GPUOpen-LibrariesAndSDKs / Radeon-ReLive-VR

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Broken HUD tracking in Star Wars Squadrons #119

Open toasterofbread opened 2 years ago

toasterofbread commented 2 years ago

When playing Star Wars Squadrons in VR mode using Relive on Oculus Quest, some of the game's HUD elements (most notably the targeting indicators) don't follow the HMD's rotation correctly, as if the tracking is offset or inverted.

This is the same issue as described in this Reddit post, which includes a video demonstration of the issue.

Various people have reported this issue (such as in this EA bug tracker), but all of them use WMR or the Valve Index. None of the solutions that I could find there work for my setup.

I've tried:

I can't test VD as I don't own it, and can't test ALVR as it doesn't support my GPU

System info: - Windows 10 Home - Intel Core i7-3770 - AMD Radeon R9 380 - Radeon Software version 21.5.2 (enabled ReLive using [this guide](https://www.reddit.com/r/AMDHelp/comments/fux9un/get_relive_back_on_adrenaline_2020_edition_drivers/)) - Oculus Quest - ReLive client version 1.0.26
OpenVR settings.json contents: { "Application" : { "AdjustChaperone" : true, "EnableManagementServer" : false, "HeadsetProfile" : "Oculus Rift CV1", "ManagementServerPort" : 8080, "PairedHeadsetsOnly" : false, "PairingModeEnabled" : false, "UseControllers" : true }, "Audio" : { "In_Channels" : 2, "In_SampleFormat" : "S16", "In_SampleRate" : 44100, "Out_AudioBitrate" : 128000, "Out_TimeShift" : 0 }, "Common" : { "SettingsVersion" : 9 }, "Controller" : { "DOF" : 6, "Description" : "" }, "Display" : { "10BitSRGB" : false, "DOF" : 6, "DumpPath" : "", "EnableDump" : false, "EncoderResolution" : { "height" : 0, "width" : 0 }, "EyeResolution" : { "height" : 1440, "width" : 1440 }, "FOV" : { "height" : 1.7453292608261108, "width" : 1.7453292608261108 }, "IPD" : 0.0640000030398369, "MaxFrameRate" : 10000.0000000000000000, "MinFrameRate" : 40.0000000000000000, "VideoBitrate" : 100000000, "VideoCodec" : "default" }, "Headset" : { "DatagramSize" : 65507, "LogPath" : "", "Network" : "UDP", "Port" : 1235, "VirtualWallSize" : { "height" : 0.0000000000000000, "width" : 0.0000000000000000 }, "VirtualWallType" : "None" } }
toasterofbread commented 2 years ago

Update: I tested ALVR (turns out that it does support my GPU, just not with the default encoder), and it does not have this issue