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GP Bikes => Support => Topic started by: Vini on October 30, 2020, 06:51:59 PM

Title: VR locked to 60Hz? (& general VR discussion)
Post by: Vini on October 30, 2020, 06:51:59 PM
I currently have the possibility of testing a Valve index with GP Bikes.
The first experience was amazing but I need some setup help.

The framerate is locked to 60Hz for some reason. I suspect it has something to do with the monitor that mirrors the VR picture only being 60Hz.
So how do I disable the mirrored output to that monitor or get independent framerates between the VR headset and the monitor?
Title: Re: VR locked to 60Hz?
Post by: teeds on October 30, 2020, 11:13:51 PM
Tried turning off motion smoothing?
Title: Re: VR locked to 60Hz?
Post by: Vini on October 31, 2020, 09:27:13 AM
In the Steam/VR settings?
Oh and what about Vsync?


I disabled showing the VR image on the monitor in the Steam settings but it did have no effect on GPB.
Title: Re: VR locked to 60Hz?
Post by: Vini on October 31, 2020, 10:20:43 AM
I also cannot set the correct resolution. It is too locked to the 1080p of the monitor.
Title: Re: VR locked to 60Hz?
Post by: teeds on October 31, 2020, 11:56:13 AM
Adjust Motion Smoothing here -
(https://mk0uploadvrcom4bcwhj.kinstacdn.com/wp-content/uploads/2019/12/SteamVR_NewSettings-768x606.png)

The 1080p setting is I suspect only for you monitor.
Title: Re: VR locked to 60Hz?
Post by: Vini on October 31, 2020, 12:39:24 PM
Thanks for the help!

Oh so you can only change VR resolution an framerate through the SteamVR menu?
Title: Re: VR locked to 60Hz?
Post by: teeds on October 31, 2020, 06:56:20 PM
Yes, that's the display properties for the headset only.
Title: Re: VR locked to 60Hz?
Post by: Hawk on November 01, 2020, 12:11:37 PM
If your VR headset is 60Hz then it's pointless setting it any higher in software settings, you'd have no benefit whatsoever.  ;)
Title: Re: VR locked to 60Hz?
Post by: poumpouny on November 02, 2020, 01:35:48 PM
Disable vsync !
Title: Re: VR locked to 60Hz?
Post by: Chris_Beeves on November 03, 2020, 06:13:35 AM
Quote from: Hawk on November 01, 2020, 12:11:37 PMIf your VR headset is 60Hz then it's pointless setting it any higher in software settings, you'd have no benefit whatsoever.  ;)

Isn't the index 144Hz?
Or maybe I'm putting my nose in an inside joke here..
Title: Re: VR locked to 60Hz?
Post by: Vini on November 03, 2020, 05:15:26 PM
It is 144Hz and I doublechecked the Steam VR settings to make sure the resolution and framerate is right. It seems to have been set correctly all along.
The blur and bad motion feel was probably just due to inproper headset positioning and simply regular framedrops.
The fact that the GPB settings tab shows the the completely independent "mirror monitor" resolution was just a bit confusing.


Thanks for the help, everybody.
Maybe I will get the rider lean tracking working properly as well. The default mode is kind of off and has nothing to do with where your actual view is (old topic....). For this I wanted to use OpenTrack with vJoystick to manually map/translate the headtracking to the regular GPB manual rider lean input but it wouldn't work on my mate's Win10 PC.

Anyway, I will be trying to join the VR club as soon as possible after those first mindblowing experiences, even if they were not perfect.
Felt like I was Lorenzo doing pole at Valencia. Especially at that track, moving the view and aiming towards the apex/corner exit is just such an awesome feeling. Hanging off the chair felt pretty authentic as well honestly, the movements were scaled perfectly right out of the box (only the rider lean wasn't reflecting that in replays like mentioned above). It all worked much more naturally than I was expecting, even with just a gamepad as controller.
Title: Re: VR locked to 60Hz?
Post by: doubledragoncc on November 04, 2020, 08:14:49 AM
HI Vini,

Sorry to go off track but I got no reply by PM about CV1 so can you let me know.
Thanks m8
DD
Title: Re: VR locked to 60Hz?
Post by: Vini on November 04, 2020, 10:48:42 AM
I feel like those couple of hours in VR prove my theory regarding "full motion" sim rigs with tilting seats. Leaning your body without cornering forces would be the completely wrong approach. The movements and effort required by my upper body and the knees specifically were actually very similar to real life riding. If I had used a bike seat with pegs instead of a chair, it would've matched up 100%.
There is nothing missing in corners from a feeling perspective. It's not like my body is expecting some cornering forces, it feels right.

What is missing though, is a physical sense of the weight (or inertia) of the bike and its suspension. I guess a direct-steer handlebar controller would go a long way in providing physical feedback by increasing turning resistance, kicking back etc.
But on top of that, a proper moto sim rig should probably simulate the "temporary extra forces" that step outside of the regular cornering force equilibrium. So for example, when the suspenion kicks back when changing direction or initially compresses under braking, the seat unit should try to replicate those force to give a additional feeling of bike inertia.
Title: Re: VR locked to 60Hz? (general VR discussion)
Post by: Chris_Beeves on November 04, 2020, 12:24:52 PM
I can confirm that Vini.

VR+DS=<3

It does need some work on the game side to be able to set high power feedback without getting oscillations. Even if my ffb unit is powerful enough, I can't use the full potential.

Front/back tilt would be a great addition. Ideal would be to be able to implement heave into that.
Yaw for wobbles would be the cherry on top, that is pretty uncomfortable in VR without motion.
Title: Re: VR locked to 60Hz? (general VR discussion)
Post by: doubledragoncc on November 04, 2020, 04:09:55 PM
I found even on my static siton systems that because my bars lean in VR in is so realistic and the most needed is the front/back movement and rearend slip a point that is needed too.

I am working on a full FFB unit for a customer for his siton system and it is getting bloody expensive but fun lol

Waiting on my Reverb G2 to get back into VR and hoping with my Strix RTX3080 it will be even better than with my old CV1 and RTX2070 in 4K.

G2 is only 90Hz but hoping the new lenses are as good as HP claims

DD
Title: Re: VR locked to 60Hz? (& general VR discussion)
Post by: Vini on November 05, 2020, 09:48:30 PM
I think my descent into the rabbit hole is starting lol
I might need to get my CAD skills back up to speed.

Braking was one of the only few things that felt off in my experience because of the lack of weight transfer. As long as the bike was tipped over though, everything felt great. Like I said, it's the "extra inertial forces" that are missing to give the feeling of "weight".

Front/back tilt on the seat (and/or handlebar) would definitely improve immersion significantly and should still be reasonable to engineer I guess.
I think rear slides, wobbles and most of the other more aggressive bike dynamics could all be pretty nicely simulated through the front/back (up/down) rotation of the unit alone. Again, since the combined force vector on a bike points into the seat, it should allow you to get a pretty convincing feeling of the rear loading up (to a highside) or the front getting light etc.

Unsure about DD's swivel design but after observing where my arms go in VR with a regular gamepad, I think making the handlebar lean with the bike would definitely be an improvement (maybe just use a small radius for the swivel so there is not as much absolute/linear movement).



BTW, would you be able to use force feedback without Direct Steer Mode? So for a leaning handlebar design like DD's, could you make the bike resist turning on the lean axis directly?
Title: Re: VR locked to 60Hz? (& general VR discussion)
Post by: Chris_Beeves on November 06, 2020, 06:26:34 AM
Ffb works without DS, it would probably add to the feeling of weight you are looking for.
It just feels weird with my controller, but with a DD type swivel I'm sure it would suit better.