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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Oculus Rift  (Read 172384 times)

bongodriver

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Re: Oculus Rift
« Reply #165 on: October 02, 2016, 07:37:36 am »

still crashing on start for me but I finally got the crash report window to send.
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2eyed

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Re: Oculus Rift
« Reply #166 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! :)
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cameni

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Re: Oculus Rift
« Reply #167 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.
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2eyed

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Re: Oculus Rift
« Reply #168 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).
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cameni

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Re: Oculus Rift
« Reply #169 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.
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bongodriver

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Re: Oculus Rift
« Reply #170 on: October 04, 2016, 05:10:13 am »

turns out it was a plugin (fsx_03) in the plugin folder crashing it for me.
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aWac9

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Re: Oculus Rift
« Reply #171 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/


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2eyed

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Re: Oculus Rift
« Reply #172 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
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Redlinebuzz

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Re: Oculus Rift
« Reply #173 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.
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HiFlyer

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Re: Oculus Rift
« Reply #174 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.......
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Spex: Intel Core i7 6700K @ 4.6GHz / 32.0GB G.SKILL TridentZ Series Dual-Channel Ram / ASUS STRIX GeForce GTX 1080 / Sound Blaster Z / Oculus Rift VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 2x Samsung SSD 850 EVO 500GB / Windows 10 Pro

aWac9

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Re: Oculus Rift
« Reply #175 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/
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bongodriver

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Re: Oculus Rift
« Reply #176 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?
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HiFlyer

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Re: Oculus Rift
« Reply #177 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
« Last Edit: January 23, 2017, 07:00:28 pm by HiFlyer »
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Spex: Intel Core i7 6700K @ 4.6GHz / 32.0GB G.SKILL TridentZ Series Dual-Channel Ram / ASUS STRIX GeForce GTX 1080 / Sound Blaster Z / Oculus Rift VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 2x Samsung SSD 850 EVO 500GB / Windows 10 Pro

davythedave

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Re: Oculus Rift
« Reply #178 on: January 23, 2017, 07:01:16 pm »

Does anyone know if there is any chance it will ever run on Vive?
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cameni

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Re: Oculus Rift
« Reply #179 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.
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