VR Support in EL, tracking delay and slight stutter

Tips, tactics, and general discussion for Evochron Legacy.
S. Belmont
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VR Support in EL, tracking delay and slight stutter

Post by S. Belmont »

Hi and first thing first, Evochron Legacy looks and feels awesome! I've just bought it and was thrilled to find native experimental Oculus Rift mode. And it works pretty well indeed allready, BUT. There is tracking delay and stutter, when in game. In main menu tracking feels perfect, but in game it lags and slightly stutters. No matter what graphic settings I select, it's the same on low or high. For comparison, I can play ED on med high settings without stutter and no delay at all, so is there some setting or file I can try to tweak? Have orher Rift users encountered this? Thank you for any help!
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Vice
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VR Support in EL, tracking delay and slight stutter

Post by Vice »

Hello,

What are your system specs? On my setup (i7 3.4 GHz, GTX980, Windows 7), it's generally always smooth at 75 Hz save for some scenarios around higher detail planets. My guess is your setup is falling back to 37 FPS at some points, causing judder. Perhaps other games may be automatically reducing detail settings/levels when Oculus is active, while this game generally renders at the same level of detail, leaving settings/options up to manual adjustment by the user.

Yes, there are some things you can try to increase performance to try and maintain the 75 FPS target needed for more judder free movement. Attached is an example file with some options, which are also listed below:

DisplayFOV=0
MaskLaunch=1
EyeDistanc=3.0
ResWidth__=0
ResHeight_=0
AspctRatio=1.6
VSyncCap__=0
RenderBase=1
DynamicCM_=0
AllowHMove=1
VRCenterKy=88



` DisplayFOV sets the field of view manually. By default with a value of 0, the game
` attempts to retrieve what the HMD reports as the optimal FOV it wants to use. You can
` optionally specify an alternate FOV (90 or 105 are supported). It's generally best to
` leave the value at 0.

` MaskLaunch hides the cockpit and docking collar during the launch sequence, which some
` players might prefer. Only the launch checklist and progress bar will remain visible.

` EyeDistance set the distance between the left and right eye.

` ResWidth selects the horizontal resolution to render to the HMD. By default, the game
` attempts to retrieve what the HMD reports as the optimal resolution it wants to use.
` It's generally best to leave this value at 0 unless you want to force a resolution.

` ResHeight selects the vertical resolution to render to the HMD. By default, the game
` attempts to retrieve what the HMD reports as the optimal resolution it wants to use.
` It's generally best to leave this value at 0 unless you want to force a resolution.

` AspctRatio sets the aspect ration of the VR cameras. A default value of 1.6 can be
` adjusted to align with different resolution and FOV values as may be desired.

` VSyncCap lets you set the refresh rate to a maximum value. The default value of 0 will
` allow the refresh rate to be the maximum available by the HMD, when possible.

` RenderBase will render the game to the base camera so you can see it appear on your
` primary monitor in addition to the HMD. There may be a significant performance penalty
` when rendering to the additional camera.

` DynamicCM sets the dynamic cube mapping mode for water surface rendering. A value of 0
` will disable dynamic cube mapping and render a static image to the surface of water.
` This can help improve performance by not rendering the additional required cameras.

` AllowHMove sets the head movement mode. When enabled, the player's head position will
` apply movement in the game. A value of 0 will keep the view centered.

` VRCenterKy sets the key scancode for centering the HMD (88=F12).


For optimal performance on a system that has trouble maintaining 75 FPS, I'd also suggest testing the following settings:

- Try 1920 and 1080 in the horizontal and vertical resolution options above. I generally wouldn't recommend this as the reduction in image quality is pretty significant. But if your system just can't keep up with the rendering performance to maintain 75 FPS, this is an option.
- Turn off shadows entirely in the Options menu (you can later try a Low or Medium setting if it turns out your system is powerful enough).
- Turn off AA in the main Options menu and also in the display device's control panel (if enabled).
- Set terrain detail to 'Low' (this will help around planets).
- Disable dynamic cube mapping in the options above.
- If desired, turn off the 3D cockpit.

From there, you can gradually increase individual settings until you find a good balance between image quality and performance on your system.

If you find a consistent good performing result, please send me your system specs in detail (msinfo report would be best, http://www.starwraith.com/evochronlegacy/faq.htm#208 ) and the settings you applied which achieved the target framerate on your system.

I've been gathering information like this over the last few months to try and formulate a plan going forward on default configurations for supporting Oculus and to determine feasibility.
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S. Belmont
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VR Support in EL, tracking delay and slight stutter

Post by S. Belmont »

Thank you very much for your detailed and quick response! You have created very, very impressive game. Yes, my system is not quite on par with proper VR-gear so that is part of the problem. And the other VR-tittle I play, Elite, might indeed automatically adjust graphical details, but not sure. I'm using old AMD Phenom II x4 965BE, with 6gt ram and GTX 960 4gt. I will try your suggestions and report back if I have any luck. Thanks again!

[Edited on 2-28-2016 by S. Belmont]