Star Citizen 4.5 and VR

Gotta confirm this with Silvan.

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Silvan confirmed Pimax OpenXR is now working on Live :fire:

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@PimaxQuorra this is great news, but brings other issues into focus, namely loss of SteamVR Desktop and FPSVR.

  1. Pimax Desktop is considerably lower resolution than SteamVR Desktop, and no resizing fixes it. I’m using it now, why is this? I had to increase the desktop size just to make the text clear enough to read and write. SteamVR’s curved screen is nice too.
  2. Mouse cursor is very underdeveloped and hard to use. No consistent clear cursor across the entire desktop, unlike SteamVR Desktop. I have to use the controller pointer to be able to select anything easily, again unlike SteamVR Desktop.
  3. Is there any plan to work further on the feature? Does PiPlay 2.0 have any improvements for this? I don’t have access to it yet.
  4. I can’t check VR performance now without FPSVR. Any plans to create a VR metrics utility? We really need an alternative to FPSVR. Apparently OpenXR has some metrics but fiddly to set up. EDIT - just found out there’s a simple Pimax FPS tool when adding a new window in the VR UI. Going to check this out now :slightly_smiling_face:

Added these requests to a dedicated post here: Pimax Play VR tools feature request

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@Shazboticus checked and confirmed, Parallel Projections is no longer required! :partying_face:

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Yes, I talked to him earlier and received this news before the patch went live.

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It’s still required if you’re using SteamVR unfortunately. Not required if using OpenXR.

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Let me check with Silvan, as he mentioned that he has tested it with the Super.

Hi, could you please tell if this is still the case? That you can use native (not parallel) projections in Star Citizen and that it indeed performs faster this way?

I am trying and having double vision.

Hi, yes absolutely it still works and it reduces the performance overhead on the GPU - you must also use Pimax OpenXR as the runtime, and not anything else such as SteamVR runtime. You can check and switch this within PiPlay. This also provides an additional performance and stability gain.

I have this set up with PiPlay 1.43.6 (have not tried 2.0 yet):

With Star Citizen due its launcher and separate exes, the only way to apply settings is to use the Common Settings profile under Device Settings → Games.

So yes, changes here affect every app using the generic Common Settings profile unfortunately. There’s currently no other way from my understanding, as it’s not possible to have a Star Citizen-specific profile that takes effect. Not sure if there’s a way in future.

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Not sure if its just me but I cant get my micro-oled working in Star Cotizen at all. I’ve tried all recent versions of Piplay, I made sure that VR is enabled in the launcher. I’ve tried openXR and steamXR, and followed any trouble shooting tips I can find.

I had it working on my crystal OG in version 4.5 before I upgraded my headset, but no luck with the Micro-Oled.

I don’t get the experimental VR options in Starh Citizen settings, so it doesn’t look like the headset is being detected properly, but if I join the game, the image on my monitor moves as I move the headset, but I just have a back screen inside the headset.

Is this a known issue?

No, this is the first time I’ve come across this. I’ll report it to Silvan and see if he has any insights.

EDIT: Nvm, updated to latest PTU patch and problem has gone. I can only assume the Pimax update affected something fed to SC, and that was fixed by updating to a new build

@PimaxQuorra I have a new issue in SC since installing 1.43.9. Never had this problem until now and have not made any other changes, same SC PTU build before and after. Headset is 8KX (btw Dream Air should have arrived yesterday, but has been held for 5 days in China, customs are waiting for export documents from Pimax!)

Ofc I don’t know if it’s purely an issue with the latest software, or it has triggered a problem with SC. I am not alone in this issue either, but not pinpointed the cause as of yet.

  1. Issue is in headset only, and with SC’s game menus before loading into 3D. Instead of showing the whole menu as before, it is now zoomed in on the top left quarter, and in addition the mouse cursor is offset. So I cannot access most of the UI to progress - thankfully the monitor window is still fullscreen, so I can peek from my headset and progress that way.
  2. Screenshotting the menu doesn’t work, the images appear as normal.
  3. Loading into 3D works fine, the game runs as normal
  4. If I go to Options and change the 2D resolution to something else and back under Graphics, this will fix the issue (although the mouse still seems to be locked to a border until tabbing out and then back into the game) - my default matches my monitor at 2560x1440.
  5. Have you had anyone else report this for 1.43.9, and if so does it affect particular headsets or applications?
  6. I’ll try and roll back to 1.43.7 to compare later - what is the best way to do this? Uninstall current version and then install the older one? Any risk of losing settings?
  7. I haven’t tried any other VR apps lately but will see if others are affected.

Thanks :folded_hands:t4:

Good to hear that the issue has been resolved; I was about to reach out to the SC team.

I’m guessing the holiday may have affected the shipment process. The status should be updated within the next few days.

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Ah thanks. I’ll keep an eye on things ofc in case the problem comes back :+1:t4:

Yes only just heard about the long holiday and Customer Support confirmed that. Hope you had a good break!

UPDATE

I was able to fix the problem by disabling eye tracking in openXR VR layers.

After that it works perfectly, though I thought that eye tracking was supposed to work, so maybe thats an issue too.

Hmm, it should be working though. So just to confirm — with ET enabled, the image simply doesn’t appear inside the headset?

If I’m not mistaken, Silvan also has the micro-OLED version for debugging purposes. Have you reported this to Silvan before?

No, this is the first time I have reported it.

Yes, I have a black screen when the eye tracking is enabled in openxr layers.

Noted. Let me forward this to Silvan.

The eye-tracking is disabled in Pimax Play or OpenXR toolkit?

Openxr toolkit is disabled, but eye tracking is enabled in Piplay. It’s juts in openxr layers where I need to disable it.

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I’m currently using 1.43.19 and seem to be only getting 3DOF consistently in SC with the Dream Air, no issues with 8KX. The DA seemed to be tracking 6DOF in DCS, so not sure what the cause is yet. Trying a few different configurations. I’ll also check SteamVR compared to PimaxOpenXR.

I’m generally writing up my thoughts on the new headset, but was away for the weekend, need to test some more.