1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.37 Bug Reporting thread
    Solutions and more information may already be available.

EXPERIMENTAL: Virtual Reality

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

  1. stenyak

    stenyak
    Expand Collapse
    Programmer
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    2,063
    Thank you, I can confirm that the OXR Motion Compensation appears to be crashing.

    In particular, the crash happens inside XR_APILAYER_NOVENDOR_motion_compensation.dll . This is extremely likely a bug in their software. I advice you contact their developers with instructions on how to reproduce the crash. I can provide them with free game keys if they want, let me know via PM and I'll organize it.
     
  2. airacobra

    airacobra
    Expand Collapse

    Joined:
    Feb 12, 2025
    Messages:
    3
  3. Shawn Willoughby

    Shawn Willoughby
    Expand Collapse

    Joined:
    Jul 1, 2025
    Messages:
    3
    Thanks for the help. I reached out to the creator of OXRMC and he's happy to assist if you can provide a game key. PM on the way.
     
  4. Shawn Willoughby

    Shawn Willoughby
    Expand Collapse

    Joined:
    Jul 1, 2025
    Messages:
    3
    BuzzteeBear took a look at this issue and provide a solution to enable motion compensation. Open the OpenXR-MotionCompensation.ini file and find the overlay_enabled = 1 setting. Set that to 0 and you should no longer run into the crash when launching VR mode. You'll want to reenable that someday if you need to see the overlay but it's a solution for now.
     
  5. BuzzteeBear

    BuzzteeBear
    Expand Collapse

    Joined:
    Aug 23, 2025
    Messages:
    1
    Note that you can also just add the line 'overlay_enabled = 0' into the BeamNG-specific .ini file of oxrmc. That way it's only disabled for BeamNG and you can still use it in any other title
     
  6. austint30

    austint30
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    244
    Would be really nice to see this implemented bc BeamNG in VR is very single core bottlenecked. Have to reduce render distance to low to increase GPU utilization on an RTX 4080 Super and Ryzen 9 7950X3D. We could potentially see some large performance gains with Single Pass Stereo and additional renderer CPU optimizations.
     
    #746 austint30, Aug 24, 2025
    Last edited: Aug 24, 2025
  7. stenyak

    stenyak
    Expand Collapse
    Programmer
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    2,063
    Since there are still issues in at least some cases, could you please repro the problem, then reply here with a support ID number, so I can take a look? Thanks!
     
  8. airacobra

    airacobra
    Expand Collapse

    Joined:
    Feb 12, 2025
    Messages:
    3
    The supportId button doesnt exactly work under linux
     
  9. stenyak

    stenyak
    Expand Collapse
    Programmer
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    2,063
    Alright, can you run the launcher with proton? If so, go to Support Tools > Support > Already in contact > Submit Information. That would provide an ID number.
     
  10. Josue Rosario

    Josue Rosario
    Expand Collapse

    Joined:
    Sep 6, 2025
    Messages:
    1
    After looking through the replies did not see mention of this when the shadows are not rendering as expected that started happening in v0.35.

    The shadows appear to render as you'd expect in the left eye, but they change position as you move your head around in the right eye, here's a demonstration recording each eye. It's way more apparent in VR when you close one eye, but you can see it in the video.
     

    Attached Files:

    • Agree Agree x 2
  11. stenyak

    stenyak
    Expand Collapse
    Programmer
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    2,063
    @airacobra actually linux and windows use different userfolders so that would be useless too. Please open a PM in forums with me, and attach a zip with all your log files (beamng*.log), as well as your settings/ folder. Thanks!
     
  12. stenyak

    stenyak
    Expand Collapse
    Programmer
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    2,063
    Thanks for reporting, it's a known issue in the ToDo list. We don't know if we'll have any time this year to look into more VR issues, pretty tight schedule already.
     
  13. get'r fukn done

    get'r fukn done
    Expand Collapse

    Joined:
    Oct 2, 2023
    Messages:
    15
    - windows reinstall literally is what it took to get vr to enable again after this update... that hurt.
     
    #753 get'r fukn done, Sep 18, 2025
    Last edited: Sep 18, 2025
  14. austint30

    austint30
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    244
    When I saw the performance updates to VR in the change log I got excited. But I was disappointed to see that VR performance is still very poor. I have an RTX 5090 and a Pimax Crystal Super. I have to cut the resolution by more than half to get it to run at an unstable 72 fps.
    In comparison, Assetto Corsa Evo, one of the most poorly performing VR supported games to come out recently, run about 20% better and has graphics that look multiple generations ahead of BeamNG.
     
  15. enouqh

    enouqh
    Expand Collapse

    Joined:
    Feb 10, 2023
    Messages:
    35
    gridmap without traffic is recomended for vr users :p
     
  16. DrKriegerAUS

    DrKriegerAUS
    Expand Collapse

    Joined:
    Aug 14, 2025
    Messages:
    2
    I still got a huge dose of right eye stutter some time after changing all this.
    Was messing about trying to get things back and I ended up changing to windowed mode, disabling vsync, and locking fps to 45 in game. right eye stutter disappeared after locking fps.
    but then I tried to reproduce it by turning each option on one at a time and I couldn’t get the stutter to come back.
    so it doesn’t seem to be one setting causing it. More of a bug that seems to get squashed by changing one or more video settings.

    I’ll try again to reproduce it if it happens again.
    Quest debug shows the game trying to output 60fps and a negative frame queue buffer so maybe vsync timing still being applied?

    edit: found the stutter to only happen if the game window was the active window ie if I tabbed it into the background the stutter went away (but no sound).
    In the NVidia app I disabled g-sync for BeamNG (set to fixed frame rate) and I think that got it. Both VR and the TV are running at 45fps steady now.
     
    #756 DrKriegerAUS, Sep 27, 2025
    Last edited: Sep 29, 2025 at 2:49 PM
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice