Totally agree, like I've said previously had my Quest 2 for over 2 years now and never had a problem, great visuals, fps and plug and play. I had a look on facebook market place today just out of interest and you can pick these up now for around the £100 mark and that is an unbelievable grab to be had if you get a well taken care of one. Best bang for your buck without doubt and I've owned two Reverb's G1+G2 previously and like 10A_Driver has said with windows killing off windows mixed reality it is not a viable option now, still a good headset don't get me wrong. I am upgrading my Q2 for the Quest 3 in a few days so looking forward to the new lenses and clarity
I haven’t tried this yet as I‘m away from home. But to echo what was said above, you can’t go wrong with a Quest 2 or 3. I have the 2 as well as a Reverb G2. The Reverb has excellent visuals but it’s a WMR headset and won’t be supported much longer. It also take a lot of GPU power to drive it. The Quest 2 is not quite as good visually but for the price, it’s awesome. I’ll be looking to upgrade to a 3 in a few months. The other benefit of the Quest from my point of view is you can play XBox Xcloud games on it (not VR, it’s just like a really big screen) so it has added value for me.
FYI if you don't know, in the UEVR menu, uncheck the VR_UncapFramerate option if you have your frame rate capped in the oculus tray tool. It is enabled by default. If you can't see it then enable advanced options to see the developers tools.
Thank you for this. But now i have a Problem with DTG live. Bitdefender had a detection on the injector. since this i can not log in into DTG live. Also the game delete my dovetaillive.sav in the folder save games. I test with the file from my TSW 3 folder, in game DTG live say they have maintenance. after closing the game the file dovetaillive.sav is deleted. i check files with steam but nothing. any help?
Sounds like you need to add the UEVR.exe to your windows defender exclusions, see below for a how to do and also how to restore your deleted .sav files. Hope this helps 1. Press Windows + I keys and open Settings 2. Click on Update & Security 3. Go to Windows Security 4. Click on Virus & Threat protection 5. Select Manage Settings 6. Under Exclusions, click on Add or remove exclusion 7. Click on the + sign which says Add an exclusion 8. Select File, Folder, File Type or Process 2. Restore Quarantined Items If Windows Defender has deleted files on your computer, worry not. With these steps, you can even restore quarantined threats. The steps mentioned below are quite similar to the ones mentioned above – 1. Follow the steps 1-4 as mentioned above 2. Under Virus and Threat Protection click on Threat History 3. Click on See full history under Quarantined threats 4. See the items in the list and select the item that you want to restore click on Restore If you are unable to find the quarantined items, here’s what you can do – 1. In Virus & Threat Protection click on Scan options under Current Threats 2. You will be able to find all your removed files under Quarantined Threats 3. Now you should be able to restore them
This is a known false positive. I’m not sure why your save file has disappeared though, this is very odd.
To any DTG staff ( DTG Matt ) I realise there’s a few of us now using VR but if you fancy having a chat more in depth or want to ask any questions, feel free to drop me a message. Happy to jump on a call too if that’s easier. Would love to let you know my thoughts on VR in TSW and answer any questions you or the team might have.
Sometimes windows defender can delete save game files mate, never found out why but I think it also depends what operating system a user is using when this happens. We all know PC's can have a mind of their own at times
having so much fun with this but the frame rates are weird and inconsistent. I notice that it doesn’t matter if I have resolution scaling at 1.000% or 1.5000% I still get 35 fps. Even with low graphics settings or high. Still 35 fps. There was a brief 10 minute period on New York - Trenton where I received 75 fps but then quickly fell back to 35 again. Something is capped somewhere I feel but I have no clue where, as I’ve checked the settings on my UEVR and quest 3. So strange.
For what it's worth I will note down my findings and make them condensed as best possible: Positives: Practically all critical systems work making the game very playable with UEVR. Signals, speedboards, 3d markers for objectives and train stop markers all appear as they should. Visually, it appears most parts of the world and locos and related all render as expected HUD renders as expected but does have some problems, will post below separately. Immersion As expected, the levels of immersion are immense with a mod like this. Anyone familiar with VR is aware of the sense of scale that you notice when you are using VR in any kind of simulator be that flight, racing, hunting etc. Sense of speed is incredible, especially on faster routes or fast locos/consists. Being able to gauge coming into platforms is very very cool. You could kinda eyeball it with enough practice on a 2D screen but being able to come into a platform and feel how fast you are going whilst referencing the platform, it just really adds into the immersion and realism. In-Game Menus These function exactly as you would expect. with UEVR you do need to make sure you use the option to display the mouse but beyond that, works completely as expected. Negatives: HUD Renders and displays information as it should but any markers that are 2D and exist in the HUD area don't always make a lot of sense. Any markers pointing to buttons/parts/player proximity are hard to decipher as to what they are pointing at due to existing on a plane that doesn't quite align with either eye. That being said, this can be sidestepped if you know the keyboard shortcut or spend time hovering your mouse until you are able to interact with the area. It can slow the game down if your train has a complicated setup I have found. Render Issues Any physics based piping in the game only renders in one eye. Only an issue if ghosting annoys you. The flares on signal aspects also only render in one eye but is not much of a problem depending how picky you are being (IMHO). FPS drops in built up areas but again this is something to be expected. Lowering your settings can help this. Conclusion: Honestly, UEVR gets you 90% there and thats enough for me and what seems most people. The brilliance of UEVR is that the creator of it made if possible to write plugins which are loaded alongside the injection of the VR components. I believe they have to be coded in C++/UE Blueprints and you just pop them into a folder with UEVR and import them in. This opens the door to people making motion control support for games which in the case for TSW, I hope someone does come along and write something which can be used by many. Being able to use your motion controllers would be a dream come true for a game like this. Being able to press the buttons, pull levers etc would make playing the game in VR a breeze and also complete the immersion. I'll be sticking about to help people where I can but I hope this helps people see that its worth giving VR a shot. The fact a mod like this can work so well blows my mind. If there's room for a collaborative effort with DTG to get the remaining 10% there with motion control support, I'd be more than happy to make sure any devs interested get the right information from the UEVR project. You can see a lot of his work and more here: https://uevr.io/ My Specs: AMD Ryzen 7 3800XT 8-Core Processor NVIDIA GeForce RTX 3070 Ti 32GB RAM Windows 10 HMD/VR Headset: Quest 2 (w/ Virtual Desktop)
Can you list how you are launching this? I'll list below how I am launching it: Open UEVR > Headset ready to go but not on > Make sure Virtual Desktop is running > Put headset on > boot up Virtual desktop app on Quest 2 > connecr to computer > Run TSW4 > wait till either the load screen or main menu appear > inject > play. If you can, make sure you are using openXR and not openVR. OpenXR is a lot better and faster.
AVeryFatElf I don't want to quote your entire post above, seems pointless to duplicate it, but really just wanted to say that it's a really bang on summary of the state of play, and I agree 100% with the points you made. I can't wait to see what the developer does next with this plug-in and, who knows, maybe one day we will see native VR support from DTG... UK-based train-simming in VR is a dream come true for me - I once, very nearly started a career as a train driver with Northern (nearly!) - but ended up down a different (and ultimately more rewarding) career path. Now I get to live out that alternative path, albeit virtually
I'd say the same exact boot order except I usually don't open UEVR first. Also, I gave both OpenXR and OpenVR a try and there are for sure pros and cons for each on my Quest 3. OpenXR looks better and has little to no environmental jitters, but has a much lower frame rate. OpenVR looks terrible, even with higher graphics settings, colors are over-saturated, and the environment constantly jitters, but fps is 50-75. Wish I could find some middle ground between these in terms of performance.
I'm sure you've tagged the devs previously in this thread, but PLEASE DTG Matt take a look at this and see what can be done to push us to the finish line. In-cab loco setup & control with our VR controllers would just feel like the cherry on top of this wonderful, HUGE step forward for Train Sim World in VR.
It's weird because openVR is much better for me in terms of smoothness, fps and quality. I do have an old oculus rift though.
This whole time I was using the oculus app on PC to link my quest 3 via USB-C cable and I noticed that app alone was utilizing 75% of my GPU which explains why I was getting a constant 35 fps in game. Downloaded the Virtual desktop app and gave that a shot and after messing around with the settings, it’s SO much better. Have a stable 80-90 fps with the resolution set to ultra, and the bit rate streaming at 400 mbps, but the downside to that is my latency is 120 ms so when I turn my head I can see black boxes quickly appear and disappear as the game slowly loads in around me which breaks immersion. If only there was a way virtual desktop had a USB connector mode to completely cut out the latency that streaming through wifi adds… I’ve done a few things to lower latency like decrease resolution, reduce streaming quality, which did help significantly, but then the quality of the scenery, tracks, signals, etc. ahead were so fuzzy it was almost nauseating. I’d much rather deal with the higher latency than anything else tbh so I think I’ll just deal with that for the time being.
Are you using either the Oculus tray tool or Oculus debug tool by any chance? And what is your link cable speed when you do the cable test in the Oculus app?
I don't have the virtual desktop app as I use the link cable for VR but can you set your bit rate to 500mps in the options? Also I know this is a daft question but you do have your PC connected to your router with a ethernet cable and not via WIFI? Your router also needs to be 5Gbs capable and it ideally should be in view of your headset in your room / gaming area and not on the floor and out of site to get a good wifi connection to your headset.
How big is the difference for TSW in particular between using a Quest 2 and a Quest 3? Are framerate and graphic differences very noticeable? I want to get a VR headset, but I am not sure if the high price for the Quest 3 is worth it or if the Quest 2 would be as good, especially because I don't aim to play many more games other than TSW on it.
When playing while connected via USB, I was using just the Oculus app. There are only two settings in app to change (refresh rate, and resolution per eye). I did manage to find the debugging tool and saw that ASW was already disabled :/ I'm gonna mess around with that tool and report my findings back here later. If any of you have recommendations for what I should set my settings to in this tool, I'd greatly appreciate it! Yeah, in terms of virtual desktop, it's connected via ethernet to the router which is right next to me, and it is a 5ghz router and connection back to my quest 3. The performance overlay tool was telling me a lot of my latency was coming from the game itself then of course some 'ms' were added in post-processing with some of the settings I have to disable stutters etc. (video buffering, higher bit rate). It wasn't so bad in this photo, but changing the graphics quality from "Ultra" to "God Like", increased it to about 130-165. Everything looks great, it's just the darn latency now. :/
Maybe a few things to try with your VR wifi connection, make sure all devices connected wirelessly like phones, tablets, smart tv, etc go on the 2.4ghz band as they can cause lag spikes, secondly make sure in your PC power settings that you haven't turned it to a Balanced or Power Saver type setting with the CPU down throttling. Set to High performance and lock that CPU in at high speed.
Wow, this is just amazing. I have been a long time VR user (launch customer with the original Rift). I can't fly without it anymore, and have been using TSW a lot less due to the lack of support. This plug in is amazing. The sense of scale, the sense of speed. You can feel the gradients (and camber, which I had never noticed before). I am running the high end preset from Jetwash in God mode, and have my G2 set to ASW (using OpenXR toolkit, which amazingly is supported). I am getting an absolutely rock steady 45fps. The only down side is that it is really hard to select switches using the mouse. I just ran the SEHS and just couldn't switch over at Ebbsfleet. For the most though, this is where my home build controls really come into their own! Makes driving in VR a breeze!
That's brilliant! I'm starting to get back into TSW since the VR mod and I've had something like this in mind. Would you mind sharing any details? I've done something similar for Euro Truck Sim using those joystick thingies and a generic joystick controller board from Amazon to add indicator stalks and buttons to my wheel setup. Would that be doable in TSW, or does it need something more complex/Arduino-ey? Any help would be much appreciated. First post, so while I'm here I have to mention just how incredible this mod is. This is exactly what TSW has needed IMO, and the fact that one bloke has put together such a comprehensive mod that works basically perfect straight off the bat is phenomenal. Huge well done to the guy.
Good to hear you are enjoying TSW in VR I don't use the mouse in VR using this mod, I just use my xbox controller and seems to be pretty good at interacting with the control switches etc. I also know that you can calibrate xbox and ps controllers in the settings to get near pin point accuracy but I haven't had the time yet to look into this. Loving your home made controllers btw, great work
I have just got the Quest 3 and I also have the Quest 2 which I have had for over 2 years but decided to upgrade for the newer lenses, better colour and increase in FOV but I have to say while the Quest 3 is a brilliant headset and it is a worthy upgrade to my Quest 2, my initial thoughts are that I would go with a used Quest 2 and if you can get a good one, that has been well looked after then that's the way I would go. Facebook market place have lots of them for sale for around £100 - £140 which is a steal for what you get for your money. However if you are wanting to buy a new headset then I wouldn't pay £299 for a Quest 2, I would pay the extra and get the Quest 3 but a good used Quest 2 at a good price is the best value by a mile IMO. Quest 2 is a fantastic headset Performance in TSW compared to the Quest 2 is noticeable but it is not a massive leap forward, yes you get a better FOV and the clarity from the new pancake lenses makes for a sharper image and I have noticed the game runs smoother and the menus are slightly quicker accessing them. But it is not a huge leap forward from my Quest 2. I have not tried it in sim racing yet or DCS which are the only other sims that I play in VR and the Quest 3 may shine a lot more in these sims as they have full VR support along with Nvidia support for my GPU so my initial opinions are only based on TSW. Please understand that I have only had the Quest 3 for about 24 hours so it is early days for me using my new headset but I hope this helps anyway
Very cool! I have a partial controller built, might need to have another go at making it work again, as well as the AWS button I have too from TS controllers. Yeah honestly, I had gotten very bored of TSW but the VR aspect has now completely changed how I play the game. In TSWs defense though, I've been getting quite bored of gaming but VR itches that gaming need in a way flat screen gaming doesn't. Control within the cab is definitely a massive issue right now, hoping over time someone can help develop a motion control plugin.
Forums Just a heads up which may help some of you out there that have flight sticks, I use my Thrustmaster Warthog throttle as a controller in TSW along with my xbox controller, You have to use a mod to be able to run the flight controller in TSW, the mod was developed by a guy called Drakoz and he has a thread here on the forums. Here is a link for those that maybe interested although he is no longer working on the mod as he say's that there is a more preferred way of getting your flight gear to work within TSW which uses a Raildriver and joystick interface but I do not own a Raildriver and I have been happy with what he has provided to the community and it works for me. He has a link to the Raildriver / Joystick interface for those that want to check it out on his thread. The mod works with other flight sticks from Saitek and others. Check his thread out for more info. https://forums.dovetailgames.com/th...-for-warthog-throttle-saitek-tq-profile.3634/
I basically borrowed the idea from another forum user. This was the thread: https://forums.dovetailgames.com/threads/raildriver-disappointing-in-tsw.49680/#post-464408 The controller just uses an Adruino board and I then use a little app called Joy2Key which turns the joystick/button movements into key strokes. The really good thing with this is that it works with every train. Unlike raildriver, you don't need the developers to make profiles. Let me know if you need anymore info. Suffice it to say, like in flight simulators, when using VR it is really useful having peripherals to use with your headset on.
Just tried this out last night on my Valve Index. Not perfect, but it adds a whole new dimension of realism I've been craving for years. Derail Valley and Rolling Line are fun, but I like running North American freight, and this scratches that itch. It feels amazing to run a set of SD40's over Sherman Hill, checking the gauges (HUD off) with a glance and feeling the whole experience around you. This has definitely injected new life into TSW, which I feel has been a bit lacking in recent years (more freight routes when?). For those of you that also play Railroads Online, UEVR works right out of the box.
https://forums.dovetailgames.com/threads/arduino-controller-build.45279/#post-447330 This was the correct thread (which the one I posted linked to). It discusses how to build a controller. Back to VR. I'm not a fan of using VR controllers. It's hard to fly / drive using joysticks whilst holding the VR motion controllers. When flying, it works perfectly using physical yokes, throttles etc and then using the mouse to click switches, use the autopilot. Someone said you could use a gamepad to access the switches. How do you jump between different levers/switches using a gamepad?
Question: Why are you holding your VR motion controllers while trying to fly / drive using yokes or steering wheel? I can imagine that it is very difficult to do but I only use one VR motion controller once I am in the Oculus home and then click the desktop icon to put me into desktop mode, then you can put your motion controller to the one side and just use your mouse as you would normally to double click to start what ever game you want to play and then use your wheel / gamepad or what ever from there. I maybe missing something here but I've only ever done it this way. I am confused at what you are trying to say On xbox controller you just use the thumbsticks to move the cursor around like a mouse and press what ever the button assigned for the action your trying to do ie: Press Y button to sit in the drivers seat or press and hold A to activate a switch and use the thumbstick to move the slider. The triggers left and right control the brake and accelerator and the D pad is used for navigating the menus. Same goes for walking around in the game just use the thumbsticks to control your movement. I would guess a playstation controller would be the same in use.
How do you actually use a mouse/keyboard, or any hardware controller when you cannot see your hands in the headset? Waiting for a pair of affordable cyber gloves to see my hands reaching for those lever, switches or buttons, and finding there is nothing but thin air between my fingers. Does this work using Vive? I've bought a Vive, already 5 years ago or so, but hardly used it because I got nauseous and motion sick very quickly in fast games. Driving a locomotive will probably be more tolerable, and I'd love to give it a try. VR didn't really take off it seems as they've all but vanished from the MediaMarkt and other electronics superstores. And gaming arcades perhaps also? GTA and open world games in the genre still aren't VR by choice? What is the current situation with affordable, more wide angle headsets, which are told to lessen motion sickness
You don't need to see your hands using a gamepad / hardware controller or even the mouse. The Keyboard is a bit more difficult if you are not proficient in using a keyboard but it all boils down to building up your muscle memory to use the controllers etc. Start by having everything close to hand and get to know where everything is when you put on your headset. Newer headsets have a feature called passthrough which allows you to see your desktop or room while using the headset. Yes, UEVR is compatible with HTC Vive and other PCVR headsets that are connected to SteamVR I cant comment on motion sickness as I have never suffered from it so cant comment on other headsets that would help with your motion sickness. Do some research online for help.
Just tried it. Worked out of the box and with no tweaking, I'm very impressed. This is fantastic. Kind regards
Out of curiosity does openXR work with your headset? You’re meant to get better performance with it too for what it’s worth
I’ve figured out why the link cable and oculus app give me such terrible performance. Apparently it doesn’t recognize my graphics card. I get this “your system doesn’t meet the minimum requirements for VR” pop-up anytime I launch the oculus app. If you have a 7900 XTX I’d go with something other than a meta quest 3 until meta update their firmware correctly utilizing this GPU. Upon further research it seems like meta favors and prioritizes NVIDIA cards over AMD so this doesn’t really surprise me.
Wow just checked, your right Meta does not support 7000 series cards yet, that sucks big time and all Meta have to say is keep checking back for updates.
Brilliant, thank you! It looks like I may be able to use the joystick board I was originally thinking of in conjunction with Joy2Key, it's certainly given me some food for thought!
Question for those that use the Quest2 / 3. Are you using either the Debug tool or tray tool or neither in TSW? I have been using the tray tool with my fps locked at 45fps forced with no ASW and running at 80hz but tonight I have been trying it without the tray tool running and at the moment I cannot see a difference in performance
Yup! it makes complete sense why virtual desktop runs so much better for me, more than double the frame rate, so I’ll be sticking with that for now until they update the oculus app to support 7xxx cards.
I’ve tried so many things and I was always locked at 45 fps with all of those tools you mentioned. The only way I got better visuals and performance was through virtual desktop, but that will sadly come at the cost of some latency since it isn’t hardwired. I was seeing some stuff about OpenXR toolkit but couldn’t get the UEVR injector to start once I had that installed, so I went back to virtual desktop.
Yes I cannot believe Meta release a new headset but do not support the latest AMD cards. I'd be gutted if it were me
Yes I'm in the same boat as you, I have OpenXR tool kit and on the first boot up it UE crashed and the second time it ran the game for about 10 mins but crashed again but this time I did have the OpenXR menu appear in the headset and I went through the menu before it crashed. UEVR Tsw4 is listed in my OpenXR program list along with my other OpenXR games with a tick in the box next to it so to me it looks like the program is reading the openxr element but at the moment it is just crashing the game. I seem to remember reading somewhere that OpenXr toolkit is not compatible with Oculus. I maybe wrong??
I am using the Varjo Aero and I am getting a fatal error like this. Tried Open XR and Open VR: LowLevelFatalError [File:Unknown] [Line: 339] Direct3DDevice->CreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed at F:/DEV/ND23SUB/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Texture.cpp:534 with error E_INVALIDARG, Size=16592x7112x1 PF=11 Format=DXGI_FORMAT_R32G8X24_TYPELESS(0x00000013), NumMips=1, Flags=D3D11_BIND_DEPTH_STENCIL D3D11_BIND_SHADER_RESOURCE , Usage:0x0, CPUFlags:0x0, MiscFlags:0x0, SampleCount:0x1, SampleQuality:0x0, SubresPtr:0x0000000000000000, SubresPitch:0, SubresSlicePitch:0 Any Idea?
I'm using a Varjo Aero, not having any problems except UE crash on exit. Works in both openXR and openVR. I think openXR is smoother using the openXR toolkit and dynamic foveated rendering. I initially had some crashes when both openVR and openXR were both on in the Varjo base software, with just openXR on it works OK except keep getting a steam error at the start so just closed it down. Also using Jetwashes lighting mod 3.9, its very smooth at 30 fps using varjo motion smoothing and vertical synchronisation on automatic, medium to high settings in game. Find the mouse virtually unusable however have a rather old raildriver. Have to set up the train in 2D then inject the UEVR. Mainly played the Vorarlberg route it looks superb absolute game changer.
I had a mismatch between the OpenVR / XR setting in Varo Base and UEVR. They have to be set the same way, and you can only use one or the other, ike you said. It works now! Thanks for the help. I just cant use the mouse to click on the UEVR menu items. It is just caught in the middle of the screen. So I cant minimize the menu or click center vr view.
If your on Steam I would suggest that you do a file integrity check of your TSW folder, you may have corrupt file / files. Steam - Library - Right click game - Properties - Installed files - Verify Integrity of game files