HiFlyer

Oculus Rift: I've been doing it wrong?

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Silly me. Even though I've been using the Oculus tray tool, I always use Aerofly, or P3d's or X-Planes Internal supersampling, and if a game had no supersampling settings at all... Well, I was stuck.

Now, all this time later, I find setting up supersampling via they tray tool works much better, and suddenly my Oculus is clearer across the board than I've ever seen it.

Maybe this is a "duh" for everyone else, but for me and my 2080ti, leaving the tool at 2.0 for all games, is enough of a wow moment that I'm seriously reconsidering if I need any of the fancy new headsets.

Lack of clarity has been far more annoying to me than screen-door effect, and suddenly things like Project Cars are big eye-openers.

So turn off any-in game supersampling, and try using the tray tool exclusively.

Just a heads-up for anyone that has not tried this yet.

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Yikes! No! no no. No SSAA means panels are like the flickering lights on a Christmas tree. P3Dv4.4 incidentally. To be fair, I don't think LM have seriously taken VR on board. Maybe in the future. DCS, on the other hand DO realise the import of VR.

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Just tried it again with Tray set to 2.5! Still a no go.

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Actually, it works fine on P3D version 4 for me. Don't forget to turn off the internal supersampling, and make sure the Oculus asynchronous time warp is set in the tray tool to automatic.

Come to think of it, I would also set Nvidia settings to default just in case you have something funky set up in there.

And also, what are your system specs?

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Well HiFlyer, that is interesting and a huge duh moment for me as well; I had no idea that needed to be done! Sad news is my Oculus was returned because I could not ever see the gauges clearly. The VR thing is new to a lot of us and having some tip, tricks and good ole fashion guidance is nice. Hopefully more folks will post these tidbits of information so that my duh moments might slow down a hair.  I have been following your post and responses over in ORBX as well; keep posting; lol!

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14 minutes ago, cyclone1 said:

Well HiFlyer, that is interesting and a huge duh moment for me as well; I had no idea that needed to be done! Sad news is my Oculus was returned because I could not ever see the gauges clearly. The VR thing is new to a lot of us and having some tip, tricks and good ole fashion guidance is nice. Hopefully more folks will post these tidbits of information so that my duh moments might slow down a hair.  I have been following your post and responses over in ORBX as well; keep posting; lol!

It's not so much something that absolutely needed to be done, but something that brings the best out of the headset if you have a computer that can support 2.0 supersampling.

My feeling is that using these settings with the enhanced resolution of the Oculus s will likely give me pretty much everything I need in a headset.

It may not have the highest resolution of all the new headsets, but I suspect it has enough to do what it needs to do, coupled with the best controllers in the business so far, and the very easy to use and intuitive Oculus software

Providing that the limited interpupillary distance controls work well for me, I'm probably going to end up with an Oculus s.

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I am running a 2080ti ASUS along with an i7-4790K, no complaints on system lag just a lack of education on the whole VR setup. As Ron commented earlier things were really good in DCS for me as well. Going into P3D4.4 was sort of a different story, wonder if he may be onto something regarding P3D not being as optimized for this whole VR experience? I noted that P3D V.2 had VR, V.3 skipped VR and now it is back in V.4, on again off again. What I am wishing for is that more improvements will come to V.5 when it arrives. As for my first Oculus I am rather glad I did send it back because of the sensor setup; I have a very limited space to work with for flight simming at the moment as my wife and I travel full time with an RV. 

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4 minutes ago, cyclone1 said:

I am running a 2080ti ASUS along with an i7-4790K, no complaints on system lag just a lack of education on the whole VR setup. As Ron commented earlier things were really good in DCS for me as well. Going into P3D4.4 was sort of a different story, wonder if he may be onto something regarding P3D not being as optimized for this whole VR experience? I noted that P3D V.2 had VR, V.3 skipped VR and now it is back in V.4, on again off again. What I am wishing for is that more improvements will come to V.5 when it arrives. As for my first Oculus I am rather glad I did send it back because of the sensor setup; I have a very limited space to work with for flight simming at the moment as my wife and I travel full time with an RV. 

RV travel, or pretty much any sort of regular traveling almost mandates a headset that doesn't require sensors to be tacked all over the place. Once again this points towards the Oculus s or one of the newer ones.

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Absolutely agree with you on that, space is premium! I am towing a 45' 5th wheel Toy Hauler with a 14'x8' garage; it is my Man Cave/Flight Deck and loving it!

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Thank you for the hint, it really looks much crisper in P3D now. But unfortunately I might now have to consider to buy a new GPU. 

 

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13 hours ago, Labbi85 said:

Thank you for the hint, it really looks much crisper in P3D now. But unfortunately I might now have to consider to buy a new GPU. 

 

Running at 2.0 is not a requirement or anything. If your card is straining, or you are getting artifacts, try lower settings like 1.5

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Intersting. I have mine at 1.5, having only a 1070. But I have never tried turning AA off in P3D. I lowered it to 2xMSAA but perhaps this too is taxing on the hardware.

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best  I could do was 1.6 on a 1070 fair weather no aa. RTX 2080 can still be strained at 2.0 but copes most of the time 

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I have been using the Rift with most all the flight sims for quite some time and would recommend super sampling for P3Dv4 as well. I happen to use the Oculus Debug Tool that comes with the Oculus software. I run an overclocked 1070 and use a Pixel Density of 1.5 - 1.7 also I find actually setting ASW to Disabled works best. So with the included Oculus Debug Tool you launch it and set Pixel Density to say 1.7 and hit return to enter it and then Disable ASW, I leave the tool open and just minimize it. Also a big gain is had by using Single Pass Rendering ie SPR in the P3D drop down VR settings. Also stay away from SSAA and only use MSAA in VR.

Additionally in apps like DCS they have their own super sampling in the VR menu options and I would suggest using that setting and not external settings since DCS does a much better job with VR then the others.

Joe 

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More good information Joepoway, I am learning something from every post! Now for the next big step, waiting for reviews on the second generation VR headsets as they come out. Yes, I wish I had my old one as I do miss the experience even if I did have it set wrong; lol! A lot of what is coming all sounds good, but will it work well for Flight Sim is the real question? Controlling the Sim has been the other half of the problem that hopefully will be addressed.  

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Tried this now, it did not work well for my machine. Turning off P3D AA and just using the tray tool neither performed better, nor looked better even at high SS rates. A combination seems to work better for my machine.

 

 

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I tried the oculus tray tool and dropped it. Like joepoway I use the oculus debug tool for SS. I found that the tray tool was not reliably switching to P3D via profile so went back to the clumsy but simple and reliable debug tool.

However it is great the Hiflyer has made super sampling public for beginners in VR since the setting is not native to the simulator (should be).

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2 hours ago, glider1 said:

I tried the oculus tray tool and dropped it. Like joepoway I use the oculus debug tool for SS. I found that the tray tool was not reliably switching to P3D via profile so went back to the clumsy but simple and reliable debug tool.

However it is great the Hiflyer has made super sampling public for beginners in VR since the setting is not native to the simulator (should be).

I disliked the debug tool because you have to set it every time. For me it was just easier to apply a global setting via the tray tool and avoid profiles altogether.

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53 minutes ago, HiFlyer said:

I disliked the debug tool because you have to set it every time. For me it was just easier to apply a global setting via the tray tool and avoid profiles altogether.

Probably a good idea.

Yeah the debug tool is clumsy. The problem with the tray tool it adds another layer of complexity and I found at times it didn't register the profile correctly for P3D depending on whether it detects a headset or not.

So for example, if you load up P3D without the rift turned on, it won't apply the profile. Then when you enable the headset in P3D the profile is not applied.

I also found that performance was affected but it might have been for other reasons.

With the debug tool, I type in the SS manually first time windows loads then forget about it because from there SS just works. Really rough but simple. P3D should have a built in graphics option for it.

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