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EXPERIMENTAL: Virtual Reality

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Leeloo, Sep 20, 2023.

  1. stenyak

    stenyak
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    To recenter the VR headset, use Ctrl-Numpad5 (the binding can be fully customized, you can set it in your steering wheel buttons, etc).

    If you have already centered the VR headset, and you dislike the current vehicle's position, then you can move the vehicle's seat by going into Options > Camera > Driver > Allow modification of seat adjustments. Then you can use the keys shown on screen to move the seat around for the current vehicle.
     
  2. stenyak

    stenyak
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    If BeamNG.drive is crashing to desktop, please provide a support ID number and I will try to find time to check the crash: https://supportid.beamng.com/

    If it's not crashing to desktop, but merely refusing to activate VR, then it's possible that the upcoming v0.36 udate might fix the problem.
     
  3. stenyak

    stenyak
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    That's extremely weird, first report I see of such a problem on any headset (let alone on Quest 3).

    Have you installed any 3rd party VR-related software? Some VR tools can "inject" themselves between your headset and the VR program, and tweak things - inverted rotations might be one such effect. If so, please fully disable, or better yet unisntall, any such software.
     
  4. stenyak

    stenyak
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    This is likely due to running out of VRAM. Your GPU should have enough VRAM for simplistic use cases, such as no traffic, in a simple map (avoid West Coast, Italy, etc, pick a small map instead), on normal resolution (no supersampling). Try that with Lowest graphics setting to confirm you get a normal framerate. If not, please try to avoid SteamVR (as that will "steal" a good chunk of VRAM for itself).

    You can find more detailed tips about improving VR framerate here: https://documentation.beamng.com/support/vr/#framerate-is-too-low-what-can-i-do
     
  5. stenyak

    stenyak
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    There is no such command line arguments in BeamNG.drive - where did you read about that?

    That aside, the error doesn't look familiar to me. A quick googling suggest that maybe ReShade can create this problem (if you have installed that), or possibly missing Visual C++ Redistributables, and other possible workarounds. Sorry I can't be of more help!
     
  6. stenyak

    stenyak
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    Yes, we're aware of the West Coast improvements taking a toll in system requirements. We're doing improvements to keep performance under control, which we'll be rolling out progressively in future updates. Hopefully that can help bring some of the lost performance back, without having to delete the improvements made to that map. Sorry about that!
     
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  7. stenyak

    stenyak
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    Thanks for the reports. The issues are in our backlog, tho at the moment it's unclear when we'll have time to tackle them.
     
  8. stenyak

    stenyak
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    6GB will be on the very limit of usability for VR. It's likely you'll have performance problems running the more detailed maps, activating traffic, etc.

    On very simple maps and with few vehicles, and low resolution/graphics detail, it can probably work to some extent. For a better experience, we recommend 8gb, or preferably 10+gb of VRAM.
     
  9. HeepXJ40

    HeepXJ40
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    Thank you. What majorly helped is running OpenXR instead of steamVR. Made it very playable at 50% resolution. Upgraded to rx6800 and it doesn't even sweat it anymore at 100% res full settings.
     
  10. Lexaeus

    Lexaeus
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    Hi, i have the Strange Issue with the Rift S that when i start VR via CTRL + 0 it starts for a few Seconds, thant "Hangs" and just exits i the main menu of the rift s where i can see the virtual desktop..
     
  11. Supreemo

    Supreemo
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    Hi, thanks for the reply. I understand VR can not be a top priority for your team. Thanks for adding it and i will look forward to future updates.
     
  12. 3DJ

    3DJ
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    Has the team looked into Single Pass Stereo?
    https://developer.nvidia.com/vrworks/graphics/singlepassstereo

    Traditionally, VR applications have to draw geometry twice -- once for the left eye, and once for the right eye. This essentially doubles the processing required from non VR applications.
    Single Pass Stereo uses the new Simultaneous Multi-Projection architecture of NVIDIA Pascal-based GPUs to draw geometry only once, then simultaneously project both right-eye and left-eye views of the geometry. ​

    It was implemented in Assetto Corsa's Custom Shaders Patch mod by x4fab and it nearly doubles the performance for free.
    It's beyond me how this hasn't become a must in VR games given the massive performance boost it provides.

    It supports Vulkan, Direct3D 11 and 12, and the documentation and source code are available here:
    https://developer.nvidia.com/downloads/vrworks/secure/3.6.2/public_3.6_06112024.zip
     
    #732 3DJ, Jun 23, 2025 at 3:50 AM
    Last edited: Jun 23, 2025 at 3:55 AM
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