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VR locked to 60Hz? (& general VR discussion)

Started by Vini, October 30, 2020, 06:51:59 PM

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Vini

October 30, 2020, 06:51:59 PM Last Edit: November 05, 2020, 08:32:52 PM by Vini
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?

teeds

Tried turning off motion smoothing?

Vini

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.

Vini

I also cannot set the correct resolution. It is too locked to the 1080p of the monitor.

teeds

Adjust Motion Smoothing here -


The 1080p setting is I suspect only for you monitor.

Vini

Thanks for the help!

Oh so you can only change VR resolution an framerate through the SteamVR menu?

teeds

Yes, that's the display properties for the headset only.

Hawk

If your VR headset is 60Hz then it's pointless setting it any higher in software settings, you'd have no benefit whatsoever.  ;)

poumpouny


Chris_Beeves

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..
I had to try..

Vini

November 03, 2020, 05:15:26 PM #10 Last Edit: November 03, 2020, 05:31:23 PM by Vini
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.

doubledragoncc

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
GPBOC Live Streams: https://www.youtube.com/c/IASystemsComputerControls; i7 12700K 5.1GHz Z690 ASUS Strix Z690-A Mobo 32GB 3600MHz DDR4 RAM ASUS Strix RTX3080 OC 10GB DDR6X ASUS Ryujin 360 AOI Cooler ROG Thor 1200w PSU in ROG Helios Tower Case.

Vini

November 04, 2020, 10:48:42 AM #12 Last Edit: November 04, 2020, 12:26:55 PM by Vini
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.

Chris_Beeves

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.
I had to try..

doubledragoncc

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
GPBOC Live Streams: https://www.youtube.com/c/IASystemsComputerControls; i7 12700K 5.1GHz Z690 ASUS Strix Z690-A Mobo 32GB 3600MHz DDR4 RAM ASUS Strix RTX3080 OC 10GB DDR6X ASUS Ryujin 360 AOI Cooler ROG Thor 1200w PSU in ROG Helios Tower Case.