Outerra forum

Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: cameni on September 17, 2014, 03:34:47 am

Title: Oculus Rift
Post by: cameni on September 17, 2014, 03:34:47 am
Instructions/help with Oculus Rift support:

In normal circumstances, Rift is detected automatically and HMD mode is entered right upon the start. In case of problems, please follow this checklist:



If all fails, please provide your eng.log so we can inspect what displays and resolutions were detected.
Title: Re: Oculus Rift
Post by: 2eyed on September 17, 2014, 11:27:03 am
"Re-enabled mouse control in ufo flight mode with hmd", quote from release note version 0.8.3.4870.
The way it's re-enabled unfortunately gives me almost immediate nausea.
You can now not only move around and up and down with the mouse movement but also tilt (unintentional roll) the view which is a no go in Vr. So the floor is no more levelled and you feel like drunk.
The discribed behaviour applies for the normal ufo mode. Could you please fix that, it's really bad.
The flight mode (which I like very much in normal stereo mode) is also quite uneasy with automatic movement and auto roll. Not recommended for rift mode.
Panning around (in 3rd person view) to see a vehicle or aircraft from above and below is still not possible. It's stuck to the x-plane.
Title: Re: Oculus Rift
Post by: cameni on September 17, 2014, 11:53:40 am
I guess there are too many tastes out there, and it will have to be configurable more extensively. Probably going to throw a bunch of checkboxes there.

For example, why pitching with mouse is ok but tilting (as if you were sat on a flying platform that tilts on turn) is not? I originally blocked both because both are something that is outside of your own willful head movement, and pitching induces nausea as well. In a short while I got used to it, then to the tilting as well.

I guess the problem is in the middle grounds - people who can't stand any externally induced motion simply won't touch the mouse, but the intermediate step to being able to handle a tilting horizon is pitch + optional levelled turn?
If it should not tilt, should it turn while keeping the level? Or completely ignored?

I'm still not sure, so let's fill a table, flight mode or UFO mode in VR (and optionally normal mode, not sure if there's any difference between stereo/mono mode):

  vertical mouse → [pitch/climb/-]
  horizontal mouse → [turn/tilt/strafe/-]
  automatic movement [  ]
Title: Re: Oculus Rift
Post by: huizhocka on September 17, 2014, 12:52:12 pm
I was wondering ,if anybody else experiences some judder when moving/looking with the DK2. I have a gtx 780 ti, and actually thought might be performance, but when i turned all the new settings off, like AO, AA incl. all shadows, i still get the same effect. - Is low persistence turned on automatically on startup with  the DK2 ?
Title: Re: Oculus Rift
Post by: cameni on September 17, 2014, 01:28:40 pm
Low persistence is on when the display refresh is 75 fps. When you open the menu, fps is shown in the lower right corner, do you have 75 there?
Title: Re: Oculus Rift
Post by: 2eyed on September 17, 2014, 01:32:21 pm
Cameni, it is hard for me to discribe the nausea inducing effect in proper english, I wish you could understand my german.
I'm fine with moving forward and turning left or right with the mouse or tilting up and down with the mouse.
What I can't bear is when the ground turns into a inclined plane when moving at ground level.
When my head is straight but the ground I see is sloping (where there is no slope at all) mostly sideways, it feels very disturbing.
It was not there in previous version and resetting the rift orientation seems not to fix it.
Why it occurs is beyond me. In monitor stereo mode it is ok.
Title: Re: Oculus Rift
Post by: huizhocka on September 17, 2014, 10:51:20 pm
I have a constant 75 FPS showing on the menu screen, even turned shadows/AA and AO on, which shouldn't be a problem for 780ti. The judder still appears when moving the view/headset to look around. :o - Any suggestions ? 
Title: Re: Oculus Rift
Post by: cameni on September 18, 2014, 01:33:37 am
From what I've read, there are many possible causes. Does it make any difference if you make Rift primary monitor, or the sole monitor?
Do you have power connected to the rift camera? Some reports say the judder stops when camera is off or shielded, that it's a problem with positional prediction in Oculus SDK.
Title: Re: Oculus Rift
Post by: 2eyed on September 18, 2014, 12:32:04 pm
What I can't bear is when the ground turns into a inclined plane when moving at ground level.
When my head is straight but the ground I see is sloping (where there is no slope at all) mostly sideways, it feels very disturbing.

I am not sure it was understandable what I tried to say, so here are two screens to illustrate my point.
The house and the horizon tilts by only moving the mouse back and forth. No head movement was applied, just sitting straight. This is in normal mode. Is this normal? :D
Title: Re: Oculus Rift
Post by: cameni on September 18, 2014, 01:40:40 pm
No that's not. You are saying it's the normal mode? Flight mode is ok?
Title: Re: Oculus Rift
Post by: huizhocka on September 18, 2014, 02:11:51 pm
Cameni, I tried the two options that you suggested, setting the rift to primary, which dropped the frame rate to 35. Unplugged the IR- camera and that had no effect. I also tried Anteworld and DK2 on a different computer with totally different setup ( AMD radeon 7900 ) which is not even able to push it to the required 75 FPS, more like 45 fps, but the judder is the same as i am experiencing on my computer. For now i'm settling not move my head too fast with the HMD. Maybe "direct to Rift" will help ?  I'm surprised that no one else has posted this issue. ::)
I really enjoy flying and just hanging out in Anteworld, you guys did such an awesome job with the atmospheric effects and procedural Landscape !!!!
Title: Re: Oculus Rift
Post by: cameni on September 18, 2014, 02:45:59 pm
I saw somebody having that problem, but resolved it by setting the Rift as primary. Most people do not seem to have that problem, even on slower cards. But Oculus SDK is still an early beta, so there may be combinations of hw/drivers that are more problematic than others. Other things I saw people doing to eliminate problems were - disabling Aero and Windows scaling, and using older Nvidia drivers.
Title: Re: Oculus Rift
Post by: huizhocka on September 18, 2014, 03:00:06 pm
Cool ! Thanks a lot  - i will try this as well !
Title: Re: Oculus Rift
Post by: 2eyed on September 18, 2014, 03:45:34 pm
No that's not. You are saying it's the normal mode? Flight mode is ok?
For flight mode it's a bit hard to determine, because there is always banking involved when moving with the mouse. But I think, I can notice it too.
Title: Re: Oculus Rift
Post by: arashiii on September 18, 2014, 04:24:08 pm
I am experiencing the same juddering effect as huizhocka does. My graphics card is the same 780ti. Newest drivers. Oculus is the primary display. Changing quality didn't help. The juddering is only noticable when moving the head. When simply watching straight out of the cockpit, the landscape passes by quite smoothly. So it seems to be some timing problem with the tracking.
Title: Re: Oculus Rift
Post by: Krutan on September 19, 2014, 05:14:32 am
I had the same problem, but after lowering the terrain quality the judder reduced significantly. It's not like it matters with the low resolution you get with the Rift. Make sure that Vsync is on as well. I think the game activates it by itself, but it's worth checking out :)

I'm using a GTX 680 which runs the game without any problems when not using the Rift. Don't know if it's a problem that's caused by the game, gfx driver or the Oculus driver, or all of them. The Oculus team said something about an upcoming judder fix in july, but I don't think it's been released yet. Maybe in 0.4.3?
Title: Re: Oculus Rift
Post by: huizhocka on September 19, 2014, 08:50:23 pm
Disabling Aero did the Trick for me, no more judder..absolutely beautiful !!
Title: Re: Oculus Rift
Post by: cameni on September 20, 2014, 09:37:39 am
What I can't bear is when the ground turns into a inclined plane when moving at ground level.
When my head is straight but the ground I see is sloping (where there is no slope at all) mostly sideways, it feels very disturbing.

I am not sure it was understandable what I tried to say, so here are two screens to illustrate my point.
The house and the horizon tilts by only moving the mouse back and forth. No head movement was applied, just sitting straight. This is in normal mode. Is this normal? :D
I'm now thoroughly confused. I tested the normal mode and flight mode both, and mouse movement forth and back (along mouse y-axis) does not produce any tilt, only the pitch. Moving the mouse sideways either turns the camera (in ufo mode), or rolls it in the flight mode. I understood that you are using the ufo mode (where you have to press w-key to move forward), but that one doesn't tilt ???
Title: Re: Oculus Rift
Post by: 2eyed on September 20, 2014, 05:13:51 pm
What I can't bear is when the ground turns into a inclined plane when moving at ground level.
When my head is straight but the ground I see is sloping (where there is no slope at all) mostly sideways, it feels very disturbing.

I am not sure it was understandable what I tried to say, so here are two screens to illustrate my point.
The house and the horizon tilts by only moving the mouse back and forth. No head movement was applied, just sitting straight. This is in normal mode. Is this normal? :D
I'm now thoroughly confused. I tested the normal mode and flight mode both, and mouse movement forth and back (along mouse y-axis) does not produce any tilt, only the pitch. Moving the mouse sideways either turns the camera (in ufo mode), or rolls it in the flight mode. I understood that you are using the ufo mode (where you have to press w-key to move forward), but that one doesn't tilt ???
Tested again and got the same results with world tilting by mouse movement right after startup in normal mode. I tried deleting IOmap.cfg, unplugged the xbox controller and had no sucess. My rift is working correct in all other applications. Normal monitor view is always fine. This thing leaves me stumped and is absolutely sickening. Do you have any advice, what I could do? I dont know why you're not able to reproduce this behaviour.
Title: Re: Oculus Rift
Post by: arashiii on September 22, 2014, 03:38:23 am
I could reproduce this behaviour in normal mode. While starting in the air, movement is as it should be. Once I touched the ground (using 'F'-key) ,moving around the mouse and looking into another direction at the same time resulted in a tilt of the view.
It's the same effect as sitting in the plane, looking outside the leftside window and then pushing the stick forward (nose down).

Somehow "forward" is no longer defined by the oculus looking direction. It's only set by mouseX.
Hope, this helped somehow.
Title: Re: Oculus Rift
Post by: 2eyed on September 22, 2014, 09:43:03 am
Doing further investigations, I found that the "mouse tilt behaviour" can easily evoked by only turning around or moving view with the mouse in circles a few times. No head movement nor forward moving required.
But it does not happen all the time. It's occur seem to be occassionally and unpredictable. More often and more pronounced at or near ground level.
I tried also deleting "eng.cfg" to no avail.
It just feels a bit like being on the high seas with those tilting horizons.
It never happens in vehicles and in 3rd person view while panning (where going up and down with the mouse is disabled).
With "rift orientation" key it can be cured sometimes but only temporarily.
Title: Re: Oculus Rift
Post by: cameni on September 22, 2014, 11:13:30 am
At what height above sea level are you? Can you check if it's still a problem when you are close to the sea level?
Title: Re: Oculus Rift
Post by: 2eyed on September 22, 2014, 02:24:46 pm
At what height above sea level are you? Can you check if it's still a problem when you are close to the sea level?
At or close to the sea level the same tilting occurs.
But I may have to correct me: it seems that head movement is indeed involved with generating the tilt. Ist not so easy to not involuntarily move the head, thats why my former assumption could be wrong. This would explain the temporary cure with rift orientation key press too.
Title: Re: Oculus Rift
Post by: cameni on September 22, 2014, 02:48:04 pm
I actually found some tilting in ufo mode, with the help of the HUD horizon line. Keeping the head level in the center, it would slightly tilt just by looking up or down with the mouse, and the tilts are opposite in up/down views. As far as I can see, this tilt is produced by the auto-roll control, which keeps the roll aligned with the gravity vector when you are close to the planet's surface. It does some unexpected things when the pitch is high. This thing has been there for a long time though. I'll try to fix it, but this tilt is certainly not that severe as on your screenshot.
Title: Re: Oculus Rift
Post by: Romanito on November 27, 2014, 09:14:56 am
Hi,

Thanks for DK2 support, this makes Outerra the best flight simulation experience I've had so far in VR. :)

One small issue though: I'm having a hard time with the way the Pause menu is handled at the moment. When paused, headtracking works with the menus and windows but not with the game environment. This is nausea-inducing, would it be possible to enable headtracking for both?

Thanks!
Title: Re: Oculus Rift
Post by: deathevor on December 24, 2014, 06:05:58 pm
Just a quick question about Oculus DK2 resolution.
It seams like the resolution drops a lot when switching to Oculus (don't mean the actual resolution inside Oculus), but it looks like Anti-Aliasing is switching off and all distant objects get aliased.

Perhaps Outerra runs on DK1 resolution (1280×800)?
Title: Re: Oculus Rift
Post by: cameni on December 25, 2014, 03:02:43 am
Not unless you ask it to override graphics settings.
Title: Re: Oculus Rift
Post by: deathevor on December 25, 2014, 01:04:02 pm
Could you please look (compare) this screenshot?

(http://i.minus.com/jDQASHkSaOKmT.jpg) (http://minus.com/i/DQASHkSaOKmT)

Distant objects (or detailed objects) are very aliased, comparing to normal desktop mode.
Just in case the screenshot is taken from FullHD monitor while riftmode was in DirectHDM - so game is running on monitor.
Title: Re: Oculus Rift
Post by: cameni on December 25, 2014, 03:52:23 pm
Only FXAA antialiasing is supported in stereo mode, but it's not working entirely right. If you have MSAA selected, it will be ignored.

What you see is a problem of distortion applied in Rift mode, when the central part ends up scaled up, making the aliased pixels even larger. To avoid that you'd have to run in a higher resolution than 1920x1080, so that the central part under distortion stays 1:1; however that's not yet supported.
Title: Re: Oculus Rift
Post by: deathevor on December 25, 2014, 08:37:41 pm
Thank you very much Cameni,

Will try FXAA, and leave feedback shortly.

However would be nice if Oculus mode could highlight supported settings.
Title: Re: Oculus Rift
Post by: deathevor on December 25, 2014, 09:17:05 pm
Brilliant - FXAA solved the problem mostly.
Backgrounds are much smoother. I should ask this question earlier. :)

Still a bit of aliasing noticeable on game objects (aircrafts, vehicles), but game experience came back now.


By the way, Merry Christmas and Happy New Year to you guys.
Thanks for all your work.

Title: Re: Oculus Rift
Post by: LeeP on December 28, 2014, 04:23:35 am
Outerra and DK2 man.... this is brain Candy !!!
Title: Re: Oculus Rift
Post by: bigpickle on December 30, 2014, 10:41:56 am
I'm struggling with sickness in Outerra big time. I played for about 5 mins and it just became too much and I had to go lay down. Not sure what it is thats causing it but it really prevents me from wanting to use Outerra and buy it.

Any advice would be greatly appreciated.

My specs

i7 4790k @4.0Ghz
Asus Z87 Sabertooth
16Gb Ram
MSI GTX980
Win7 64bit
 

Title: Re: Oculus Rift
Post by: 2eyed on December 30, 2014, 11:47:20 am
Maybe you experienced world tilting as I did big time. This prevented me from further using DK2 with OT. It causes immediate sickness especially in fly mode and normal mode. First person cockpit mode should work better, because there is no tilting of horizon involved. Please look at my posts above. Don't know, if the next version will cure this.
Add to it low res of oculus display (and no AA in OT) and performance struggles, and you have a quite unpleasant thing.
Where OT really shines is, when you connect a hdmi1.4 stereo Monitor e.g. Asus VG278H. Fantastic!
Title: Re: Oculus Rift
Post by: bigpickle on December 30, 2014, 12:06:13 pm
Maybe you experienced world tilting as I did big time. This prevented me from further using DK2 with OT. It causes immediate sickness especially in fly mode and normal mode. First person cockpit mode should work better, because there is no tilting of horizon involved. Please look at my posts above. Don't know, if the next version will cure this.
Add to it low res of oculus display (and no AA in OT) and performance struggles, and you have a quite unpleasant thing.
Where OT really shines is, when you connect a hdmi1.4 stereo Monitor e.g. Asus VG278H. Fantastic!

I'm sorry I'm unsure on what your suggesting.
Title: Re: Oculus Rift
Post by: Varldsligist on December 30, 2014, 06:45:33 pm
Maybe you experienced world tilting as I did big time. This prevented me from further using DK2 with OT. It causes immediate sickness especially in fly mode and normal mode. First person cockpit mode should work better, because there is no tilting of horizon involved. Please look at my posts above. Don't know, if the next version will cure this.
Add to it low res of oculus display (and no AA in OT) and performance struggles, and you have a quite unpleasant thing.
Where OT really shines is, when you connect a hdmi1.4 stereo Monitor e.g. Asus VG278H. Fantastic!
I can only speak for myself but I have so far never experienced that phenomenon. Are you sure you're set up correctly? Have you recentered your vision aswell as centered the motion tracking camera in front of yourself? Also, do you experience this "tilting" in other games? On a side note I experience nausia sometimes, but it's most often due to sharp turns, loops and such. Manouvers which tbh would make me throw up irl.. realistic huh?
Title: Re: Oculus Rift
Post by: 2eyed on December 31, 2014, 06:26:44 am
 Tried many Oculus demos but tilting so far happens to me only in the game Alien Isolation and Outerra. I tried almost everything to get rid of it but nothing worked permanently. It's absolutely vomit evoking and happens mostly in normal mode (free flight with mouse control). It has presumably always to do with head movement. Please read my previous posts in this thread.
Title: Re: Oculus Rift
Post by: deathevor on January 01, 2015, 03:16:36 pm
Had sickness effects in first place as well, but really think it was due to low FPS (even it runs on Titan and Sixcore).
Lowering down graphics should solve it.
Title: Re: Oculus Rift
Post by: LeeP on January 02, 2015, 07:48:13 pm
I have to agree with Varldsligist on what he said.

that thing makes you almost feel the G force, like a
fighter plane! Most people throw up and cant handle it!
Of course it isn't real G force, but visually it is! 

Look at the u-tube videos of people that paid money to do that.
In a real fighter plane,Most throw up! Your body is not suppose to do that.    LOL
Title: Re: Oculus Rift
Post by: HiFlyer on January 02, 2015, 07:55:58 pm
And thus it was that a new ailment was born. VR sickness.

Title: Re: Oculus Rift
Post by: Jagerbomber on January 02, 2015, 08:32:48 pm
New?
Title: Re: Oculus Rift
Post by: ZeosPantera on January 02, 2015, 10:04:53 pm
N.A.S (Nerve Attenuation Syndrome)

aka, The Black Shakes.
Title: Re: Oculus Rift
Post by: HiFlyer on January 02, 2015, 10:12:58 pm
http://www.theguardian.com/technology/2014/nov/04/oculus-sony-motion-sickness-virtual-reality
Title: Re: Oculus Rift
Post by: LeeP on January 06, 2015, 04:37:38 am
With Sony jumping in I think progress will be made rather quickly.

 Especially when Microsoft finally drags in. But I really don't see them contributing in development.
 
I cant believe Nvidia hasn't got with the program yet !
 After all, we are on a computer.   
Title: Re: Oculus Rift
Post by: clawhammer on February 02, 2015, 10:42:24 am
It seems that the new headlights of the Tatra are not compensated for Stereo viewing. (yet :P) In the Rift they work quite disorientating.
Title: Re: Oculus Rift
Post by: Revenge2014 on February 24, 2015, 06:16:11 pm
GREAT WORK
https://www.youtube.com/watch?v=3Cj_JHzCfoE&list=UU2jahO428ym_1J3KkYK_1_w


 :) :)
www.vrgermany.net


thank´s to outerra!



Title: Re: Oculus Rift
Post by: janoz on March 02, 2015, 07:52:46 am
Hi all,

I may have an outdated PC but I'd still like to optimize it as much as possible. Any tips on how to get better performance with the DK2? It works pretty ok with decent framerate when flying around in areas without any added objects but I tried to add this scenery in Alaska (http://www.outerramods.com/mods/alaska-scenery-talkeetna) and the FPS drops so dramatic so it is completely unusable for me... :(

Cheers! /janoz
Title: Re: Oculus Rift
Post by: cameni on March 02, 2015, 08:25:40 am
That scenery uses a lot of GPU memory, so if you have an older card with less than 2GB, the card will start swapping the memory with system, which completely destroys fps.
Title: Re: Oculus Rift
Post by: janoz on March 02, 2015, 08:45:16 am
Thx! Good input. I do have an old Nvidia 560 TI with only 1 GB and I hope that swapping that to a 960 or 970 will help.
Title: Re: Oculus Rift
Post by: LeeP on March 26, 2015, 04:07:27 pm
The free movement with the mouse works only on the desk top play mode !
 When in the DK2 the mouse only moves from right or left ! No up or down.
 the free movement is gone! Settings are at defaults.
I re downloaded the Game on my new hard drive, but nothing seems to work
right. cant move backwards, even as its set as "s" on settings. error logs
seem to fill up the small screen on bottom.
I did get the new NVidea driver, could that be all the issues?
Title: Re: Oculus Rift
Post by: cameni on March 26, 2015, 04:50:39 pm
It was always so that in Oculus mouse didn't move up/down, because it was confusing/nauseating to most people.
If you are seeing errors, please post your eng.log (just some of the errors).
Title: Re: Oculus Rift
Post by: clawhammer on March 26, 2015, 06:42:41 pm
I have exactly the same problem, the mouse really did move entirely free with the Oculus, up down left right etc, but since this update it only will go left right. This also makes the ufo mode very difficult to control.
Another problem is that if I move forward with my head the cockpit goes further away (seems back/forward are flipped.)

Thanks for looking into this! :)
Title: Re: Oculus Rift
Post by: LeeP on March 27, 2015, 06:08:24 am
I can move backwards now. lol

But the mouse only moves from side to side, no up or down.
 No free range motion !!! Is there a way I can change it back ?
Title: Re: Oculus Rift
Post by: cameni on March 27, 2015, 02:41:34 pm
Should be now enabled in build 5377
Title: Re: Oculus Rift
Post by: LeeP on March 29, 2015, 05:30:11 am
Yay !!
Duud !! You Know what?
cameni makes me happy !
Title: Re: Oculus Rift
Post by: LeeP on March 31, 2015, 05:37:42 am
well that is until now, can you tell me what I may have done now?

file:///www/lib/desktop/desktop-manager.html?width=1&height
=1(155):error:intrface"undefined"could not be foundand no
dummy implementation has been defined.

???? can You help me agian?

Title: Re: Oculus Rift
Post by: cameni on March 31, 2015, 12:22:56 pm
What did you do? Pressed a special key combination or something?
Title: Re: Oculus Rift
Post by: LeeP on April 01, 2015, 04:47:50 am
I don't think so.
I was playing around with the "Tecnolust" free demo but that's it.
should I try to reinstall?
Title: Re: Oculus Rift
Post by: pasto on April 01, 2015, 08:30:37 am
Please attach your eng.log and zipped www/lib folder if you can. We would like to have a look what happened. But most probably you'll have to reinstall anyway, because this seems to be a problem of outerra updater. Thank you!
Title: Re: Oculus Rift
Post by: LeeP on April 01, 2015, 03:23:36 pm
Where do I find the www/lib folder?
Is that included with in the eng text document?
Sorry guys not so good at this.
Title: Re: Oculus Rift
Post by: cameni on April 01, 2015, 04:04:18 pm
It's where you installed Outerra (by default c:\program files (x86)\outerra\anteworld), open the www folder and zip the lib subfolder under it. If you can mail it to support at outerra.com it would be great.
Title: Re: Oculus Rift
Post by: LeeP on April 02, 2015, 06:20:34 am
OK sent them, hoping I did it right.
Title: Re: Oculus Rift
Post by: cameni on April 02, 2015, 07:55:03 am
Did you perchance have a Windows crash between the first time running the 5377 version and this time? Because some files are apparently reverted into older versions, but the exe is new.
Title: Re: Oculus Rift
Post by: LeeP on April 03, 2015, 04:39:46 am
Yes actually here recently my computer will not shut down or logout, it never stops, I have to turn the power off.
 It had to be restored to an earlier setting when it worked properly. But it still doesn't. I think its my mother board driver.  I have tried task manager, end process and process tree and services. Nothing works. I have Norton but it doesn't say anything. Non of this is cause of the game though, I know that.   
Title: Re: Oculus Rift
Post by: PytonPago on April 03, 2015, 07:28:17 am
Yes actually here recently my computer will not shut down or logout, it never stops, I have to turn the power off.
 It had to be restored to an earlier setting when it worked properly. But it still doesn't. I think its my mother board driver.  I have tried task manager, end process and process tree and services. Nothing works. I have Norton but it doesn't say anything. Non of this is cause of the game though, I know that.   

 ... that would need a clean system installation ...
Title: Re: Oculus Rift
Post by: LeeP on April 03, 2015, 05:13:12 pm
You mean reinstall the OS and every thing?
 
 well I reinstalled my mother board drivers so all is working now.Even the Oterra seams to run smoother.
Title: Re: Oculus Rift
Post by: Uriah on May 06, 2015, 01:08:55 am
I'm having a problem with the Oculus in versions after 5244. I have an OR DK1, Version 1.4 Rev 1 (SDK 4.2), and when I reinstall Outerra back to version 5244 with the OR connected it runs in Rift mode fine, when as soon as the automatic update runs and OT restarts the Rift isn't detected. I initially thought something was wrong with my OR, but after reinstalling OT and noticing that it works with 5244 and not with later versions, I am not sure what the problem could be. Anyone else experiencing this issue?

Windows 7
GPU: NVIDIA GeForce GTX 560M (NOT USING THE NEW GTA5 DRIVER)

Regards
Uriah
Title: Re: Oculus Rift
Post by: cameni on May 06, 2015, 07:04:36 am
I think you need 0.4.4 Oculus runtime, since OT version 0.8.4.5175.
Title: Re: Oculus Rift
Post by: bongodriver on May 06, 2015, 08:59:46 am
Better get ready to work on some rift updates this year, Oculus just announced the release of the consumer version Q1 2016.
Title: Re: Oculus Rift
Post by: Uriah on May 07, 2015, 05:51:32 pm
I updated the OR runtime to 0.4.4 as well as the newest version 0.5.0.1, and I am getting the same results.

Also, I am getting an error with OT version 5377. Anyone else getting this error, Rift or not?

Regards,
Uriah

Code: [Select]
ERROR: failed to load plugins/tir-trackir-plugin.dll
(http://i.imgur.com/jIq30Qx.png)

(http://i.imgur.com/Vou2w5s.jpg)
Title: Re: Oculus Rift
Post by: joe2501 on May 11, 2015, 07:48:47 am
I was wondering ,if anybody else experiences some judder when moving/looking with the DK2. I have a gtx 780 ti, and actually thought might be performance, but when i turned all the new settings off, like AO, AA incl. all shadows, i still get the same effect. - Is low persistence turned on automatically on startup with  the DK2 ?

After reading your posts and responses it seems I too am having this problem. Im running a i5-4590 @ 3.30GHz with a GTX 960. Windows 7 with SP1 and Platform Update. Oculus SDK 0.5.0.1. Aero is off. Scaling is off. I've tried drivers 347.88 and 350.12. Tried as primary on both screens. Tried vsync on and off. Rift set to 75hz, solid 75fps in game.

It was only after I turned the options back up I noticed that I could see the  "judder" more clearly in the detailed areas. I closed one eye and moved my head slowly and I could see the "judder" line moving left and right at a faster pace than my head movement. I don't think this is judder. It's more like a seam (or seams) of distortion in the image that moves with the head tracking. In game motion does not seem to trigger it. It seems to be most noticeable when looking left and right, making the seams vertical.

This being said, after a little flying around, I stopped noticing it. I could see it again when I looked but I believe it would be entirely possible to not notice this. After ~15 minutes of play I felt a bit more eye fatigue than normal so this might be a contributor.
Title: Re: Oculus Rift
Post by: LeeP on May 14, 2015, 05:50:42 am
Better get ready to work on some rift updates this year, Oculus just announced the release of the consumer version Q1 2016.

I cant wait to see how good it is ! I may have to look at Valve HTC as well, I like the moving around in the room bit. LOL
 
Oh, By the way, cameni are you guys going to have support for the other head sets as well??
Title: Re: Oculus Rift
Post by: cameni on May 14, 2015, 11:51:16 am
are you guys going to have support for the other head sets as well??

Yes, but it also depends on whether we can get our hands on the hardware and SDK and there are no serious technological obstacles.
Title: Re: Oculus Rift
Post by: bugsblake on June 08, 2015, 12:11:47 pm
hi all! got my rift dk2 a few days ago now :) works fine on everything so far! dying light is ace! but here on outerra the screens are well out of place! I can see both screens in 1 eye and almost nothing in the other? how do I go about fixing that? thanks
Title: Re: Oculus Rift
Post by: cameni on June 08, 2015, 02:08:11 pm
Try deleting eng.cfg to reset the settings to defaults. I'm also not sure if it will work with the new Oculus runtime version, OT is still using 0.4.4 version.
Title: Re: Oculus Rift
Post by: bugsblake on June 08, 2015, 03:45:05 pm
yh no luck! im running 0.6 just have to wait till next update I guess! thanks cameni
Title: Re: Oculus Rift
Post by: LeeP on June 11, 2015, 07:46:55 am
I have 0.6 and it works fine. The only thing was when NVidia updated to 350.12 and newer, I had to make my
main monitor primary and over to the RIGHT side. And the DK2 the 2nd display and over to the LEFT side.
 don't ask me why. And of coerce the Rift in Extended mode.
Hope that helps!
Title: Re: Oculus Rift
Post by: bugsblake on June 14, 2015, 11:41:26 pm
thanks :) that worked!
Title: Re: Oculus Rift
Post by: Uriah on June 27, 2015, 05:10:48 am
LeeP, you are my hero!

Thanks a lot, that worked.

Regards,
Uriah
Title: Re: Oculus Rift
Post by: LeeP on June 27, 2015, 06:32:25 am
Glad to be of help.

 NVidia has finally stepped in and is working with Okulus. That will help out alot!   
Title: Re: Oculus Rift
Post by: tsklopfe on July 10, 2015, 12:10:30 pm
Need help getting Outerra running on my Alienware. I'm not very technical so keep it simple like crayons and pictures.  I'm running Win Professional, Intel i7-4910MQ CPU@2.9 / 32gRAM / 64 bit / NVIDIA GTX 880M with latest driver / Intel HD Graphics 4600.  Oculus RIFT DK2 with 0.4.2 runtime.

I've read through the forum and tried everything (or so I think). I'm looking for a summary of what settings to start with:
1. Windows config (screen resolutions, main display extended etc);
2. Outerra settings (under Graphics and Stereoscopic)
3. Oculus RIFT DK2 (extend desktop to HMD, etc)

Many thanks!
Title: Re: Oculus Rift
Post by: cameni on July 11, 2015, 02:33:41 am
I'm not sure I ever saw it working on a laptop, it always has big issues trying to initialize the graphics because of the integrated graphics. Just to make sure, what problems are you currently experiencing?

Title: Re: Oculus Rift
Post by: LeeP on July 11, 2015, 05:36:13 am
Have you tried to stop and then restart the runtime? If you need, Go to Okulus configuration utility,Tools,service, stop then start.

If not that, may need get .6.0 runtime.

If you have a built in camera, check and see if that may cause you proplems.

Good Luck !!
Title: Re: Oculus Rift
Post by: hamitkeles on July 21, 2015, 10:55:23 am
hi,
I want to use Anteworld, walking with SpaceWalkerVR and oculus rift. Normally walking to direction, which look at. But in Anteworld, look at direction and
movement direction are different. Howe can i make this two directions synconized... Can any one help me?

Thanks
Title: Re: Oculus Rift
Post by: cameni on July 21, 2015, 04:37:35 pm
There's only the Home key for toggling the auto-flight mode, but there you turn by tilting the head.
Title: Re: Oculus Rift
Post by: 2eyed on August 22, 2015, 05:27:27 am
0.8.4 5819: New rivers:  water surface show only in right eye in stereo.
Title: Re: Oculus Rift
Post by: bongodriver on September 11, 2015, 05:18:06 pm
Is there prospect to see runtime 0.7 supported in the future?
Title: Re: Oculus Rift
Post by: cameni on September 12, 2015, 12:50:34 am
Already got our internal build working with 0.7, just need to fix a few issues.
Title: Re: Oculus Rift
Post by: bongodriver on September 12, 2015, 02:29:08 am
Excellent.
Title: Re: Oculus Rift
Post by: mLichy on September 20, 2015, 11:20:07 am
Already got our internal build working with 0.7, just need to fix a few issues.

Awesome!   I've been borrowing a DK2, and it's really awesome playing in Outerra with it. 

However, when I launch the game today, It seems like maybe the engine is stuck looking for the HMD?  The screen stays black.  But last night it worked fine, when playing with the headset.   

Keep up the awesome work! Thanks!
Title: TDR detected
Post by: Jerry on September 22, 2015, 06:41:20 pm
Hey guys..

I'm a big fan of this project, following for quite a long time, however it looks like last couple of updates "oculus runtime, NVIDIA drivers and Outerra engine" don't go together on my system any more..
I'm desperately trying to find some way to enjoy again the beauty of flight in one of Levi's amazing planes above breath taking scenery of Alaska. Unfortunately when the "earth" is loaded I always get the same error message (see attachment).
Do you guys have any experience with this or even an advice to solve this please?

My system:
i72600K@3600, 8gb ram, GTX780ti, NVIDIA 355.92, Win7HomePre, Oculus DK2 - runtime 0.6


Title: Re: Oculus Rift
Post by: Uriah on September 22, 2015, 06:59:02 pm
Hi Jerry,

What version of the Oculus Rift Runtime are you running? I seem to only be able to run OR Runtime v 0.4.4 with Outerra. There is an internal version of OT working with 0.7.0, but it hasn't been released yet. Try installing 0.4.4.

Always make sure your NVIDIA and OpenGL drivers are up to date.

The TDR error you are experiencing could be related to a number of other issues. A good place to start is deleting end.cfg and world.cfg from your data directory (typically located at: C:\Users\YourName\Outerra\). Once you delete these files and run OT again, they will be re-generated. Sometimes when you update to a new version of OT, these config files get corrupted or are in some other way out of date. If that doesn't help, one you generate them again, open up eng.cfg in a text editor, and try setting img_cache_num_slices = 5 at the bottom (don't go any higher than 5, default is 2).

If none of that works, you can try deleting the default.cam file from the campos folder in your data directory. Not sure why this effects the NVIDIA timeout, but I've recently had luck with deleting this file in trouble shooting the same error for someone. You might want to backup a copy of default.cam before you delete it permanently.

Best of luck!

Regards,
Uriah
Title: Re: Oculus Rift
Post by: Jerry on September 22, 2015, 07:11:09 pm
Thanks Uriah
I'll give it a try and report back as soon as I can (which is about week from now as we are leaving in the morning to visit Czech Republic for extended weekend):)
Anyway thanks for your prompt and detail answer, I really appreciate that..
Title: Re: Oculus Rift
Post by: mLichy on September 22, 2015, 07:19:00 pm
I was able to run 0.6 just fine, with the very latest Nvidia drivers on Windows 10.  I tired using 0.7 this morning with other games/Steam VR, but that seems to be having issues.   So I'm rolling back to 0.6 for now..
Title: Re: Oculus Rift
Post by: Uriah on September 22, 2015, 07:26:25 pm
Good to know, I'll download 0.6 and give it a try, thanks!

EDIT: 0.6 is working great!

Regards,
Uriah
Title: Re: Oculus Rift
Post by: Jerry on October 02, 2015, 08:26:28 am
Hi Jerry,

What version of the Oculus Rift Runtime are you running? I seem to only be able to run OR Runtime v 0.4.4 with Outerra. There is an internal version of OT working with 0.7.0, but it hasn't been released yet. Try installing 0.4.4.

Always make sure your NVIDIA and OpenGL drivers are up to date.

The TDR error you are experiencing could be related to a number of other issues. A good place to start is deleting end.cfg and world.cfg from your data directory (typically located at: C:\Users\YourName\Outerra\). Once you delete these files and run OT again, they will be re-generated. Sometimes when you update to a new version of OT, these config files get corrupted or are in some other way out of date. If that doesn't help, one you generate them again, open up eng.cfg in a text editor, and try setting img_cache_num_slices = 5 at the bottom (don't go any higher than 5, default is 2).

If none of that works, you can try deleting the default.cam file from the campos folder in your data directory. Not sure why this effects the NVIDIA timeout, but I've recently had luck with deleting this file in trouble shooting the same error for someone. You might want to backup a copy of default.cam before you delete it permanently.

Best of luck!

Regards,
Uriah

Hey guys
I'm back from my journey and tested Outerra again as Uriah adviced.
After trying all from the "list" finany deleting the default.cam file helped and I'm back in the game again:))
Thanks man
Title: Re: Oculus Rift
Post by: davythedave on October 02, 2015, 04:09:45 pm
There is an internal version of OT working with 0.7.0, but it hasn't been released yet.

Any idea when it might be released?
Title: Re: Oculus Rift
Post by: cameni on October 03, 2015, 02:20:20 am
We still need to get the UI working under 0.7, the code needs some reorganization for it.
Title: Frozen PC
Post by: Jerry on October 07, 2015, 08:48:32 am
Hey guys
It seem that the problem with TDR error was resolved however my PC is now freezing  after about half an hour into the flight.
The report window is blank and nothing works but hard reset :(
Any ideas please?
Title: Re: Oculus Rift
Post by: cameni on October 07, 2015, 08:55:35 am
So you are unable to send the report?
Also, are you using Google maps during the flight? They are known to leak memory.
Title: Re: Oculus Rift
Post by: Jerry on October 08, 2015, 03:06:57 am
I didn't actually checked whether the report file was created. Where is this file normaly located?
I'm not using maps during the flight. Also I recently instaled Steam VR as it is needed for some reason to run non Steam DCS world 1.5 Beta. Don't know if that has something to do with the resources used by Outerra.
Thanks
Title: Re: Oculus Rift
Post by: cameni on October 08, 2015, 03:22:55 am
Should be somewhere in C:\Users\...\AppData\Local\CrashRpt\UnsentCrashReports\

If you are able to click the "Send report" button, it gets sent to us.
Title: Re: Oculus Rift
Post by: Jerry on October 08, 2015, 02:29:03 pm
Thanks Cameni
I just got home, looked for the file and found whole folder in "unsent crash reports" which was created at ice age event when the entire system froze up:)
Do you need the whole folder? Also where should I send it to?
 
Title: Re: Oculus Rift
Post by: cameni on October 08, 2015, 02:36:47 pm
Just the last one from current version, please send it to support @ outerra.com.
Title: Re: Oculus Rift
Post by: Jerry on October 08, 2015, 02:58:32 pm
Done
   Thanks
Title: Re: Oculus Rift
Post by: cameni on October 08, 2015, 03:18:10 pm
Thanks. Seems to be a crash in Oculus code when it tries to log something coming from ... network? Whoa. What are they doing there ...
Title: Re: Oculus Rift
Post by: Jerry on October 08, 2015, 03:37:16 pm
Do you think that the Steam VR could be the source..?
Title: Re: Oculus Rift
Post by: cameni on October 08, 2015, 03:49:31 pm
I think it's a bug in Oculus SDK that sometimes manifests - I think I saw it before during testing, but it's not clear when it happens. Probably not worth investing much time into it given that there's a new Oculus SDK being integrated.
Title: Re: Oculus Rift
Post by: Jerry on October 08, 2015, 03:59:25 pm
ok then, I'll try runtime 0.5 for the time being..

Thanks Cameni
Title: Re: Oculus Rift
Post by: janoz on October 24, 2015, 11:31:06 am
Hi!

Any update on progess on SDK 0.7? Kinda messy to have to up/down-grade back and forth depending on what I want to run...

Thx!
Title: Re: Oculus Rift
Post by: Jerry on October 24, 2015, 11:51:31 am
Yes please.. some updates on sdk 0.7 would be great. As I'm running P3D with Flightinside I gave up on messing around with sdk versions therefore I didn't fly in Outerra for quite some time and I kind of miss that:)
Title: Re: Oculus Rift
Post by: aWac9 on October 25, 2015, 06:06:57 am
"Virtual Desktop is, to our knowledge, the first application to update the SDK 0.8 Oculus, making the leap from avoiding 0.6.0.1 and 0.7 directly.
The new version, you can download http://www.vrdesktop.net/ you can navigate and view photos by simply dragging 360 the Virtual Desktop window. This window loaded by default the contents of the My Pictures \ 360 Photos folder. It supports the following formats:
Panoramas (equirectangular)
Stereo Panoramas (side to side or up and down)
Cubemaps (union of 6 images or cubemaps DDS)
Cubemaps Stereo (junction 12 generated from OTOY for example)
Another novelty is that the settings editor lets you add sound or music to them. By the way, the author will abandon support for Windows 7 soon, now that Windows 10 works stably with the DK2 implemented and given the advantages from Windows 8 with its new capture API." (literal article)


news from: http://www.realovirtual.com/es/noticias/1990/virtual-desktop-actualizado-sdk-0-8
 http://www.realovirtual.com/es
Title: Re: Oculus Rift
Post by: cameni on November 01, 2015, 08:12:01 am
So I tried to upgrade to 0.8 before continuing to work on the integration, had to do a bunch of changes from 0.7. After that, even what worked in 0.7 stopped in 0.8 :facepalm:

Sigh .. I'm soo looking forward to the day when Oculus folks stop with their discovery process and emit a stable SDK.
Title: Re: Oculus Rift
Post by: LeeP on November 05, 2015, 06:15:19 am
Cant wait! You guys are awesome, the work you guys are doing, its crazy !

Virtual Desktop is Cool no doubt, but it not even close to VR ! I know you didn't mean it for Outerra though. I've tried it, it is neat,
 but still don't get the full emersion like VR. I rarely play anything any more unless its in the Rift.

I cant wait until Blender and other software implement it as well, to be able to literally look around your object as if it were right
in front of you! Man I need to start learning how to use it before hand. lol 
Title: Re: Oculus Rift
Post by: KelvinNZ on November 13, 2015, 05:10:58 pm
Ha, just found this, looks like VR is expanding laterally into other dev titles.
http://moculus.io/index.php
Title: Re: Oculus Rift
Post by: LeeP on November 16, 2015, 03:20:34 am
Blender has done this same very thing !!

Title: Re: Oculus Rift
Post by: Jerry on November 17, 2015, 04:10:06 am
Hey guys

So my system finally collapsed under heavy testing of different P3D addons and just before I'll  install new windows and maybe just  for pure need of flying I downgraded to  Oculus runtime 4.4 to enjoy little bit of Outerra..
It is probably the last program running on my handicapped system however I just realised (again) how extremely great it is.

I am a big fan of FS since it's 95 eddition, building real scale cockpits, spending thousants of pounds for this addictive hobby. However even the latest P3D with FTX addons does not provide such a great deal of immersion as OT but..
There are few immersion breakers I hated in OT right from it's early stages.

My bigest concern is the scale of the cockpits.. I have to mention that I only use Oculus since I got it and it seems that the scale is way off. The cockpits feel very tiny plus the wrong possition of the camera and extremely small yoke  in c172 very badly spoil otherwise great immersion.
Is there any trick to adjust those?
Also what happened to the "Rift reset" option?
I can't find it anywhere in the new controls list..

Keep up the great work;)
Title: Re: Oculus Rift
Post by: cameni on November 17, 2015, 03:01:04 pm
I don't know about the cockpit size, people had different ideas about what it should be. In any case, since OT uses the metric system and real sizes of everything, and with Oculus the FOV is supposed to be accurate as well, then it means that the Cessna cockpit model is not the right size. It may be imprecise, but should not be "way off" (well, depend on how much that is :) ).

You can easily adjust the camera position in script. Rift reset should still be in the old config unported, mapped to the semicolon key.
Title: Cockpit scale
Post by: Jerry on November 17, 2015, 07:02:34 pm
Thanks, I found the camera coordinates and the reset function too so that is sortet 8)
Regarding the scaling, I admit "way off" is little too harsh but it realy makes me feel like driving huge RC plane:)
I think the dimensions of OT models could  be correct but Oculus probably won't display appropriate depth or something.
There is an excelent solution of this build into Flyinside plugin for FSX and P3D. The author of this program came up with the way how to adjust scailng without actually changing FOV so user can sort of stretch or shring the model until it feels right.

Just a small trick I'm using when tuning this is to look down on the chair in VC and then lift the rift and see the size of the real chair.
You can try this in OT with the Mig where you can compare the avatar's body with your own and you have to see the diference..
Honestly I think this is a big spoiler ::)
Title: Re: Oculus Rift
Post by: bongodriver on December 20, 2015, 12:03:36 pm
Any progress on the new Oculus runtime? it seems that every single Windows update, graphics driver update, change in weather, seem determined to break functionality of the older runtimes, I need my Anteworld VR fix.
Title: Re: Oculus Rift
Post by: 2eyed on December 22, 2015, 03:34:25 am
My bigest concern is the scale of the cockpits.. I have to mention that I only use Oculus since I got it and it seems that the scale is way off. The cockpits feel very tiny plus the wrong possition of the camera and extremely small yoke  in c172 very badly spoil otherwise great immersion.
Is there any trick to adjust those?

The "tiny scale" issue can be fixed with adjusting stereoscopic settings. Set Eye Separation full to the left (5cm). I also have Convergence full to the right (100).

Hope we soon get some updates regarding performance and better antialiasing, as the OT Rift experience need that badly.
Title: Re: Oculus Rift
Post by: cameni on December 22, 2015, 12:41:42 pm
Any progress on the new Oculus runtime? it seems that every single Windows update, graphics driver update, change in weather, seem determined to break functionality of the older runtimes, I need my Anteworld VR fix.

I haven't been able to spend time on it recently due to other tasks, hopefully will get to it now.
Title: Re: Oculus Rift
Post by: caterhamandcheese on January 21, 2016, 08:15:56 pm
I am also hoping you guys could get anteworld compiled to use the latest oculus runtime as well. I feel the release of cv1 will generate alot of interest in your demo, as it is one of the best examples of what vr could be.

Your "world" you've created is so beautiful and amazing, you all should be super proud of the last few years of work, and I commend you!

Thanks !
Title: Re: Oculus Rift
Post by: cameni on January 24, 2016, 03:28:30 pm
I managed to overcome the issues with 0.8 SDK, and got the rendering working with it again. There's now one extra (practically useless) image copy because of the changes in Oculus API, but we have to live with that for now.

I need to get the UI working in Oculus now, but that should not be a problem, so the upcoming build will most likely come with Oculus 0.8 support.
Title: Re: Oculus Rift
Post by: davythedave on March 21, 2016, 02:20:03 pm
Do you know if there's possibility of the 0.8 version running on the 1.3 cv1 release? I thought Oculus had said that everything from 0.8 forward would be supported.
Title: Re: Oculus Rift
Post by: 2eyed on April 07, 2016, 02:26:34 pm
Rift 1.3 does not work with 16.661.
Title: Re: Oculus Rift
Post by: davythedave on April 07, 2016, 03:23:44 pm
That's disappointing, I spent by far my most DK2 time in Outerra. When/if support arrives for 1.3 I'm sure it will be really amazing. The engine is unbelievable to me, it's just so good in VR.
I ended up getting a Vive so I'm praying for openvr support one day
Title: Re: Oculus Rift
Post by: cameni on April 07, 2016, 04:08:21 pm
I've got Oculus 1.3 support ready. However, there seems to be a problem - in roughly half of the runs the fps is low and it doesn't matter if I'm up in space or down in the grass. In that case it spends way too much time in OVR library.
Title: Re: Oculus Rift
Post by: pho3nix on April 11, 2016, 06:35:44 am
Hi, I bought the Outerra to have DK2 compatible application and it was really amaizing experience, but due to need to upgrade the OS system, frequently runtime changess, etc it become in-compatible with Oculus in my configuration, about a year ago. I understand that during brake of compatibility in 0.4, 0.5, 0.6, 0.7, 0.8 - too many changes ( need to develop endlessly ), but now since the production / final 1.3 SDK version arrives in march - you should definitelly implement the support for Oculus Dk2 / CV1 in Outerra ! In my opinion there is no such good flight simulator in the market like Outerra - giving the real "feel" of freedom, plus amazing and detailed graphics also never offered before so it was meant to be for VR ! Please update the app soon, thanks
Title: Re: Oculus Rift
Post by: cameni on April 14, 2016, 12:51:06 am
Oculus SDK 1.3 is now in the latest patch 6655. Since we do not have a CV1, we weren't able to test it, but there seem to be problems even with DK2, as I described above.
Title: Re: Oculus Rift
Post by: pho3nix on April 14, 2016, 06:13:04 am
Cameni, you are amaizing ! Thank you, I can`t wait untill coming back from work to test with Dk2 to fly AH64 again :) ( also not have CV1 since not much difference, but many $ ) I modded mine DK2 with matte anti-glarre protection for Samsung Note 3 and there is much improvement of the SDE issue ).
Best regards
Title: Re: Oculus Rift
Post by: 2eyed on April 14, 2016, 10:23:18 am
OT working here with Rift DK2 and 1.3. Performance with 480p terrain and less than 20m grass is acceptable at ground level (mainly 75fps, sometimes stuttering - 970, skylake). What bothers me most is IQ: antialiasing, jaggies and marching ants everywhere. Please kill them Cameni, it's so ugly! DSR on Nvidia does not work and FXAA is not really good. Any advices from you? Kind of temporal AA would certainly help, I think.

Although it's fun to look at a flying plane from outside at different angles and from below and above please avoid absolutely tilting of the whole scene(with mouse movement). Nausea!
Title: Re: Oculus Rift
Post by: cameni on April 14, 2016, 03:48:50 pm
Temporal AA ..  seems to be popular recently, but somehow it doesn't sound right with VR for me.

Previously only FXAA worked, but now with the changed API it should be possible to use MSAA modes in the Rift as well. I guess we just need to implement a resolver for Oculus frame submission.

Title: Re: Oculus Rift
Post by: BGF on April 15, 2016, 02:05:50 am
I couldn't express my feelings about Outerra better than Pho3nix before.

In my opinion there is no such good flight simulator in the market like Outerra - giving the real "feel" of freedom, plus amazing and detailed graphics also never offered before so it was meant to be for VR !

Definitely the 'game' I spent most of my time in with the DK2, and probably will with the CV1 as soon as the stuttering will be fixed. Way to go guys!
Title: Re: Oculus Rift
Post by: 2eyed on April 15, 2016, 09:59:50 am
I was indeed wrong. Had not ticked the fullscreen checkbox and therefore msaa didn't work.
With msaa x8, the textures and ground gain quite a bit clarity though edges of e. g. the Cessna are not so well smoothed.
Performance hit is also severe near ground level (heavy juddering).
Any recommendations for settings that preserves image quality and performance are highly welcome!

Edit: Found tree shadows  to be the major reason for eating up fps when near the ground.
Title: Re: Oculus Rift
Post by: KW71 on April 16, 2016, 12:42:28 am

Any recommendations for settings that preserves image quality and performance are highly welcome!



This are my settings (from this thread: http://forum.outerra.com/index.php?topic=3554.30 )

I think Acetone is right. I have a 780 too, and I had no problems pushing the texture settings to ultra... But I don't see the point on doing it... I would highly recommend you leave the terrain settings alone (included terrain quality metric and max texture resolution). Outerra looks amazing with default settings.

For example "shadows low dither" looks really nice and, IMHO, some times even better (small objects shadows, like the buttons in the cockpit, are more defined) than "high dither" or "very high".

The only settings that I use to touch are:

Resolution.
Full screen (Most of the games works better for me in full screen).
V-sync (full refresh).
Anti-aliasing.... sometimes (FXAA is good enough at 1920x1080).
AO to high.... (mater of tastes).
And in world settings, if I'm going to roam at ground level, I push the grass distance to something like 90.


Also notice that in dawn or sunset you drop some fps.
Title: Re: Oculus Rift
Post by: 2eyed on April 16, 2016, 11:16:12 am
Thanks KW71, I tried your settings but I think they are not well suited for VR (Rift). Here, frames per seconds have to be always above 75 (DK2).  For instance with grass setting at 90m  it's not easy to achieve.

Dont know whether Async Time Warp comes in play but ground level perfomance is always with head tracking judders. Only cure is to go for low tree shadows.

Now the big disappointment: contrary to my assumption in my post above, the Antialiasing setting seem not to have any effect on image quality. I dare to say it simply doesn't work in VR. Tried all settings and combinations with no noticeable differences.
Since decent filtering is crucial for low res Vr we have now, I hope this can be fixed.

Edit: Cameni, your statement ("Previously only FXAA worked, but now with the changed API it should be possible to use MSAA modes in the Rift as well. I guess we just need to implement a resolver for Oculus frame submission.") led me to the wrong conclusion msaa being already implemented and I saw what I wanted to believe ::). But FXAA seem to have no effect as well, right?
Wonder what frame rate impact we might get with msaa.

Title: Re: Oculus Rift
Post by: cameni on April 16, 2016, 03:13:12 pm
Yes, due to the changes in Oculus SDK all final image resolvers were skipped, and currently even FXAA is not being applied. We should have full AA support in the next patch though.
Title: Re: Oculus Rift
Post by: 2eyed on April 17, 2016, 03:59:07 am
Sounds good, thanks!
Title: Re: Oculus Rift
Post by: twizzstyle on April 23, 2016, 10:31:40 pm
Has anybody run Outerra with a CV1?

I can't figure out how to get Outerra to show up in the headset.
Title: Re: Oculus Rift
Post by: twizzstyle on April 23, 2016, 11:08:43 pm
Disregard - I hadn't done the update properly.  All working now.
Title: Re: Oculus Rift
Post by: grimdar on April 26, 2016, 05:12:49 pm
Yes, due to the changes in Oculus SDK all final image resolvers were skipped, and currently even FXAA is not being applied. We should have full AA support in the next patch though.

Sounds great.. is there currently a timeline for this patch? Look forward to it!
Title: Re: Oculus Rift
Post by: benplace on April 30, 2016, 01:31:17 pm
I just bought the engine, and fired it up with my Oculus Rift CV1 and the judder is horrendous.  Are they using ASTW?
Title: Re: Oculus Rift
Post by: cameni on April 30, 2016, 02:27:32 pm
ASTW is automatically done by Oculus and cannot be turned off. I suspect it's still buggy in OpenGL and with multiple rendering threads like Outerra uses, because we are getting unstable results - roughly half of the runs are juddering for no apparent reason.
Title: Re: Oculus Rift
Post by: grahamwell on June 16, 2016, 01:27:57 pm
Can I just say that this is absolutely amazing.  OK there are bugs and stutters but it really fulfils the promise of VR, sitting in your little room and being somewhere else.
Title: Re: Oculus Rift
Post by: 2eyed on July 02, 2016, 09:30:18 am
Any words from the devs regarding the state of Rift consumer version support?
I got mine and ran into quite a few problems with OT.
Performance is abysmal (52 compared to 75 fps onDK2). Results in heavy stutter and lag.
E.g. shadow rendering faulty, white square dots in the sky ...  this with former and latest driver nvidia, 970gtx.
No such problems with the DK2.
Title: Re: Oculus Rift
Post by: cameni on July 02, 2016, 01:55:47 pm
Can't do much until we get one and can test and profile it. I know we'll have to do several optimizations for the stereoscopic rendering too.
Shadows are probably misconfigured for higher internal resolution of CV1.
Title: Re: Oculus Rift
Post by: ddenn on July 02, 2016, 02:52:58 pm
It maybe a wrong place to ask, but what about HTC Vive? There's no problem with receiving one, I managed to get one from US to Russia with no problems. And as far as I know there's not much technical difference between both headsets.
Title: Re: Oculus Rift
Post by: cameni on July 02, 2016, 03:15:41 pm
I guess we could get Vive from one of the nearby EU countries (I don't know why they don't send it to whole EU already, certification works for the whole market). Knowing that we need to optimize the stereoscopic renderer in the first place to make it better usable for higher resolution HMDs, we do not need to hurry until we find some time to work on that first.
Title: Re: Oculus Rift
Post by: bongodriver on July 20, 2016, 06:26:53 am
I'm using a CV1 with the 1.6 software and firmware update, latest version of Outerra and it crashes every time after log in.
Title: Re: Oculus Rift
Post by: cameni on July 20, 2016, 03:29:01 pm
Did you submit the crash report?
Title: Re: Oculus Rift
Post by: bongodriver on July 20, 2016, 03:33:34 pm
I don't get the option to, it just freezes.
Title: Re: Oculus Rift
Post by: grahamwell on July 27, 2016, 08:41:14 am
I'm using a CV1 with the latest version and I can run it.   I don't know if this is helpful, but the issue you describe isn't general to all.  If it's a consolation I'm finding the CV1 software support in general very flakey.  I wish I'd got a Vive :-(  (grass is always greener though).
Title: Re: Oculus Rift
Post by: davythedave on August 27, 2016, 06:53:04 pm
Has anyone been able to get this running through ReVive?
Title: Re: Oculus Rift
Post by: HiFlyer on September 09, 2016, 11:36:25 pm
Just got a rift and there are so many problems its hard to know where to start. Mouse cursor not showing up, menus not responding, Menus swerving all over the place when you turn your head.

It seems unusable. Is anyone having any luck?

Here is my log

https://www.dropbox.com/s/diuz99fxvbvydqb/eng.log?dl=0
Title: Re: Oculus Rift
Post by: 2eyed on September 10, 2016, 03:57:38 am
Hi flyer,
welcome to the rift!
Support for the rift in OT is really scrappy atm.
I'm also losing mouse cursor very often. For instance, at startup I have to push the cursor all the way to the right till on the left the "second" one appears, which is clickable.
For cameni, as he states, vr isn't top priority, so we have to wait and see.
Frame rates are also really bad compared to DK2.
If you are a HighFlyer go for FS2,  fly high, switch off clouds (ugly) and enjoy good frames. Cockpits are really good too here.
Title: Re: Oculus Rift
Post by: davythedave on September 10, 2016, 08:45:05 am
I don't know if it still applies but back when I had a DK2 turning off the cockpit lights etc made a massive difference to frame rate. I could get 75fps on a gtx760.

I'm still holding on to the hope that one day the Vive will be supported
Title: Re: Oculus Rift
Post by: HiFlyer on September 10, 2016, 09:13:55 am
Hi flyer,
welcome to the rift!
Support for the rift in OT is really scrappy atm.
I'm also losing mouse cursor very often. For instance, at startup I have to push the cursor all the way to the right till on the left the "second" one appears, which is clickable.
For cameni, as he states, vr isn't top priority, so we have to wait and see.
Frame rates are also really bad compared to DK2.
If you are a HighFlyer go for FS2,  fly high, switch off clouds (ugly) and enjoy good frames. Cockpits are really good too here.

Yup, I've had FS 2 since it first came out. It's beautiful, loves vr, and is gathering quite a following. Which really made me curious to see what vr looked like in outerra as a comparison.

Title: Re: Oculus Rift
Post by: 2eyed on September 10, 2016, 09:29:49 am
OT's strength compared to FS/FSX: infinite "sharpness" (minus trees), when you go down from 2000ft to ground level. This makes the world much more believable for me.
Title: Re: Oculus Rift
Post by: cameni on September 10, 2016, 02:35:31 pm
Menus swerving all over the place when you turn your head.

In OT the menus were always kind of a separate layer in which you moved by turning your head, not fixed to the world, or are you referring to something else?
For some people it may be confusing, but the menus were never designed for VR, and I'm still not sure how to handle them. I doubt we can easily make a universal solution that works in both scenarios.

Support for the rift in OT is really scrappy atm.
I'm also losing mouse cursor very often. For instance, at startup I have to push the cursor all the way to the right till on the left the "second" one appears, which is clickable.
For cameni, as he states, vr isn't top priority, so we have to wait and see.
Frame rates are also really bad compared to DK2.

Frame rates are probably only worse because of much larger resolutions, and because the default pixel quality was set to an unfortunate 1:1 pixel resolution in the screen center, which makes the render target even larger.
Title: Re: Oculus Rift
Post by: HiFlyer on September 10, 2016, 03:08:23 pm
Menus swerving all over the place when you turn your head.

In OT the menus were always kind of a separate layer in which you moved by turning your head, not fixed to the world, or are you referring to something else?
For some people it may be confusing, but the menus were never designed for VR, and I'm still not sure how to handle them. I doubt we can easily make a universal solution that works in both scenarios.

Support for the rift in OT is really scrappy atm.
I'm also losing mouse cursor very often. For instance, at startup I have to push the cursor all the way to the right till on the left the "second" one appears, which is clickable.
For cameni, as he states, vr isn't top priority, so we have to wait and see.
Frame rates are also really bad compared to DK2.

Frame rates are probably only worse because of much larger resolutions, and because the default pixel quality was set to an unfortunate 1:1 pixel resolution in the screen center, which makes the render target even larger.

Yes, I've never seen menus swerve around like that, and its actually a bit disorienting!

Beyond that, the mouse cursor refused to appear with any sort of predictability, and was surrounded sometimes by garbage pixels when it did appear. I was unable to make vehicle or any other choices using the keyboard except using the F-keys, and it all just kind of left me stuck: floundering around trying to figure out how to get anything working.

When outerra starts, oculus home also boots up, and on my monitor, Outerra only displayed a field of stars. In the oculus, visuals were garbled until I figured out how to make the menu appear by turning my head, but I suspect most people would simply assume the program had hung.

I hope you can get to this eventually.
Title: Re: Oculus Rift
Post by: gtrdrt on September 18, 2016, 10:45:12 pm
Hi - I have Oculus 1.3 installed and can run the latest Anteworld with it and my dk2. I'm also able to run dcs world and war thunder on the dk2 with Oculus 1.3.
 
Can these 3 apps run with an even later version of the Oculus runtime?

What is different about the 3 apps mentioned above that allows them to work with 1.3 and dk2?
 
Are there other apps that can do this? Thanks.

(Please move this post to a more appropriate or effective place if necessary.)
Title: Re: Oculus Rift
Post by: cameni on September 19, 2016, 03:35:32 am
What is different about the 3 apps mentioned above that allows them to work with 1.3 and dk2?

Compared to what? Other apps that didn't integrate the Oculus 1.3 SDK?
That should be the only difference. Also, Oculus is supposed to keep 1.x runtimes backwards compatible, so it should work with newer versions as well (besides they auto-update so you do not have much choice).
Title: Re: Oculus Rift
Post by: gtrdrt on September 20, 2016, 03:36:38 am
What is different about the 3 apps mentioned above that allows them to work with 1.3 and dk2?

Compared to what? Other apps that didn't integrate the Oculus 1.3 SDK?
That should be the only difference. Also, Oculus is supposed to keep 1.x runtimes backwards compatible, so it should work with newer versions as well (besides they auto-update so you do not have much choice).
Sorry if I wasn't clear enough, but it looks like you've answered my question anyway. The question now becomes: Are there any other dk2 compatible apps other than the 3 I mentioned that have integrated 1.3?

As to oculus automatically upgrading, I'm not sure if that's happening for me. I currently have 1.3.3.0 installed. Is that the most recent upgrade available? I do keep getting a notification somewhere that says I need to upgrade, but I've been ignoring it.

Thanks for taking the time  :)
Title: Re: Oculus Rift
Post by: HiFlyer on September 20, 2016, 05:57:34 am
I do have outerra working now on my oculus. It's ok, but I do wish the pixel density setting option went a bit higher.
Title: Re: Oculus Rift
Post by: bongodriver on October 02, 2016, 07:37:36 am
still crashing on start for me but I finally got the crash report window to send.
Title: Re: Oculus Rift
Post by: 2eyed on October 02, 2016, 12:40:40 pm
Made an experiment: pushing the pixel_ratio in eng.cfg to 1.9 results in a much more clear hmd screen with a severe downside: fps at 25 with my 970 gfx. So with a double 1080 maybe I could reach the magic 90!?
Cameni please optimize! :)
Title: Re: Oculus Rift
Post by: cameni on October 02, 2016, 02:22:44 pm
You can't expect the optimization to magically overcome bandwidth limits. For 1.4x oversampling (needed to compensate the stretching by optics in the screen center), it requires a large 3024x1680 render target. OT needs a good GPU to render at that resolution in any case.

There are two kinds of optimizations - general engine ones, and specific stereo optimizations. I don't think the stereo optimizations alone will bring a very big boost, but some of the engine optimizations should be more noticeable in stereo.
Title: Re: Oculus Rift
Post by: 2eyed on October 02, 2016, 03:26:34 pm
You can't expect the optimization to magically overcome bandwidth limits. For 1.4x oversampling (needed to compensate the stretching by optics in the screen center), it requires a large 3024x1680 render target. OT needs a good GPU to render at that resolution in any case.

There are two kinds of optimizations - general engine ones, and specific stereo optimizations. I don't think the stereo optimizations alone will bring a very big boost, but some of the engine optimizations should be more noticeable in stereo.
Your point seems valid. My post was just a childish cry for help. The outcome with vr in OT isn't very satisfactory atm.
I hardly dare to ask when we can expect an update (vr and/or not vr related).
Title: Re: Oculus Rift
Post by: cameni on October 02, 2016, 03:59:41 pm
We are integrating new and reworked components that were separately developed in the past year, so there's a bit longer delay until everything works again and we can make another release. A part of the optimizations is already included there.
Title: Re: Oculus Rift
Post by: bongodriver on October 04, 2016, 05:10:13 am
turns out it was a plugin (fsx_03) in the plugin folder crashing it for me.
Title: Re: Oculus Rift
Post by: aWac9 on October 07, 2016, 07:51:58 am
news
Oculus shall formalize the scale room with Oculus Rift and Touch support. In addition to buying Oculus motion controllers, including a second chamber Constellation, we acquire a third sensor on our own. The price of loose Constellation sensor is $ 79, and shipping will occur from December 6
link
https://www.reddit.com/r/oculus/comments/4fbhj2/the_definitive_rift_room_scale_post/

https://youtu.be/l_HlXzELHgo
Title: Re: Oculus Rift
Post by: 2eyed on October 07, 2016, 08:48:58 am
New is also a software feature labeled as "Asychronous Space Warp", which could help improving performance significantly.
Not a bad thing in combination with OT. :D
Title: Re: Oculus Rift
Post by: Redlinebuzz on October 24, 2016, 06:34:53 am
Hi guy's, need some help, already searched but nothing seems to  be similar to my issue.
Using a 1070 card, oculus CV1, after i get the initialising world message all the little stars paint lines which eventually covers the whole screen and then the view freezes and nothing happens, using latest drivers etc. Thanks.
Title: Re: Oculus Rift
Post by: HiFlyer on October 24, 2016, 06:56:26 am
Hi guy's, need some help, already searched but nothing seems to  be similar to my issue.
Using a 1070 card, oculus CV1, after i get the initialising world message all the little stars paint lines which eventually covers the whole screen and then the view freezes and nothing happens, using latest drivers etc. Thanks.

It could be that it just appears to freeze. Do a 360 turn and see if the menu slides into view. Its very weird.......
Title: Re: Oculus Rift
Post by: aWac9 on October 31, 2016, 01:26:38 pm
Project CARS Pagani Edition, free on Steam
Slightly Mad Studios has released a special version of Project CARS and Steam, compatible with both Oculus Rift as HTC Vive, available completely free.

http://store.steampowered.com/app/429180/
Title: Re: Oculus Rift
Post by: bongodriver on January 23, 2017, 12:24:39 pm
Am I the only person who finds the muse cursor often disappears never to return when in the options menu?
Title: Re: Oculus Rift
Post by: HiFlyer on January 23, 2017, 06:58:20 pm
Am I the only person who finds the muse cursor often disappears never to return when in the options menu?

The oculus support at this point is almost too funky to actually use. You kind of have to be patient and keep trying and hope the cursor shows up and stays.

I find that I only try now when my enthusiasm for Outerra overcomes my memory of how it went the last time I tried the VR.  =D
Title: Re: Oculus Rift
Post by: davythedave on January 23, 2017, 07:01:16 pm
Does anyone know if there is any chance it will ever run on Vive?
Title: Re: Oculus Rift
Post by: cameni on January 24, 2017, 08:39:14 am
We are redoing the UI support in VR. Current one was the result of a quick attempt to adapt to changes in Oculus SDK, but it's no good and has to be done properly.
Working on Vive support as well.
Title: Re: Oculus Rift
Post by: davythedave on January 24, 2017, 10:13:37 am
Yes!!! I'm so pleased to hear that. VR hasn't been the same for me without Outerra  :)
Title: Re: Oculus Rift
Post by: cameni on January 24, 2017, 10:32:23 am
Btw any ideas for the control scheme that would best fit OT? I mean with regards to the local room scale motion vs the global travel.
Title: Re: Oculus Rift
Post by: davythedave on January 24, 2017, 11:15:38 am
I'll have a think about that and get back to you if I can think of anything specific, I'd be happy just standing with a simple teleport mechanism. Have you experienced google earth VR? I'll need to try it again but I wonder if there is anything in there worth copying.
I've got to say though what I'm most looking forward to is the aircraft. I spent so much time flying around the Himalayas, it never got old and no flight sim I have tried since has even come close to OT in terms of visuals.
Title: Re: Oculus Rift
Post by: 2eyed on January 24, 2017, 12:12:12 pm
I would like to see classic (artificial) locomotion with stick (forward - backward and turning) which is currently not possible. Atm the mouse is used to turn left and right. This is bad not only because you can not handle mouse and controller simultaneously but because any "vertical" mouse movement tilts the horizon. Any artificial (not head movement related) tilting of horizon must be avoided in VR. This is true for first person and third person views equally. Radial panning isn't feasible therefore.
Teleport I don't like so much. It's an immersion killer.
The movement in vehicles cockpit views (cars, planes, etc) isn't problematic as it is.

Teleporting in google earth vr style would be okay, if loading times of new locations weren't a couple of minutes (unless the whole data is stored locally).

Title: Re: Oculus Rift
Post by: davythedave on January 24, 2017, 01:15:27 pm
Teleporting in google earth vr style would be okay, if loading times of new locations weren't a couple of minutes (unless the whole data is stored locally).
:-[ Forgot about that, although I was more imagining teleporting around the Grand Canyon for example.
Title: Re: Oculus Rift
Post by: cameni on January 25, 2017, 05:38:42 am
This is bad not only because you can not handle mouse and controller simultaneously but because any "vertical" mouse movement tilts the horizon. Any artificial (not head movement related) tilting of horizon must be avoided in VR. This is true for first person and third person views equally. Radial panning isn't feasible therefore.

How (when) would you transition to space without a horizon?
Title: Re: Oculus Rift
Post by: cameni on January 25, 2017, 06:01:44 am
Hm, maybe that's an artificial thing because of the superman ufo mode. If you were a superman you probably wouldn't feel dizzy :)

You do not want any tilting with regards to the reference system, be it a cockpit or earth horizon.
Title: Re: Oculus Rift
Post by: 2eyed on January 25, 2017, 10:08:37 am
Quote from: cameni link=topic=2912.msg42672#msg42672 date=148534210

You do not want any tilting with regards to the reference system, be it a cockpit or earth horizon.
[/quote

I think this is it what I'm trying to say!
When I move in "Normal Mode" (ufo), I can go up and down with "vertical" mouse movement (pull and push to or from me). This results in tilting the view and affecting the vertical viewing angle and therefore gives a tilted horizon. This evokes immediate nausea to me, although I am not prone to it.
The same is with panning around an object, let's say a plane in the sky. Pure horizontal moving around the viewing angle isn't a problem but if the cam is placed above or below the plane, the viewing angle should only be aligned by head movement and not by tilting the cam.
Title: Re: Oculus Rift
Post by: dbb on January 27, 2017, 10:15:15 am
Have you experienced google earth VR? I'll need to try it again but I wonder if there is anything in there worth copying.

For reference:
https://www.youtube.com/watch?v=6NsI6XgzSn8
Title: Re: Oculus Rift
Post by: bongodriver on May 06, 2017, 04:37:52 pm
is the mouse cursor disappearing when using the menu a known issue?
Title: Re: Oculus Rift
Post by: 2eyed on May 07, 2017, 07:00:39 am
This is an old one and never got fixed. At some time, OT was at the forefront of VR and is now trailing behind, unfortunately.
Title: Re: Oculus Rift
Post by: cameni on May 07, 2017, 03:18:30 pm
Yeah we aren't doing anything with VR until new pipeline clicks into place, as it would be mostly a waste of time. Then we should get Vive support and fix/rework the VR system, and revert some bad choices ...
Title: Re: Oculus Rift
Post by: Jerry on July 13, 2017, 03:26:25 pm
Hey guys

First I want to say  I know how much work needs to be done prior to every update and I do appreciate your hard work very much.
However as one of the "backers" of this amazing concept I feel slightly frustrated about the progress. The reason behind that is simply because since I bought my first Oculus DK followed by CV1 I never actually got back to "flat screen" gaming.  For a simulation enthusiast like me, Outerra was number one choice of VR experiences for really long time.
I was checking the forum every day and lot of good things was happening back then.. Flying beautiful Alaska scenery in VR was my daily treat.
Well  I did't go back for very very long time by now because somehow VR support is broken, forum is half dead and your statement "we aren't doing anything with VR" is not really giving us much of an expectations..
It's not very clear to me as where the development is heading at the moment and honestly I would love to be able to experience Outerra in VR again.
I do understand that until you have your "pipeline" sorted it would be probably waste of time but could you give us at least simplified, somehow working VR support for the time being please..?  I think a lot of people discovered Outerra just because of the initial VR support as this project was one of handful VR experiences couple of years ago but also many of them will loose faith if nothing's happening, don't you think?

Thanks  Jerry
Title: Re: Oculus Rift
Post by: 2eyed on July 13, 2017, 04:22:39 pm
I agree with that. Unfortunately, the terrain engine in it's current state is too slow or not able to update the terrain tiles accordingly in VR, giving blurry or half loaded landscapes. I can say, OT  does work "somehow" in VR but it's not satisfying at all.
Title: Re: Oculus Rift
Post by: Jerry on July 13, 2017, 05:57:51 pm
Well is there at least an option to get one of the older "VR friendly" versions?
Title: Re: Oculus Rift
Post by: cameni on July 16, 2017, 07:05:52 am
I agree with that. Unfortunately, the terrain engine in it's current state is too slow or not able to update the terrain tiles accordingly in VR, giving blurry or half loaded landscapes. I can say, OT  does work "somehow" in VR but it's not satisfying at all.

It should not be specific to VR, it's usually when you modify settings (especially terrain quality) beyond or too far from the defaults, when the terrain refinement issues start to appear. The update of terrain tiles is the same as in non-VR mode, and FOV or other parameters affecting terrain cache isn't that different either.

Well is there at least an option to get one of the older "VR friendly" versions?

Older versions were linked to older Oculus runtimes, in fact it was one of their updates that forced us to redo the VR rendering and led to suboptimal structure.

It's not very clear to me as where the development is heading at the moment and honestly I would love to be able to experience Outerra in VR again.
I do understand that until you have your "pipeline" sorted it would be probably waste of time but could you give us at least simplified, somehow working VR support for the time being please..?

VR support is a required item on our list, as mainly the simulation industry is asking about it periodically, although it's mainly the Vive support they are asking for. On the other side we registered a drop of interest on the customer side, probably proportional to the number of simulator fans vs the whole gaming community. Speaking about myself personally, I haven't played in VR for a long time, but that's mainly because of severe lack of time. However, I still find it odd given how thrilling it seemed to me at the beginning, but facing all the problems with motion and control in VR it put me into a kind of waiting mode.
But as I said it's just my personal mood, it's still very much clear to me that better VR support in OT is a must have. Unfortunately there's gazillion other things too and we can't fulfill everyone's priorities fast enough.

Apart from the UI which is broken, is there another problem specific to VR in OT? I think 2eyed posted about problems in Bern, but that's not specific to VR but to the number of objects in scene breaching limits and not completing all the passes if you have lower min_obj_size setting. I mean, while there are issues, I had not considered the VR support to not be at least "somehow working".
Title: Re: Oculus Rift
Post by: HiFlyer on July 16, 2017, 10:21:17 am
I'm not so sure it was a drop in interest, so much as people just began to mentally file VR and Outerra as things that don't currently go together. I love VR, and would love to see it working in Outerra, but the experience right now is so suboptimal that it borders on painful, and after the initial spurt of enthusiasm, I just haven't bothered except for the occasional foray every few months to see if anything has changed.
Title: Re: Oculus Rift
Post by: 2eyed on July 17, 2017, 12:20:20 pm
The loading issues (blurry, unrendered parts of terrain) in VR are severe also with default (480) terrain settings. Gfx is 1080 gtx here. It depends on amount of rugged terrain. I. e. Himalaya scenery is barely playable. Moving over terrain with roads (Switzerland), the scene almost never get finally rendered. For me, it's clearly worse than it was in former versions. Frames per second are not really bad, ranging from 45 (ASW) to 90 with the rift. But for some reason, the engine cannot cope with that.
 
Edit: Another point I would like to add are the inaccurate placed, with head movement shifting tree shadows. We have them since many versions tho.
Title: Re: Oculus Rift
Post by: Varldsligist on July 18, 2017, 01:35:19 pm
VR is far from a mature technology and it's still plagued by issues. However, it's an amazing technology which fits perfectly with the idea of the engine, i.e. being able to go anywhere. It's already surreal to fly an airplane in Outerra vid the Rift. I'm also certain the engine aswell as VR hardware will improve a lot in the coming year or so.
Title: Re: Oculus Rift
Post by: davythedave on December 02, 2017, 10:41:27 am
Is there any way to force VR mode? I've been trying to get OT running on my Vive using Revive which allows most Oculus software to run but the headset doesn't seem get recognised.





Title: Re: Oculus Rift
Post by: mikochu on January 11, 2018, 01:02:50 pm
Is there any way to force VR mode? I've been trying to get OT running on my Vive using Revive which allows most Oculus software to run but the headset doesn't seem get recognised.

Right-click on the Revive tray tool and select "Inject..." and then choose the Outerra executable in the Program Files directory.  Outerra should load on the desktop in a window with the star scene in your headset.  The Outerra menu system is wonky in VR, so just press Enter and it should start caching the scene.  It was pretty stuttery in the Samsung Odyssey I was testing, but it works.
Title: Re: Oculus Rift
Post by: Jerry on January 14, 2018, 04:41:43 am
Any news on VR support?
This feature was the only reason I invested in this project my two cents. Please don't ignore this! I'm not the only one, believe me.
"Drop of interest" was registered because outerra no longer works in VR as presented in early stages so there is no attraction for vr users any more.
Your engine has great potential, please don't throw it in the bin.. 
Title: Re: Oculus Rift
Post by: cameni on January 14, 2018, 06:14:42 am
We are reworking the VR support in new rendering pipeline. Also adding Vive support, all should likely come shortly after the pipeline gets stable.
Title: Re: Oculus Rift
Post by: Jerry on January 14, 2018, 07:58:18 am
Great to hear that!!
Thanks Cameni
Title: Re: Oculus Rift
Post by: 2eyed on January 14, 2018, 08:02:09 am
This sounds downright good! The only question is... when will the new pipline get stable? :D
Title: Re: Oculus Rift
Post by: Jerry on January 14, 2018, 08:05:16 am
:))
Title: Re: Oculus Rift
Post by: HiFlyer on January 22, 2018, 08:00:57 pm
This sounds downright good! The only question is... when will the new pipline get stable? :D

I'm suspecting just about the same time Alpha reaches the Magellan Current.  =D (just kidding)

https://www.youtube.com/watch?v=Q68AAT34MbQ
Title: Re: Oculus Rift
Post by: aWac9 on January 26, 2018, 03:34:35 pm
Oculus Research shows its new multi-focus technology  https://www.roadtovr.com/oculus-research-reveals-new-multi-focal-display-tech/

https://youtu.be/Ok2cwW0xtaE


gloves
https://youtu.be/RueT9FhiCtg
Title: Re: Oculus Rift
Post by: davythedave on January 13, 2019, 12:43:34 pm
Right-click on the Revive tray tool and select "Inject..." and then choose the Outerra executable in the Program Files directory.  Outerra should load on the desktop in a window with the star scene in your headset.  The Outerra menu system is wonky in VR, so just press Enter and it should start caching the scene.  It was pretty stuttery in the Samsung Odyssey I was testing, but it works.
I have spent many hours and tried this about a thousand times, uninstalling, re-installing, injecting and patching but nothing seems to work. I'd love to be able to get back to where we were a few years ago on the DK2, nothing I've played in VR has come close to flying the Mig-29 around the mountains in the Outerra engine.
Title: Re: Oculus Rift
Post by: Nedo on May 05, 2019, 06:17:31 am
Hello, i have a question regarding VR, does Outerra work with the Vive Pro today?
I totaly forgot about this program here but used it a few years ago with my Rift DK2 :D
Title: Re: Oculus Rift
Post by: 2eyed on May 05, 2019, 07:06:40 am
There is a chance it will work with new builds of the engine since the devs got a Vive Pro last year and promised to make it SteamVR compatible. When the optimized versions will go public I don't know. Maybe cameni can shed some light on this.
Title: Re: Oculus Rift
Post by: colinmcr on May 20, 2019, 11:27:25 am
How do I turn off VR mode so I can run just on my monitor, I cant get the menu to open in VR
Title: Re: Oculus Rift
Post by: KW71 on May 20, 2019, 01:38:48 pm
How do I turn off VR mode so I can run just on my monitor, I cant get the menu to open in VR

in your data directory, open  your eng.cfg  file  and see this line is set to false:

use_hmd = false,
Title: Re: Oculus Rift
Post by: skpsound on March 10, 2020, 03:02:43 pm
Any news on VR fixes? I'm on Oculus Rift S. Tried VR mode and if i turn my head around, the surround "view" loads with latency, to the head movement, Is there any fix.

Also it would be nice to see the game menu and proper touch controllers support under VR view, or i am missing something?

Thanks
Title: Re: Oculus Rift
Post by: DivineSense on August 04, 2021, 10:18:55 am
Does Outerra work in VR with the HP Reverb G2 (WMR)? I can't seem to get it to work
Title: Re: Oculus Rift
Post by: 2eyed on August 05, 2021, 09:40:36 am
VR support was removed with 64bit version quite some time ago. Never heared cameni talking about it again. So don't  hold your breath ;)
Title: Re: Oculus Rift
Post by: DivineSense on August 05, 2021, 12:36:56 pm
Oh noes! Outerra was my very first VR experience. Borrowed the DK1 from work, came home, fired up outerra and flew and flew and flew. When I finally removed the Oculus it was all dark around and I realized I was hungry, thirsty, had to go to the bathroom. It had been like 6 hours ;)

I hope Cameni reconsiders. A world simulation like this is perfect for VR, and frankly without it it's just not very interesting anymore to me sorry to say. I always really liked Cameni's wonderful engine. I haven't followed it for a while now and I wanted to fly around in VR in the cessna to check the developments and compare to MSFS world rendering. Couldn't find the VR button, jumped on here.

I feel a bit sad now...