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furfoot

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4 New Car Smell
  1. Copy/pasted from 1.9 bug thread. Everyone has this so there is no point posting all the usual system info. - Auto exposure issues (reproduce: move forward in your seat) - 6-bit colour gradients when using the Oculus SDK (start up a night stage) - 45 FPS wheel and windscreen wiper animation (turn on windscreen wipers or turn your wheel)
  2. Any word on a 2.0 version fixing/acknowledgement of the following problems: - Auto exposure issues (reproduce: move forward in your seat) - 6-bit colour gradients when using the Oculus SDK (start up a night stage) - 45 FPS wheel and windscreen wiper animation (turn on windscreen wipers or turn your wheel)
  3. Extensive troubleshooting has shown that anything between the frametimes of 6.5ms and 7.5ms will result in head stutter. So workaround is to either stay below or above these frametimes at all times or just force ASW on with the Oculus Tray Tool. Now that Codemasters has the cause it must be pretty easy to debug this issue, finally light at the end of the LONG VR tunnel!
  4. On Oculus this translates into head movement stuttering instead of lag, I only get this exact same sensation when running opencomposite with a rift. Try monitoriung your GPU usage on Oculus the head stuttering dissapears when running 80-90% GPU usage anything under that results in the head stutter.
  5. furfoot

    VR Head pivot problem

    Sounds like what I had when running opencomposite.
  6. Right so i have found the issue with SteamVR on Oculus. Running your GPU below roughly 75% utlization will result in head stutter when moving your viewpoint. Now increase the settings to 80-90% GPU utlization and the head stutter will be gone. So now CM has the cause now it's just up to them to fix it 🙂
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