Some Uninstall. I usually just exit pitool. Kill pi processes in taskmanager(might not be necessary). Install with headset disconnected.
After install run & connect headset.
Some Uninstall. I usually just exit pitool. Kill pi processes in taskmanager(might not be necessary). Install with headset disconnected.
After install run & connect headset.
In PiTool under My Games you can click import and add the exe file. This will bypass SteamVR. I only use it for Dirt Rally currently but I imagine you can do it with others. With Dirt Rally you have to do it this way if you run it through Steam with ReVive it is unplayable super laggy.
I donât understand how people have feelthreeâs In their possession already
Some likely have a pre release kit. Much like I think Walkovr & Katco I think have promo versions to help promote things.
Just took it for a quick spin in Project Cars 2 and it seems to work great (80-95% GPU utilization even when Smart Smoothing is enabled). Great work guys!
Tried a lot of games.
Seems better.
The only issue i am having is Vivecraft(version 1.14.4 of minecraft VR) is not detecting my controllers ingame.
i just see the arms stuck at the floor with this version(1.180), was fine in version 1.144.
I am Using Nolo Controllers Btw.
(which work fine on every game i tested but vivecraft).
Any luck on what to do for this for this version?
other than that, if i have to, i have to go back to 1.144
How do you launch steam games without steam vr?
Important bug that needs fixing @anon74848233 your entire privacy page is not translated, which probably isnât a good thing for your English audience to be unable to understand the privacy statement.
Initially was having issues launching SteamVR and subsequently games but a reboot of my system cleared that up.
FFR is working with Il2 but not sure if it brings much benefit in Normal Strength to frames but at least it didnât crash. Now if only my cat would stop sitting on the pause button when Iâm flying.
Image quality seems very good. Interface is nicer too, cleaner.
Il2 Flying with my 8K with 1.25 PiTool Render, SteamVR Vid at 50% and App at 100%. Looking very good on Balanced in game vis settings.
Keep up the good work.
got a spectaculair performance gain in aerofly fs2 with this version. an alltime record of 0.8 ms GPU frametime steady with ORBX. Well done pimax!
I found a minor bug⌠when i use an game profile and adjust the colour contrast channels differently for each colour. etc red a bit higher then the other channels and save it. it do save all the channels as the same value.
Mixed results for me with GPU utilization, as usual. Every time I think this has been fixed I just need to test a little more. rFactor2, Road America, graphics fails to meets demand (72FPS) at two places in the track. At these places the GPU goes to 92% which seems like a sign of improvement. (But why didnât it give a 95% effort?) Next track Belgium. Sitting on the grid with 12 AI. FPS 63 with GPU running at 78%. Totally not working.
rFactor 2 is heavy. Are you using the new pimax VR rendering method? Also make sure your graphic card is set to run pcie 3 16x.
Yes running PCIe 16x 3.0 on my MSI GamingX 1080ti. What is the new pimax VR rendering method? I do run the new ânot in-plane displaysâ fix for rF2 and leave the Compatible With Parallel Projections box unchecked in PiTool. Is that it?
@anon74848233 Is excessive vertical FOV still rendered here?
https://community.openmr.ai/t/parallel-projections-option-renders-too-big-vertical-fov-and-25-performance-is-lost/18689
I have done some tests on X-Plane after upgrading from v1.0.1.129 .
Upgrade Process
Tests I conducted
I have picked 3 sceneries with different demanding resources:
Planes tested:
Default Cessna C172
Default Baron B58
Kodiak - payware
Cessna Mustang - payware small jet.
For each plane I did a very short takeoff and sometimes also landed (which needs lots of head moves).
Pitool configuration:
Used fpsVR to monitor performance.
X-plane Findings:
When using prop based planes + SMS there are artifacts in the propeller and poles that connects the wing to the body of the plane. It seems as if the poles are drawn twice and they are not layered on each other correctly so its like failure to overlap two different pictures over one another. This seem to happen when SMS was active and when the surface background was close like the runway. When I was airborne it was harder to see this artifact (or there was none).
The only exception was the Kodiak, the propeller artifacts was constant when SMS was active (~36fps).
Jet planes do not have a propeller nor visible poles that connect the wings so I could not see any special artifact.
In Bella Coola scenery, demanding scenery but one of the best ones I know, the average FPS was 18-32 depending on the plane.
In all cases I had no artifacts with any plane, since the SMS did not kick in.
In Vancouver, although it is more demanding scenery because of the Ortho4XP textures, it was not overall that demanding so the artifacts were more or less the same as in YBTL scenery.
In none of the sceneries or tests I conducted I saw no delays when I moved my head
In my second test I only disabled SMS.
When I did that I had zero artifacts but I had more tearing in more demanding planes, like the Kodiak in demanding sceneries.
So far my conclusion regarding X-Plane is that the SMS does not work as expected in it. You could:
Somewhere in this forum, someone posted an analysis of the projections required for PP. It turns out that the vertical increase is correct.
What happens is that the viewports map to trapezoids, and to get the outer edges requires a taller edge; otherwise, after the transform to screen space, there would be uncalculated pixels on the top and bottom of the outer edge. A wider FOV requires a taller outer edge.
@anon74848233, please confirm this is correct. Thank you.
Some observations regarding PiTool behavior in the v1.0.1.180 beta build.
First I will start with the issue that bothers me the most:
Workaround: I shutdown the HMD and wands. Reboot my PC and once PiTool is open and HMD is active I pair the controllers again.
After this upgrade, my SteamVR wants to update my wand controllers.
The update fails every time, but Iâm not sure I want to upgrade them either.
I think after the PiTool upgrade, the âwandsâ icon in SteamVR looks more like an âindexâ but that might be me and not an issue at all.
Regarding refresh or PP not being saved.
When I had the issue with the controller I also noticed that the refresh rate reset itself to 90hz. So it it might be connected to the issue I had with the controllers.
Regarding PP not being saved:
I think it is important to press the [save] for your GAME preference (like I did with X-Plane) and when I load a new profile I also need to press the [Apply] button.
Iâm not always sure when âapplyâ is important and when I can just ignore it. So many time after modifying a game profile, I make sure I press the [SAVE] and press the [apply].
The other addition to PiTool seem promising but needs to be more consistent in behavior and better handle âHMD rebootâ or âService restartsâ.
Currently I will continue testing this PiTool version, hopefully we will see a stable one soon.
Cheers
Same with PavlovVR for me.