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Posted (edited)

I know both the VR bugs of-

  • render distance differing per eye
  • Usng options.graphics.stereo_mode_use_shared_parser = true causes,,,
    • cockpit flood light to render one eye
    • smoke to flicker in one eye
    • no shadows of crew members on the the super carrier

 

have both been reported.....

 

 

 

WMR has an option in its settings of:-

  • Experience Options
    • Optimise for performance
    • Best visual quality

 

 

Only when using Optimise for performance it does trigger the render distance difference bug.  Then when selecting the parser to be true it fixes the render distance issue but causes the other issues listed above

 

Also note that with the optimise for performance with my system for the first time I can run the channel map @ fixed 45 FPS so it clearly does optimise performance

 

So my plea is for ED to please fix the parser issues

 

Thought this may help a few people understand the issues and to try the option for optimise for performance and parser to be true as the flickering smoke whilst not great is prob worth the performance gain 

 

 

 

Edited by Underscore
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AMD Ryzen 5800X @ 4.8Gz; MSI MAG X570 Tomahawk; GeForce RTX 4090 MSI Trio;  32MB DDR4 @ 3600Mhz; Samsung 980 pro M.2; Varjo Aero VR; Thrustmaster Warthog stick, Viper TQS throttle & MFD's; Monza SR-P pedals

Posted

Different render distances are reported in many threads, that ED´s even closed (I don´t understand why). Many pictures posted many logs etc etc ... and we have these issues since the beginning of 2.5.5 (1,5 years ago).

 

@ED Is so difficult to address rendering distance in VR, just to have the world rendered in the 2 eyes? PLEASE FIX IT AT ALL, this completely disturbs to have it.

 

Thanks.

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