Obduction 1.8.0: Promising Update (PP no longer needed)

Game displays just fine now again, in my index, by the way…

Question is: Do I plug in the pk5+ again, to see what happens… :7

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Depends if You want to play it or not? :grin:

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Just tried the game again today (noticed there was an update) and to my big surprise it works now… :wink::+1:

There’s been many updates to SteamVR (I’m using latest beta) and as far as I know only a single update to Obduction… :wink:

EDIT: There’s been two updates on the 2nd and 4th of October but no mention of anything that sounds related:

  • Fixed fog and Cloud appearance
  • Fixes for object manipulation
  • Added controller bindings for VIVE Cosmos
  • Fixed being forced to teleport navigation in VR while in game.
  • Fixed menu becoming unresponsive when switching between VR/2D.

EDIT2: Three updates:

  • Fixed issue that caused you to strafe and turn in VR Free Move mode.
  • Fixed the large stone stair sphere in Hunrath. It now rotates as expected.
  • Controller note: In Teleportation mode, both left and right controllers can be used for turning. In Free Move mode, only the right controller will turn.
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Naah, there’s been a few (including a big one that added a few locations that were not finished for the original release, and which were probably (pure speculation) funded by having them exclusive for a limited time for the later Playstation port), but they are not quiiiite as frequent as SteamVR betas. :smiley:

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Oh well… You snooze, You loose… Or win! :crazy_face:

As the good trooper that I am, I’ve written Lloyd and told him that it now works again… :wink:

It was probably fixed in an upstream minor update of UE… :slightly_smiling_face:

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Nice. :slight_smile:

I notice that SteamVR supersampling has a significant effect on performance now - doesn’t seem to affect the actual rendering quality, though… That probably still takes the game’s own render scale setting (which goes up to 300%, by the way (past the 200% game settings slider), if one do it though .ini editing). Previously for this one particular game, one had to increase that and increase SteamVR SS (which on its own had no effect on performance), or the benefits would not occur – possibly to make the game allocate a large enough frame buffer…

A few other observations from a very brief session:

  • Hmm, was the Milky Way in the title scene always as if it was painted on a wall only a few steps away…?

  • Ahumm, selecting free locomotion with a new game still starts you in teleport mode…

  • Good to see that the weird folding-in-on-themselves-and-winking-out-of-existence sprite-orientation/LOD effect on patches of foliage is still gone, as it was in the previous update.

  • OW! Those bolts of lightning in the introduction scene are now accompanied by a penetrating starburst effect that reaches right into your eyeballs. This could possibly be related to the sixth observation, below…

  • Ooooooh! They have managed to make the loading screen dissolving/resolving-world particle effect from the game in pancake mode, performant enough to have it in VR mode too! :slight_smile:

  • Aiiiieh! That sun glare! It’s like a 2D effect shoved right into my face, and so are the godrays, no matter how pretty they are, when staring up at the sky whilst walking beneath the canopy of a tree. On a side-ish rant, I am yet to experience mist and glare effects that work at all in VR - especially when they are post effects. This really marred the title “Technolust”, whose extremely dark and foggy environments just became like barely discernible bad 2D projections onto coloured gels right in front of me - I am yet to find an HMD that can display that one in a way that looks half decent (my history: Rift DK1, Vive, RiftCV1, Pimax5k+, Valve index) – I really hope Blair has dialled it back a bit for Low Fi, or found a way to make it volumetric, without adding a magnitude of rendering load. :stuck_out_tongue:

  • Hunrath’s sky looks fine, but do the skysphere/-box/billboard far cliffs look/move oddly now (bubble effect notwithstanding)? Maybe something not unlike the close-feeling skysphere in the title scene…?

  • Yet to experience any of the peculiar lingering stencils of previous frames, that appeared with one previous update, and was still there recently… knocks on wood

  • Hmm, was that one particular helpful Arai over at CW’s workshop there the first time I played the game, hinting the path? Maybe it was… :7

Man - wouldn’t mind revisiting D’Ni in VR. :7

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Not sure what the bleep is going on, but trying the game today give the same 'ol black screen again… argh:open_mouth:

So, what happened? Update “fixed” the issue, but after changing some setting (I changed quality settings and teleportation settings last time, but played afterwards) it got broken again, or?

I was soooo close… Well I was actually there for a while… :smiley:

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This SteamVR bug was just closed and I subscribed to it so I noticed the last comment:

Yeah you have to have it in the overall manifest, I’m using UE4 where if I remember right that is automatically generated (I think I had to maybe modify a source file that generates it to add it to the list). I’m not sure about unity.
Stick to generic_hmd if possible because it should work for vive, oculus, and any future HMD with a proximity sensor. You also may want to query if the proximity sensor is bound, so you can fall back to activity level (digital action data’s bActive tells if it is bound), this is needed for headsets like Pimax without proximity sensors. I’m pretty sure they did eventually fix this bug, though I still have the index bindings in place.

This is working now without PP from Steam with the latest PiTool.

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Oooh! That’s promising for Firmament. :slight_smile:

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Thanks a lot for that update…! :+1::wink:

EDIT: Same issue for me still… :tired_face:

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@tonka or @jojon : Could You post Your C:\Users\YourUserName\AppData\Local\Obduction\Saved\Config\WindowsNoEditor\GameUserSettings.ini file, please?

Maybe also input.ini in the same directory. Longshot, but why not…? :slight_smile:

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Could be a coincidence. What I did previously is install the game beta ‘publicpreview’, deleted the Obduction folder in Local and then the game worked from PiTool but not from Steam. Only the locomotion was a bit iffy.

Now after updating PiTool I installed the latest game version using the same Obduction folder and the game works from Steam but not from PiTool !

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This is …Config/ConfigVR/WindowsNoEditor/GameUserSettings.ini – not “the other one”, and I don’t know how relevant it is today; It’s been long since I played the game, several patches back, and quite long since I just fired it up just for a quick test, I no longer have a Pimax headset to try it with, and several things have probably changed with subsequent updates, that have been compiled on more recent UE4 builds.

The scalability group at the beginning I added myself long ago, to experiment with things - do not recall whether one still need it to kill the so-called antialiasing altogether, or whether the game’s options page allows that. Supersampling is set by the game’s own custom HMDResolutionScale variable - none of the usual UE4 ones have (or had, at least) any effect, and it really does go up to 300%, just like those, even though the in-game slider tops out at 200.

[ScalabilityGroups]
sg.ResolutionQuality=300.000000
sg.ViewDistanceQuality=3
sg.AntiAliasingQuality=0
sg.ShadowQuality=3
sg.PostProcessQuality=3
sg.TextureQuality=3
sg.EffectsQuality=3
sg.FoliageQuality=3
sg.CullQuality=3

[/Script/Obduction.ObductionUserSettings]
MouseCursorScale=0.587737
MouseSensitivity=1.000000
bAutoMouseToggle=False
bGuidesEnabled=True
bNodeMode=False
bDisablePlayerShadow=True
bDisablePlayerFootsteps=False
bPlayerFemale=False
bSubtitlesEnabled=True
ObductionQualitySettings=custom
MasterVolume=1.000000
SFXVolume=1.000000
FootstepVolume=1.000000
AmbienceVolume=1.000000
DialogueVolume=1.000000
MusicVolume=1.000000
bMuteAudio=False
bUseAltMusic=False
AntiAliasingMethod=3
FieldOfViewSetting=90
WaterQuality=2
bInvertMouseY=False
bBlinkTransition=False
BlinkSpeed=0.500000
StepDistance=200.000000
StepSpeed=1.000000
NavigationType=0
NodeTransitionType=2
NodeVisibility=0.500000
MouseCursorMode=MouseCursorLockedToCenter
bHintsEnabled=False
LanguageSelection=0
MotionBlur=0.000000
HMDResolutionScale=300.000000
bPlayerPosture=True
CharacterShadow=1
bShowBackerRewardUI=True
bNvidiaHDR=True
bAutoDetectOnNextStartup=False
bIsKeyboardLightingEnabled=True
bUseVSync=True
ResolutionSizeX=1920
ResolutionSizeY=1080
LastUserConfirmedResolutionSizeX=1920
LastUserConfirmedResolutionSizeY=1080
WindowPosX=-1
WindowPosY=-1
bUseDesktopResolutionForFullscreen=False
FullscreenMode=0
LastConfirmedFullscreenMode=1
PreferredFullscreenMode=0
Version=5
AudioQualityLevel=3
FrameRateLimit=0.000000
DesiredScreenWidth=1280
DesiredScreenHeight=720
LastRecommendedScreenWidth=0.000000
LastRecommendedScreenHeight=0.000000
bPStreamEnabled=False
bMotionControllersEnabled=True
TexturePoolSize=1.000000
FreeIntenseSmoothTurning=False
HMDMirrorMode=0
NvidiaMRS=3
NvidiaLMS=0
bNvidiaSinglePassStereoRendering=True
bNvidiaMultiGPUStereoRendering=False
LastCPUBenchmarkResult=-1.000000
LastGPUBenchmarkResult=-1.000000
LastGPUBenchmarkMultiplier=1.000000

[/Script/Engine.GameUserSettings]
bUseDesiredScreenHeight=False

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Thanks… :wink:

I’m thinking I might have something broken in my config which gets pulled from Steam cloud save thing?

EDIT: I don’t have a ConfigVR folder at all so maybe that was removed somewhere along the way?

I’ll try using Your config… :slight_smile:

Hmm… I wonder if maybe I created that directory myself, as a backup… I can’t for the life of me recall doing that, but… :stuck_out_tongue:

Hmm, maybe enabling the NVidia VRWorks features, which this game as one of precious few ever used, could be the source of experienced problems – I believe there was a bit of a mess of which hardware configurations supported them (Hmm, did I even have a 10xx card, when I first played Obduction? -Can’t remember… :7 )

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@DrWilken There is no ConfigVR folder. Try doing the same as I did after first backing up your SaveGames and Screenshots folders.

Install and run from PiTool the ‘publicpreview’ beta with the Local/Oblivion Folder removed and then install the latest version of the game.

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I’ll give that a go. Thanks… :+1:

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So I tried Your suggestion @tonka:wink:

  • Uninstalled Obduction
  • Moved Local\Obduction directory to Desktop
  • Installed “publicpreview” beta
  • Started (although requiring PP of course)
  • Resumed game (save games were synced from the cloud)
  • Works :slight_smile:

Next up, upgrade to non-beta and check again (note though that I have had the game work once with 1.8.x before, but only on first start).

Wish me luck… :wink:

EDIT: After updating. Black screen again. Also tried disabling cloud syncing for this game in Steam to prevent it from downloading anything. Fresh new game -> black screen… :crazy_face:

EDIT2: Trying “publicpreview” one more time to see if that’ll work consistently (though with PP enabled). By now I kinda just want to be done with the story… :smiley:

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How far along are you? :7

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