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Post by Marc Torres on Sept 1, 2017 9:25:36 GMT -5
Already tried swappig the headphones and the right side is still messed up. Its def a design flaw (which is prob why they are still coverng this out of warranty). If you google it you will see tons of people having the same problem on the right side headphone. I even asked them to bill me for a new headset and then to refund my money on e insend back the old unit but they wont do it. Telling me the only way is to send it out and wait for 2 weeks.
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Post by Mattias Magnusson on Sept 1, 2017 14:13:42 GMT -5
That sucks big time...
How long between Round 1 and 2?
2 weeks sounds very optimistic coming from oculus...
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Post by Marc Torres on Sept 1, 2017 16:37:40 GMT -5
only 3 weeks but if i don't do it then I will be stuck with a broken headset. still working on other options but its looking like i may have no other choice
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Post by Wade "Blind Spot" Hays on Sept 1, 2017 22:51:17 GMT -5
only 3 weeks but if i don't do it then I will be stuck with a broken headset. still working on other options but its looking like i may have no other choice If you get caught out, I think one of the "best" big box electronics stores has a 15 day return policy.
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Post by Marc Torres on Sept 1, 2017 23:22:56 GMT -5
only 3 weeks but if i don't do it then I will be stuck with a broken headset. still working on other options but its looking like i may have no other choice If you get caught out, I think one of the "best" big box electronics stores has a 15 day return policy. Nice! Even if it's been opened and used? I will look into that
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Post by Wade "Blind Spot" Hays on Sept 2, 2017 0:44:27 GMT -5
If you get caught out, I think one of the "best" big box electronics stores has a 15 day return policy. Nice! Even if it's been opened and used? I will look into that That is my understanding of the policy. They will take it back so long as all there is no damage, and all of the packaging is intact.
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Post by Bart "Taki Inoue" Hendrikx on Sept 3, 2017 14:17:32 GMT -5
i feel silly, i have trouble gooing through the setup of my Rift. in am "stuck" on a boat en i have to closse a casset player..... wtf??? i cant get it done... any tips?
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Post by Mattias Magnusson on Sept 3, 2017 15:33:40 GMT -5
i feel silly, i have trouble gooing through the setup of my Rift. in am "stuck" on a boat en i have to closse a casset player..... wtf??? i cant get it done... any tips? I think you just place the casett in there and close it with your finger
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Joel Hafner
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Black Desert Cobra
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Post by Joel Hafner on Sept 18, 2017 6:49:16 GMT -5
Well, I tried the CV1 on two different setups at SimExpo and I must say I am thoroughly disappointed. I was expecting much better resolution. Visibility in the distance is crap. What I was positively surprised by was the headtracking and the immersive feel. But the scale isn't correct either, the car feels to small, the driver arms look like those of a child. Back to the drawing board
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Post by Mattias Magnusson on Sept 18, 2017 7:29:48 GMT -5
Well, I tried the CV1 on two different setups at SimExpo and I must say I am thoroughly disappointed. I was expecting much better resolution. Visibility in the distance is crap. What I was positively surprised by was the headtracking and the immersive feel. But the scale isn't correct either, the car feels to small, the driver arms look like those of a child. Back to the drawing board The resolution isn't great but okey for first generation and now I'm not really noticing it.. But the scaling isn't off at all and it have to be something wrong with the setup. The driver model was made smaller in the update where they updated the lollipop guy. But I'm very looking forward to the next gen. After all this time in this crap resolution it can only improve. Heard that one other hmd, can't remember the name, has about 15-20% better resolution and even less screen door effect then the cv1. And if they can implement the eye tracking rendering for the next gen, quality can be improved even more with less performance loss. Think that VR has a bright future now with all the competition coming.
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Joel Hafner
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Black Desert Cobra
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Post by Joel Hafner on Sept 18, 2017 7:51:39 GMT -5
I definitely felt the scale was wrong, but I didn't try it in iRacing - maybe they got it right! I tried AC and the new rFactor 2 with rain (decent but a little too grippy)
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Joel Hafner
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Black Desert Cobra
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Post by Joel Hafner on Sept 18, 2017 7:53:23 GMT -5
And just to add: the scale doesn't feel correct either when I'm racing with a single screen but I suppose that's a good thing cause you wouldn't see shit on a 27 inch anyway if the scale wax 1:1
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Post by Bart "Taki Inoue" Hendrikx on Sept 18, 2017 15:23:07 GMT -5
question, i can live with the pixels and the screendoor.Its just that i have some problem that i keep recentering my "head" any toughts? (rift tough with 2 sensors)
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Post by Mattias Magnusson on Sept 18, 2017 18:03:54 GMT -5
question, i can live with the pixels and the screendoor.Its just that i have some problem that i keep recentering my "head" any toughts? (rift tough with 2 sensors) You got the recenter key on the wheel? Had that problems with that, probably some EI problem that caused my issues. Also might be good trying it our with just 1 sensor and see whats happening
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Post by Jan Brezina on Sept 18, 2017 19:46:24 GMT -5
Using CV1 for 3rd season now and this investment was a reason for my rapid skill boost.
Resolution - initial impression was same, after one week I did not noticed it as in the speed I do have another things to focus on.
Screendoor - frankly speaking despite I have went thru many topics and videos till today I have not clue what is it. I do believe if it would be something really bad I would see it or it would distract me.
Scale - this is very tricky part. When I got it, felt a bit same then I have rebuilded my rig close to the in game car seating geometry and effect was immediately here. I was starting using GT position, now I do have LMP seating position (once tillet w4 seat arrive then I will be able o replicate formula position and I will be done) isvery important to get geometry as close as possible to the ingame car (very easy for me when driving just one car).
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Post by Stephan Spantig on Sept 23, 2017 12:23:40 GMT -5
I'm getting quite frustrated with the Rift and streaming. Scenario: Daytona Road at Night, 3 classes with 5 different cars, approximatly 40 cars on track. So game runs fine with my graphic settings, I can drive, almost everywhere 90fps, when the pit area comes into the picture it drops to ~50-60fps. No biggie, if I don't look onto the fps meter I won't even notice. As soon as I turn on the stream, performance goes downhill completely. A friend of mine said the stream looked fine and smooth, but I had serious issues ingame, mini stutters all over the place, drops to 30fps, especially when pit road comes into the picture. I mirror the Rift in a 1920x1080 picture on the desktop, stream is set to 720p. Had a test now with a friend and used the settings suggested here members.iracing.com/jforum/posts/list/3573490.page. First: Replays don't do shit in terms of graphic settings test. The replay was smooth as fuck for both, stream and myself. Second: I than went into single test session and there were the stutters again. Not as bad as on raceday (kinda understandable with just one car in session compared to 40), but still very noticable. So the suggestions from the iRacing thread didn't do anything for me, although it's nice to not have the Oculus app pop up anymore. I just don't unterstand it anymore. I know streaming is demanding on the hardware, I know Night settings is an extra performance hit, but this really annoys me now.
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Post by Stephan Spantig on Sept 24, 2017 0:55:11 GMT -5
Will look into xSplit as stream software today. Tip of a friend of mine, who had similar problems and switching from OBS to xSplit solved it, it seems.
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Post by Marc Torres on Oct 9, 2017 7:53:47 GMT -5
members.iracing.com/jforum/posts/list/225/3426778.page#10721429I've been delving into things in higher detail to try to fix issues I was having. My Stats CPU: I5-3570k @ 4.4Ghz GPU: GTX 1080 8GB RAM: 8GB DDR3 @ 1366Mhz VR: Oculus Rift CV1 Game installed on SSD. General: - Render Per Pixel Multiplier = 1.5x (2.25 x the pixels, 1.5x pixel area) - ASW turned off (FPS shown is *true* fps, not reprojected) - Note that with the Rift the maximum fps is 90, a true performance test wouldn't use the Rift but playing on a monitor the majority of these stutters are not noticeable to me. They are mostly absorbed by the frame buffer (I use one or 2 frames on monitor, off in VR) or easily surmounted by the huge power of the GTX 1080 on a single screen. Performance notes: - Occlusion Culling is super agressive, load in on hairpins is causing massive stutter (from 90fps -> 50fps) Disabling Occlusion Culling keeps objects rather than removing them when they're off frame, this prevents edge-of-screen pop-in and the associated frame drops. Huge difference in VR. Devs, this should be 0 by default from my experience on all tracks except the very largest - currently we're ok for performance but terrible for stutter and drops. A performance scheduler would work wonders on pre-loading objects, especially considering we run circuits, the potential for optimization is huge. - Objects (especially Pit Objects, Event, Grandstands, Objects=High) Seem to have an extreme performance cost that is much higher than expected, I haven't had time to delve into what the cost per object is but it seems higher than I'd ever expect. Objects=low vs Objects=high is a topic I'll get to later. This exacerbated the above issue on the first/last/backstraight corners as objects are often clustered around the start/finish line. With Objects=Low turning off Pit Objects and Grandstands was the difference between 62fps and 90fps. Event has a lower performance cost on most tracks, but on some (Nordschliefe) it was huge. On Brands Hatch Event=Low still allowed 90fps, Event = High had frame dips to 75 on the hairpin and on the last turn. - Dynamic shadows: Do ensure that this is set to track/cars and not "everything", the latter is a huge drain (from 90fps down to 50fps but only at specific areas). In the RendererDX11.ini you can turn down the shadow samples from 3 to 1 and it seems to give a great performance boost whilst retaining quality shadows inside the car. The exterior will look a bit jagged, filter helps with no noticeable performance hit. Devs, maybe set static shadows and no-physics (assume the latter is already in?) for cones etc unless they interact with another physics object, then enable them as a physics objects (once again assume this is in) and make them start producing dynamic shadow maps. EDIT: Also for dynamic shadows, I'll need to look up the setting's name but in RendererDX11.ini there was one that suggested shadow samples were calculated per AA sample, if so 2x AA and 1.5x pixel density = a whole lot of shadow samples. Set to 0 there *may* have been an increase in performance but I haven't looked closely at this setting. I'll look up the setting name once home. -Objects=high + dynamic shadows = extreme performance hit. I think this is due to things like cones and other misc objects casting shadows on the track. It seems like having too many physics objects casting shadows has a greater-than-expected impact on performance. Given the choice between lots of objects and shadows inside the car I opted for the latter. I could not run both at 90fps and experienced dips down to 50fps. -Lag in motion: Unknown cause (maybe CPU/RAM specific?) but even running in super slow motion, any slowdown mentioned above is just as bad as in realtime. As soon as the game is paused FPS exceeds 90. Some optimization could definitely be done here as it suggests the majority of our performance woes are load-in related (texture,objects,shadows). -PopcornFX (Particles >= Medium): Massive lag from 90fps -> 50fps and stutter, probably due to my old CPU? Assuming particles use Physx but not running on the GPU. Maybe enable CUDA and GPU Physx support? Could be a lot of work for the devs. -Textures: The GTX1080 should be able to run lots of textures, 2048 car textures etc etc. With 8GB of VidMem I'd expect a lot of the car textures to be loaded into the VRAM and the LODS to be far less agressive, not the case at all! Vidmem never exceeded 1.5GB usage and textures jumped through LODs as cars approached the camera, causing stutter and slowdown. Considering the cost I may be able to disable texture LODs entirely for cars(?) and still have enough VRAM to run the game. As I said, it's the loading that kills performance. Most settings that reduced texture quality vastly improved framerate. E.g. Turning off High-Res-Swap-Nearest-Cars and 2048 Car textures. Setting the VRAM slider down to 2.5gb also seemed to shorten the framedrop period for texture load-in. -Offroad FPS: When running on grass fps was significantly lower than expected regardless of particles setting - TODO: Disable particles entirely if possible via ini and retest. Note: Only applied to game in motion, once paused fps came back up - suggests physics related? Or possibly intersection of dust cloud texture and camera plane/nearclip world. Lots of testing required here. -User Interface: The user interface had an impact on performance, hard to measure when the framecounter is part of the UI and I was reluctant to use external fps monitors due to their impact on performance in VR. Chat messages, system messages, offtrack messages, the delta bar, blackbox, fps monitor all caused and fps decrease. Changes to UI elements cause the next frametime to be long, e.g. an appearing offtrack/chat message will cause the next frame to stutter/skip. I actually noticed that I could tell when I got an offtrack message even if it was out of my field-of-view because of the stutter. Which caused me to look up and see the message. Same for chat. Future investigation: The game uses little RAM, so turning off page file usage on the SSD may improve conditions, more investigation into LOD settings (turn off where possible and note any change). Any other ini changes I can find, or deeper settings that are still open to being changed? Generally a lot of this stuff is counter-intuitive. I was not expecting turning off occlusion culling to be the difference between playable and unplayable! Not a proper writeup or analysis but a good start IMO, would need to do individual frametime analysis to actually get to the root of these issues - and that would mean running Iracing without actually racing in VR... something I seem incapable of doing. I'll also post a screenshot of my settings and a copy of rendererdx11.ini once I get home to help anybody else with serious stuttering with a good GPU
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Post by Jan Brezina on Oct 9, 2017 19:54:55 GMT -5
Do you use CPU for coding OBS stream? I had same issue and solved it by move codec to GPU which IS NOT fully utilized. streaming in 1080p - check my recordings in iGPS thread
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Post by Stephan Spantig on Oct 16, 2017 7:31:36 GMT -5
Do you use CPU for coding OBS stream? I had same issue and solved it by move codec to GPU which IS NOT fully utilized. streaming in 1080p - check my recordings in iGPS thread What codec do you use than? NVENC?
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