PC Tsw Vr- Player Feedback

Discussion in 'TSW General Discussion' started by AVeryFatElf, Jan 24, 2024.

  1. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Hey everyone!

    I wanted to create this post to centralise both positive and negative (but constructive) experiences with playing TSW in VR in its current form.

    **I'm sure it doesn't need to be said that the UEVR injector is no magic bullet when it comes to making games playable in VR. It gets us 90% of the way there with 5% going towards needing a better native control experience and the other 5% going towards some optimisations.**

    **This thread is solely for people who have being using the UEVR Injector to play TSW in VR.**

    This post is not intended for general discussion on VR in TSW unless it's relevant to your own experience of this game in VR or is trying to help another player who might be having problems due to incorrect setups. In an effort to keep this as clean as possible - please only discuss below if you think it's constructive to the overall discussion of VR in TSW. VorpX is NOT Native VR. Please do not discuss or bring this up below unless drawing comparison to it. Playing TSW on a flat virtual screen also does not count as being played in VR in the same sense as UEVR.
    ================================================

    When giving your feedback, please list it in the format as:

    Headset: (Quest 2/3, Index, Pimax, WMR etc)
    PC Specs: (CPU, GPU, RAM, Laptop/PC etc)
    OpenXR/OpenVR: (You can find this in the UEVR launch window)
    SteamVR/Virtual Desktop/Oculus Link/Airlink/Other: (Pick which one you use. If "Other", state which one)
    Feedback: (Your general experience with playing the game in VR, what it brings to the game/franchise whether that's negative or positive. Feel free to give examples which can cover either pos/neg moments, where it shines and when it doesn't in its current form. Can also include suggestions as to how it could be better and what would make the experience better. This could be better controls, optimised VR graphical settings etc).
    Optional Media: (Not mandatory but if you've got any footage you can attach, please do. Can include commentary but not essential although it would help - probably best to host the footage on Youtube and link here).

    ==================================================

    I believe that covers everything but if you feel I've missed something out, please add it on to your response and I may edit the above template. For ease, just copy and past the above and remove what's not relevant and fill in where needed.

    The intention of making this thread is to try and help provide DTG some initial feedback as to how their game plays and feels in VR. I know a lot of people have had mostly positive experiences with this when they've had it setup correctly and have spoken about how it really changes the game significantly for them. It has for me and I will be putting in a response below to help kick things off unless someone beats me to it.


    Thanks in advance to everyone who contributes!

    PS: You can find out more about UEVR and TSW in my signature. Please click the relevant link(s) below.
     
    Last edited: Jan 24, 2024
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  2. uvm0902

    uvm0902 Well-Known Member

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    I've been testing Quest 2 on TSV for a week now and I really like it. I am a weak VR user and this is my first experience.
    I ask you to share your experience in the UEVR and Engine Ini settings to improve image quality. I don’t understand what quality I can achieve and how to do it. I would be very grateful.
     
  3. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Hey! Jump across to here: https://forums.dovetailgames.com/threads/train-sim-world-vr-praydog-mod.60428

    I'll try to help you in a bit but if you post the same question there, myself or someone will be able to help! :D
     
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  4. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Headset: Quest 2
    PC Specs: AMD Ryzen 7 3800XT, RTX 3070ti 8GB, 32GB RAM
    OpenXR/OpenVR: OpenXR
    SteamVR/Virtual Desktop/Oculus Link/Airlink/Other: Virtual Desktop
    Feedback:
    VR coming to TSW, albeit via a third party tool, has been such a fantastic experience for me. As someone who has has played other games and sims in VR, I high anticipated the release of the UEVR tool and knowing it would significantly enhance the experience of playing TSW. While there has been some problems, as aniticapted, for the most part I've found myself turning off most of the HUD and using only the cab dials and instruments for things like speed and brake pressure etc. I dont want to sound dramatic but this has been a game changing experience for me and admittedly I was growing a little bored of TSW as it just wasn't tickling the right part of my brain. As a result I've been putting in hours at a time playing this game in VR in the evenings when I've had nothing else to do.

    The biggest positive that you get playing this game in VR is truly the immersion. As mentioned above, I'm relying on the cab telling me what the train is doing and what I am doing with the train. I do keep the HUD element on that tells me of any control changes/statuses and due to not knowing routes from memory I do keep the speed board and next stop distance in the top right along with the track monitor for my own sanity. Coming into platforms has been fantastic because due to how VR works, I can basically sense the speed I'm coming in at and eyeball it. Any other VR players will tell you that you get a truer sense of scale when you're in VR and have everything scaled correctly. Standing next to locos and such, you really appreciate the size.

    Regarding the negative experiences in its current form, the only big notable ones are some control issues when in the cab but this was to be expected. There are workarounds but it is very handy to either play by gamepad or if you've been playing the TSW/TSW franchise for years, the keyboard shortcuts are second nature. Another big issue at the moment is performance on some routes. Again this was to be expected, the game was never made nor optimised for VR. How could we fix this? Well either this could maybe be done via some clever ini tweaks/mods or through an official VR release. I'd imagine some deeper engine tweaks could lead to VR performance profiles being made.

    I do think that DTG should eventually make an official VR option for TSW but appreciate they are a small studio and need to prioritise other development elsewhere. I would like for them to consider that as times move on, VR has become less gimmicky and more like an option as to how you play your games be that flat or in VR. It's also becoming much more affordable for people to get into VR, just look at the Quest/Oculus products which don't need lighthouses or other hardware beyond the headset and controllers.

    Looking ahead, I will never likely play TSW on a 2D screen ever again as the experience in VR is just so much better in my honest opinion. Here's hoping it gets some official development.

    Optional Media:
    Gameplay commentary of me playing TSW4 in VR and just kinda going over some of the main points of the experience which are already described above. As of typing the video was made almost 2 weeks ago.
     
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  5. rpeterbroughlowe

    rpeterbroughlowe Active Member

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    Headset: HP Revern G2
    PC Specs: (i9 10900k, RTX 3090, 64DDR4,)
    OpenXR/OpenVR: OpenXR
    SteamVR/Virtual Desktop/Oculus Link/Airlink/Other: Virtual Desktop
    Feedback:

    UEVR is honestly the only reason why I'm playing TSW again. As others have said in the original VR thread for the injector, it's like playing a different title and put the World into TSWorld. DTG should be incredibly grateful (although VR users are prob small but growing number)
    I have for years begged DTG to do something with VR, I knew how good it would be, how uniquely suited VR is for the a sit down sim having experience the transformational impact it has on DCS and then MSFS.

    Sure, a the controls and user interface isn't great (yet), but to be honest, I didn't buy TSW for it's amazing menu screens and icons. If DTG had proper controller input for HOTAS the experience would be even greater. Alas, they haven't and we have to use a mouse.

    I argued that 'build it and they will come' in regards to DTG knocking up a VR test release version but given they can't put resources into anything that won't guarantee a return, it didn't happen. We'll see if I was right.

    Optional Media: impossible to convey the immersion of true VR in 2D format, so I wont bother trying.
     
  6. gavinmcwalter

    gavinmcwalter New Member

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    been playing since uevr come out -
    made the game 100 percent sim ( pretending the bugs dont exist )
    -Im using a thrustmaster hotas x as a throttle/ brake
    - button box for door controls ect ( soon be making a dash to replicate class 377)
    - bass shaker so i can feel revs, engine, track vibration ect
    been playing with the god mode mod and tweaking ini setting and now have solid fps - settings on game are between ulta and low
    The biggest diffrence has been the god mode ini tweaks
    for example foliage would pop in and out when moving head, putting a higher lod fixed this
    rig is . .. rtx3090, amd ryzen 7 5800x, 32 gb ram, pico 4 using virtual desktop

    game Settings resoltution - 1080p
    launch options = -dx12 -useallavailablecores ( unsure if the core one matters these days )

    virtual desktop settings - vr graphics quality godlike
    frame rate 90fps
    ssw always enable
    video buffering - ticked
    bit rate - automatically adjust bitrate
    preferred codec H264+
    track controllers - no

    uevr setting
    openxr
    vr rendering method - native stereo
    supersampling - 1.1 - 1.5 depending if i want more clarity over frame rate
    virtual desktop options both ticked
    depth - ticked
    volumetric/clouds ( cant remember what its called ) on cvar- off

    software for controlls
    TSW Raildriver And Joystick Interface V2.0.0.1 - thrustmaster hotas x ( throttle and brake )
    joy to key - button box

    MODS -
    God Mode
    NewWindRainThunder
    train lighting lod fixes
    Better Rain V2
    Route Vegetation & Grass EP
    Improved signal visuals
    CabCam Improvements All-in-One
     
    Last edited: Jan 26, 2024
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  7. gavinmcwalter

    gavinmcwalter New Member

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    my post above may help you - i have not put anything in the engine ini - only on the god mode dynamic ini
     
  8. 10A _Driver

    10A _Driver Well-Known Member

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    Headset: HP Reverb G2
    PC Specs: (i5 12600K, EVGA RTX 3080 FTW3, 64DDR5,)
    OpenXR/OpenVR: OpenXR
    SteamVR/Virtual Desktop/Oculus Link/Airlink/Other: SteamVR

    This mod is the only reason I came back to the TSW franchise, and I'm glad I did!
    This is a game changing experience, both for TSW and for the train simming genre.

    I do hope DTG can implement some VR player controller code so we can grab handles, as Derail Valley does so well.
    Here's hoping!
     
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  9. cars0199

    cars0199 Member

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    Headset: Quest 3
    PC Specs: Intel i9-11900KF @ 3,5 Hz, NVIDIA 3090 24GB VRAM, 64GB RAM
    OpenXR/OpenVR: OpenXR
    SteamVR/Virtual Desktop/Oculus Link/Airlink/Other: Virtual Desktop
    Feedback: After having bought a Quest 2 for flight simming I became totally hooked by VR. I could never dream of going back to flying in 2D, especially after upgrading to the Quest 3. There are quite a few very immersive and well programmed standalone games for the Quest too, which I've fallen for. So when it all of a sudden became possible to use TSW in VR, I just had to try it!
    The injector worked right out of the box, just a few smaller adaptations in the settings - and as I've said on another thread I was immediately blown away by how beautiful and immersive an experience I got "inside" TSW! I have been revisiting quite a few of my older routes, finding myself cruising around and just enjoying the atmosphere! Graphics are good (I lately started using the Graphics and LIghting enhancement mod, which even improves things further), and apart of the usual micro stutters everything is quite smooth.
    TL/DR: I'll never ever gonna use the simulator in 2D again!
     
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  10. AVeryFatElf

    AVeryFatElf Well-Known Member

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    https://bit.ly/TSW4PlayerSurvey2024

    So you may have seen this already but DTG have put out their survey and whilst it doesn’t take too long to do, it does include a bit for VR. Who knows if they’ll ever do it but if enough people show interest, they might one day make an official VR option for TSW. It’s fairly quick to do, took me about 5 mins.
     
  11. jamster47

    jamster47 Well-Known Member

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    I have completed the survey. I worry they will only ignore the VR enthusiasts again like last time as most people will say they are not interested.
    Just sat in the cab of the 465 tonight in VR and you can really see the love and attention to detail that DTG have put into it. This is not so evident in 2d. People really don’t know what they are missing.
     
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  12. strato#5319

    strato#5319 New Member

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    Headset: Quest 3
    PC Specs: PC i9-13900 KF , 32 GO RAM , NVIDIA 4090 Tuf Gaming
    OpenXR/OpenVR: OpenXR
    SteamVR/Virtual Desktop/Oculus Link/Airlink/Other: Virtual Desktop
    Feedback:
    Since I bought my first Oculus DK1 VR headset in 2013, I have never played games on screen again. I just buy games developed for VR, when I knew that we could play this games with UEVR I bought it and I fell in love with this game! I bought several DLCs and even the Raildriver, very useful for playing in VR.
    The improvements I would like to have in the game would be better accuracy of the mouse or vr controller, better optimization and the ability to map keys to the raildriver,
     
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