Has anyone found with OpenVR (Reverb G2) the right eye flickers clouds/sky a bit? There's a few things I'm struggling with, although by no means a compliant. For a first release, this fantastic and seems very stable compared to other 3rd party 'injector' like software. I'd like the use of my mouse if possible. key bindings are quite clunky. I think the TGV would be hardwork in VR at the minute with all the power change switches in the cab etc. I'm not sure if this was ever advertised as a feature and I'm very satisfied with the result regardless but do we know if movement will be supported (XYZ axis)? Kind regards
Press the Insert key on keyboard or L3+R3 on a controller to access the in-game menu or to hide the menu. I use a xbox controller and not the mouse but as I understand you press the right mouse button once you are in the menu to activate your mouse cursor. I will have a look later and see what you have to do using a mouse but press insert key on your keyboard to hide the menu mate
I had this problem a couple of times on my Quest 2 in the right eye with flickering and the clouds/sky going nuts ,try changing to OpenXR and not OpenVR, that solved it for me. It also has 3 rendering modes: Native Stereo, Synchronized Sequential, and Alternating/AFR which can help with issues if shaders are not showing in one eye or are flickering but I believe the preferred option is native UE stereo for a better VR experience but the options are there to try and I have tried all 3 and reverted back to stereo. Have you enabled the mouse in the menu? I am going to have a look at this mouse issue later as it seems a good few people are saying the same thing that they are having issues with the mouse. I use xbox controller and it does the job but needs calibrating in the UEVR menu.
Aye, I tried Open XR and it threw a fit immediately- thanks though. I'll tinker around with things. Kind reagrds
FYI Re Motion Controller, I have been spending a bit of time trying to learn the file structure of the UEVR menu and understanding the Parent menu and the sub structure with the Children and Infants sub menus, these are the menus that allow you to create a 6 DOF motion controller within the game, although TSW does not require a 6 DOF controller as it has no arms, hands and doesn't hold a object like a gun for example in a 1st person shooter, so this maybe a bit more difficult than to create a 6 DOF motion controller for a 1st or 3rd person shooter. I hope to find some time tomorrow to have a more in depth look the at possibility of creating a workable motion controller. As it stands I do not know if the UEVR injector menu in TSW even has the - UObjectHook - Main - Acknowledge Pawn -USkeletalMesh sub menus but even if it does this is were I think the problem will lie in that we do not have an actual character in the game, we just move around on a cursor, so until I have a look tomorrow in UEVR to see if it even has the Acknowledge Pawn ( Character ) - USkeletalMesh ( Arms, body, hands, legs ) substructures then we may need some help from the DTG squad or someone with far more knowledge than myself but I am willing to try and give it a shot
Out of curiosity have you got OpenXR installed on your PC mate? HP Reverb runs far better running in OpenXR, I used it when I had the G1 and G2 and works a treat in DCS and sim racing
Last night I had 2 system crashes while in VR on TSW4, the headset screens just went black and when I removed the headset I noticed my PC was restarting so it had crashed the PC, no warnings or anything but luckily it restarted okay and then I had a 3rd system crash while in VR on TSW4 but this time it was the blue screen of death warning me that a critical error had occurred and the system need to be restarted but on restart it had to carry out a 'C' drive repair. Anyone else experienced a similar thing happen to them?? I have just upgraded from a Quest 2 to the Quest 3 but never in 2 years of using the Quest 2 has this happened before.
That might be a problem! Thank you. I thought it was included as part of windows mixed reality. I'll have a go. Kind regards
Does it move and bounce about back to the centre? It might be your controllers and mouse interfering but thats just a stab in the dark from other stuff I've seen outside of VR in other games when mouse/controllers conflict. Can you put your controllers to sleep? Or auto wake when moved?
Hmm - I'd be surprised if TSW/UEVR caused a hard reset/crash/blue screen but I guess it's not impossible. Have you ever stress tested your computer/gaming rig over prolonged periods? UEVR would be pretty harsh on it so you may have ran into a heat issue for example. If it happens again, see how hot things are. Might be worth making a custom curve for your computer fans and GPU fans etc. Do you definitely have the right PSU for your system incase maybe it tripped? I have incredibly limited knowledge for anything deep with computing but try to catch what the error/blue screen is net time or have a look at the event viewer to see what might have happened.
This sounds like you might have Volumetric Clouds still enabled. You need to go into the UEVR menu and click CVARS (might need to click "show advanced options") and it's fairly near the top. Mouse support is very very very limited and is one of the things I'm hoping someone can have a look at with making motion control support or halfway house fix for anyways. For now I would suggest learning the keyboard buttons for now. You should be able to move about either walking at roomgscale (physically walking) or by default most controllers work but also motion controllers mimic gamepads anyways so just move the joysticks. Did you try using the custom config for UEVR I uploaded? It's a bit lost in the comments but I think I attached it to the main first post. If not, message me and I will fix this. Weird, I think it's meant to work with it but let me know if you still dont get it working. It's way less clunky than openVR/SteamVR. Oooh! Very cool. See if you get so far but hit a hurdle, please contact me and I will drop you a message to see if I can put you in touch with the right people/mod dev. If it's something the dev could/needs to patch in as an option, they might be able to take a suggestion and consider it for the next release etc.
As a minor PSA: DTG did implement Volumetric fog/clouds and kinda made a big deal about it being a big feature as part of their upgrading of the look of the game. I highly advise for people not to turn it back on via the UEVR menu if you're using my config for UEVR as it was one of the things that broke when translated across to VR. It's unfortunate as it looks amazing when it works with fog but it's very broken with clouds. You might be able to fix it with one of the other rendering options but this takes a massive hit on you system. If you have a monster rig you might be able to take the hit but for most people it cripples the VR experience using anything other than Native 3D rendering.
No I am starting to think along the lines of what you have suggested, good call. No I have never stress tested the PC and I do know the PC was running really warm last night while running TSW/UEVR ( over 3 hrs in VR ) . I will keep an eye on the temps during gameplay and I will set up a monitor log for the m/board/ cpu/ gpu and liquidcooler temps from within the Corsair iCUE app as it already monitors the temps and I can simply run a debugging log from within the app. I have just changed the curve profiles for my chassis fans and the CPU liquid cooler. I will also have a look at the event viewer. Cheer for that mate
I think your custom config was broken as it was just crashing UE whenever I tried to start the game, I think you said you may have renamed it wrong and would upload another one that was working but don't think I've seen it yet. Yes I will let you know mate. I had a quick look earlier and it does have the Acknowledge Pawn ( character ) sub structure so we might be able to do something. I will have a good look at it tomorrow
You also want to install OpenXR tool kit companion app ------> https://mbucchia.github.io/OpenXR-Toolkit/
No rush mate, be interesting to give it a try as I am also going to look at this mouse issue not being good for interacting with the controls. Question, do the motion controllers work in any shape or form in the game? I think with me having a xbox controller attached my motion controllers do not show up in the input menu
I believe they should automagically work but if you have a game pad plugged in and active then it will use that instead. The motion controls, if they have joysticks and buttons, should behave like a generic pad or emulate an Xbox controller. I think they can act as a mouse in the UEVR menu but that’s as much motion as you get out of them for TSW.
How do you calibrate the controller? Is the right controller stick meant to move the HUD up and down because of the cursor?
I found a solution. The mouse cursor was kinda stuck in a loop between the mouse movement and UEVR menu. Or better as the mouse cursor movement is enabled by default the game itself catches the mouse to stay in the middle of the screen. But you cant right click to stop the view movement by mouse. You'd have to press "ins" as you suggest to disable the menu display. Then right click to disable the head movement by mouse in game. Then everything is fine. You can re-enable the UEVR menu again.
Managed to try this tonight at last. The view sitting in the cab was breath taking and I see so much potential. unfortunately I couldn’t drive anywhere as the stuttering in my reverb g2 made it unplayable. Something I need to sort in the settings hopefully but not quite sure where to start. Hoped it would work out of the box but need to do some tinkering. Still think it’s going to be awesome.
Theres definitely someone in here with a G2, i'd have a chat with them and see if they can make you a profile you can download and try. Shame it's not working out just yet.
Thanks for the help so far. Works fine with a Varjo Aero, Steam VR, using open VR. But as in VR youre basically blind, I was hoping to be able to use my Warthog throttle that I had it already setup and working in 2D as throttle and brake. It worked just fine using this software: https://forums.dovetailgames.com/threads/ts-world-raildriver-and-joystick-interface.61440/page-8 It works that way that you'd overwrite the exisiting "PieHid64.dll" in "Steam\steamapps\common\Train Sim World 4\WindowsNoEditor\TS2Prototype\Binaries\ThirdParty\PieHid\Binaries" Then the software connects to TSW4 But it seems that as soon as I use UEVR it overwrites the "PieHid64.dll" as it gets the "date modified" from the recent time I start UEVR. Is there any way to use both UEVR and the Raildriver Interface?
it's nuts that TSW4 doesn't support HOTAS etc. Bonkers. Even indie games automatically detect hardware.
Out of curiosity, does using a gamepad affect this DLL file in a similar fashion? I had a look and that DLL strictly looks like it's for rail driver exclusively but I may be wrong. Just to confirm but I thought DLL files were referenced/loaded in by programs rather than written to? My only other thought, DLL file aside, does using a gamepad disable rail driver input? If so, the motion controllers emulate an xbox controller so it might be disabling Raildriver
Original answer deleted. Sorry for the false alarm. It was when I connected my VR headset, then the connection to the Rail Driver emulator was reset or lost. The headset needs to be connected before starting the game and the emulator. UEVR is not causing it. Sorry again for bothering... But maybe it helps other people running into the same issue.
Using the HP Reverb G2 here, specifically bought TSW4 last night because of this VR Injection. In fact if there was no UEVR I still would not have bought TSW4. Did not have any major issues 'out of the box' running a scenario in the GW from Paddington to Reading. I will try a few more routes and see what happens. Right now though, this is looking to be the 'fresh start' that this Train Sim required and I would urge DTG to get on board with VR as soon as possible. The worst issue I have is the mouse not working until I press the windows key and Y due to some trickery in WMR (Windows Mixed Reality) engine. I would also second using OPENXR over Open VR with the Reverb G2 I now plan to re-program my Saitek X55 throttle buttons to take care of as many keyboard functions as possible. Machine spec for anyone interested; Asus ROG Strix Z690-A Gaming WIFI D4 - Intel Z690 DDR4 ATX Mainboard Intel Core i9 12900K Processor Overclocked to 5.0GHz Team Group Edition 32GB DDR4 PC4-28800C16 3600MHz Dual Channel Kit Asus GeForce RTX 3080 ROG Strix WHITE OC V2 LHR 10GB Asetek 690LS 360mm High Performance Liquid CPU Cooler + Corsair QL Fans EVGA SuperNOVA 1000W 80 Plus WD_BLACK SN850 500GB NVMe Internal Gaming SSD WD_BLACK SN850 1TB NVMe Internal Gaming SSD Samsung 860 EVO 1 TB SATA SSD (x2) Samsung EVO 500BG SSD (x4) Corsair iCUE 7000X RGB Full-Tower ATX PC Case ASUS RoG PG278QR 2560x1440c@ 165Hz x2 Reverb G2 VR Headset
Hey no worries at all - glad you were able to figure it out though. As much as bringing UEVR to TSW, this is still a big troubleshooting stage we're going through so it's good to cover all bases etc.
I mean as far as I can see the only minor thing I would have is that the TSW HUD is jittery. Seems like UEVR tries to counter my head movements, but with a low latency. Other than that it works like a charm. Especially now that I have my Thrustmaster throttle as input device and dont have to use the keyboard. The HUD is not really necessary as I can hide it most of the time. In VR I have all the gauges in sight I must admit, up to this point, sitting in the train, driving, not watching a 2D monitor of me driving is A GAME CHANGER. This is everything the 10 year old me would have ever dreamed of 30 years ago with my model railway. Thank you so much for making this possible for all the enthusiasts.
Hi, I also have a G2 but really struggled to get it running in TSW4 last night. The graphics rendered perfectly but every few seconds the framerate would just grind to a halt. It appeared to be regular as clockwork so not like it was in response to anything happening on scene. I have not used the G2 for a while so bit out of practice with it and how to run it with OPENXR. Do you have any suggestions on what could be causing it to grind to a halt. Or any config to change either in game or in the Windows settings? I'm running on a i9, 3090 Nvidia and 32gb of RAM so have decent enough specs. Flight sim was smooth as anything. Thank you for any assistance.
Hey, I'm running a Quest 2, I've followed the instructions on the github page, but when I inject, the game opens through my headset, but it's in 2D, it's like I'm looking at a monitor, just through my headset. How do I actually "enter" the game in a 3D space? EDIT: So OpenXR worked fine, as I had the above issue with OpenVR. Mind blown. Did a full run with the 101 on NTP and finally understood the fuss people make when it comes to letterbox windows vs bigger ones (not that I'm taking sides!). (Un)fortunately, I have a small gap on my nose bridge that my headset never seems to cover, and it was with this that I was able to use the keyboard just fine for throttle, braking, changing gears etc. Insane experience tbh.
Do you have any other VR apps open that might be interfering? If you can also make sure nothing else is hogging processing power. Definitely in the right port on your computer yeah? I've accidentally put stuff into slow ports by mistake and had janky audio/video/glitches. Just in case too, make sure everything is up to date including drivers and such. Got your fan curves etc all effectively cooling your rig down too?
Hah! I do this too if i need to check where my hands are. It's annoying at first but it becomes second nature. Eventually we'll have something I am sure. Each day new people across here and the Discord seem to be getting into it and are understanding the need for VR in TSW and motion control support. Curious to see where it all goes!
Has anyone else tried this with a Pimax crystal? Game looks great but having the following issues and not sure if can be resolved at this stage: - Mouse completely disappears after closing the UEVR menu so no interaction with cab possible - In-game menu and HUDS both stuck at bottom of screen not at the top - UEVR crashes when turning on DFR using the open XR toolkit (may not be compatible yet) I'm using an external controller (Thrustmaster TCA throttle). Any suggestions or fixes for the above issues would be welcome. Thanks
First I would make sure the TSW is running well on the flatsreeen. Then I would install OpenXR Tools and Open XRToolkit or at least reinstall the latest versions. OpenXR Tools for Windows Mixed Reality https://apps.microsoft.com/detail/9N5CVVL23QBT?hl=en-us&gl=US OpenXR Toolkit https://mbucchia.github.io/OpenXR-Toolkit/ You could watch this video for MSFS for more tips on OpenXR. If that Video URL does not show then search for this 'Comprehensive MSFS VR tuning for RTX 3090, 12900k, Reverb G2 with OpenXR Toolkit' If after checking the above you still have issues then I would suggest using a default 'engine.ini' if you have modified that file and also changing game settings, graphics, to their lowest settings and work up from those. I run in game settings on Ultra and whilst I have 60fps on the flat sreen I have not checked what the FPS are in VR, all I can say is it is smooth therfore I am happy.
Thank you, I will give that a try and see if I can get somewhere. I’m sure I’m not far away from working out the issue as reverb is excellent on everything else. Thanks for the help.
Yeah, can't imagine what it would be like with the motion controllers and in-game "hands". There was a plane game I played the demo for on the headset itself that used the motion controllers to interact with the flight stick, cabin buttons etc, and it was one of the most immersive experiences I've had in VR.
See in the UEVR menu, do you have the option ticked for showing the mouse? I can't recall off of the top of my head but there is a tick box for it and there is an option to set a hotkey. This will be because you'll need to right click and drag it up as if you were looking around in the 2D space, might make sense hopefully. Someone might be able to answer this one. It might be incompatible, if you wanna jump onto the Flatscreen to VR Modding Discord they might be able to help you further.
Just tried openXR, it is more streamlined to use, but it dropped my average frame rate from 30 fps to 24, with some dips below 20. I normally run 90 fps on flat TSW, so the impact to framerate is definitely noticeable. I might drop the resolution soon, but will try to keep the Ultra settings. Oh, and I highly recommend the God Mode mod and dimming the overly-bright environments. In VR the overexposure becomes (heh) glaring.
Yeah, kept to around 30 fps. But I want to stress that I haven't had much time to play with settings and tweak them, this is all absolutely out-of-the-box performance. I'll be tweaking all settings in TSW and in UEVR in the upcoming days and weeks.
I apologize for my English. I translate with the help of a translator. Let me add your impressions of playing UEVR - Train Sim World! Guys, what I saw on my Quest 2 was simply amazing!!! I sat in the driver's seat in different locomotive cabview. It's simply amazing to be inside the cabview and look at the world from its windows. I stood next to the locomotive and felt its scale and size. It's cool to be in my room and stand next to a huge locomotive that couldn't fit in my room. Only in VR did I understand how meticulously the developers approached the creation of locomotives and carriages. The perfectionism of developers is off the charts! Look at the screenshot. This is the characteristics plate of the Acela pantograph. If it weren't for VR, I would never have noticed this sign. Guys, this sign is really very small, but all the inscriptions can be read without problems. There are a lot of small 3D rendered parts. Reflections on the nose TGV in VR looks very cool! It's just amazing! In general, my emotions are at their best! Bravo Dovetail Games! But let me, after my praises, throw a stone at you. My virtual reality experience in the "Train Sim world" was wonderful. But why am I living this experience with the help of some guy’s third-party crutch from his own garage? Yes, there are very few of us people with VR glasses compared to the rest of the TSW community. But damn! We've been asking you for VR support since the days of "Train simulator Classic". But you still turned a deaf ear to us. And now some guy from his own garage has wiped your nose with his plugin UEVR. What this guy from the garage did now, you should have done back when TSW came out in April 2017. This wonderful plugin has a minus. There is no way to interact with the control provision either through controllers or through a mouse. Only keyboard commands can be used. We, the tsw vr community, would appreciate your efforts to support this plugin or create your own similar one. Because if some guy could do it, I think it would be easy for a game development studio even more so.
Tried it again last night on openXR, dropped my resolution to 80%, got a consistent 30-40 fps (capped at 40). Aside from newer routes having cloud-flickers on not-sunny days (3D weather I presume), UEVR is nearly a straight upgrade to TSW. Oh, and life got infinitely better after I locked the mouse on at all times.
I have to disagree with your comments on the controller or mouse not interacting with the cab controls etc, a game controller works okay and I now have my mouse mirroring the xbox controller in game, so I can either use keyboard / mouse or xbox controller ( my preference is xbox controller ) FYI; You cannot mod this to work with a motion controller due to the missing file structure in the UEVR Parent sub menu's as DTG have not implemented it and the sub menus are EMPTY so this would require work in the unreal editor to create the skeletal mesh and the child subs below that for a motion controller to work and I doubt DTG will ever do anything. Lets just hope that someone will come up with a mod in the future but to be honest I am happy using the xbox controller.
You might need to tweak the HUD size in the UEVR menu to make it bigger/closer to you but eventually it will almost work with the controls with a bit of fiddling. It is frustrating though! You need to turn off Volumetric Fog (or clouds) in the CVAR menu which will get rid of that glitched visual effect
So I just wanted to give another update as to my experience with playing TSW in VR, it's been really great if I am honest. If you can run the minimal hud (found in the accessibility menu) and track monitor with the upcoming speeds displayed in it, I had my most immersive experience last night whilst doing the Birmingham Cross City DLC. Getting my seat to the right height, and being able to learn the controls from the keyboard made it such a fun experience. Taking a service up to one of the stations, I had to couple to another train in front before continuing. What I was able to do in VR that i can't do in the 2D version was that I was able to stand up and lean over my desk (both in real life and the cab controls in VR) so I could see how close i was to the train in front so that I could approach, halt and then move forward to couple without being too rough. One thing I found massively beneficial too was trying to steal frames from lowering other settings and putting them towards bumping up the Screen Percentage option. This really makes the distance much more crispier. For what its worth, for anyone struggling with buttons/levers, I will list handy keyboard controls below: CTRL + W: Master Key (on/off) SHIFT + ENTER: Safety Systems/AWS (you might need to still use the cab switch lever in older UK locos) CTRL + ENTER: DSD (on/off) Y: Left Doors U: Right Doors I: Instrument Lights L: Cab Lights B: Buzzer Hopefully this helps, playing this game at the moment in VR is the secret sauce for me right now. Being much better focused whilst also just taking in so much more. Once you've gotten used to the controls and general braking force of a loco/consist, being able to truly eyeball the stop into a station is way more fun. If anyone is on the fence please feel free to ping me any questions. As another minor PSA: This game with UEVR can be generally smooth - as expected its not judder free but you can get it running very very smoothly with the right settings. Obviously like with anything VR related, your computer spec is very dependent on the outcome of your experience. Mid-tier and above is really were you need to be for VR gaming in some respects, more so for UEVR because you'll be playing games that weren't optimised for VR. Your best bet is to adjust your in-game settings until you are happy. I can't stress enough that openXR for a lot of games is a monumental improvement in framerates if your headset supports it. If you have a quest 2 or 3, ACW via Virtual Desktop is a game changer. Keeps things a bit smoother when you get to chunky parts of the route.