fade out/in of the cars and stuff. I also tried a recommended tweak of setting NVidia vertical sync to half refresh and fast…neither of those settings really had much of a change. A lot of chasing my own tail on rumors and speculation. I’m pretty happy with where I’m sitting right now though.

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Error nothing to see here

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For those interested - one of the developers posted the following explanation why the XP 11.20 VR beta screwed up how lots of MFDs and stuff look - he is fixing it…

"If anyone cares about the technical reasons, it’s because in 11.20 we now ship static materials. Basically all OBJ materials are precomputed when the OBJ is loaded and the uploaded to the GPU, instead of being computed just in time. There is one exception to this which is the lit level, which is more like an animation attribute anyway (and is treated more like a push constant, if OpenGL had something like them (in OGL land we are using vertex attributes instead)). However, while rewriting part of the OBJ rendering engine, yours truly ended up introducing a bug in the deferred lit level code. You see, the OBJ format allows you to set a deferred lit level that will become active sometime later and in the meantime still use the old lit level. Well, due to the bug, the lit level is changed immediately instead of just being calculated and then deferred. Aaaaaand because of that panels are dark.

Same goes for the IXEG 737 and a couple of other planes. My apologies."

Well that’s cleared that up, thanks :slight_smile: I’m off to bed now to lie down.

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I understood:

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That guys speaks @fearlessfrog language. There are two of them in the Universe!

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You mean binary?

Tried Steam VR supersampling set at 4.0 last and smoke begin blowing out of the back of my rig. Of course that was in the Twotter 2.0 (thanks for the heads-up on the 50% off code) at Bella Coola. Probably too many trees. FPS was about 18. Lowering it to 2.5 got me back up in the 30s, which is fine for me.

FWIW, I tried to load it he GTN 750, which works fine in 2D. In VR, the bezel, knobs, and buttons load, but the glass is dark.

Also, tried some Oculus Mirror capturing, with mixed results. Will tweak more and report back.

I tried it too. My rig is pretty darn fresh but a SteamVR setting of 4.0 brought her to her knees. If 4 is the new two then 50 is the new 20 and I should go back to college to get a date.

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The mirror and recording is a crippling combo. I hope they can optimise the mirror better in future purely for recording and streaming purposes :smiley:

Man, X-Plane VR has pretty much spoiled me for general aviation VR. I have FlyInside for FSX and P3D, and tried the P3D v4 demo of FlyInside today, and it is pretty hard to go back to non-native VR. The FlyInside / P3D combo just doesn’t seem to work as well as native X-Plane VR and I’m struggling to get good FPS and the sim keeps dumping to the FlyInside menu when FPS dips too much. I might need to tweak it a bit more…

X-Plane VR 4 - some nice Oculus updates apparently!

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Oh wow - a huge improvement with the Oculus SDK being used. Run, don’t walk to download this if you use a Rift with X-Plane…

Great improvements. I am getting better fps with full settings now although for nice flying I have tweaked everything back a notch. Nice no longer having Steam VR overhead :slight_smile:

That was a great read. He’s so adamant about CPU processes…I wonder, should I be using a Task Killer app to run X-Plane as cleanly as possible before starting it up?

I think the biggest thing was the internals of the Oculus SDK assuming some pretty strict frame timings to make ASW work properly. I know it’s incredibly cynical of me :slight_smile: but it is as if the Oculus team wanted to make ASW work poorly if the stack above it wasn’t 100% theirs, and this looks like a way to do it with the bonus of making it look like ā€˜OpenVR’ (from Valve) always sucks in terms of performance. It’s a sort of Microsoft circa-90’s type of tech/business sabotage play.

Oculus want people to buy titles that use their SDK direct, shop via their own shop, on their platform, as the hardware is the loss leader and they want to make it up in software sales (the console model) - Facebook want the Rift to be ā€˜like Apple’ and not like a OpenVR/SteamVR ā€˜Android’ mess. It’s a valid approach as long as everyone sticks with Oculus long term.

The ā€˜two homes’ open is more a memory footprint issue really, in that if I disable both the Steam and the Oculus fancy ā€˜homes’ then I don’t get a performance improvement on VRv3 X-Plane. While any CPU will help, I think it’s just more a case that ASW makes 22 fps bearable.

I love this VR4 update so far though - a KSFO flight, the California ortho together with W2XP America, details set to High now and it looks amazing and runs smoothly. Sim heaven!

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