Sparviero Posted July 30 Posted July 30 2 hours ago, boilingmetal said: This seems to be a 4.10.1m game, but the mod with debug info I provided is 4.12.2m, and if you want to see logs in 4.12.2+il2vr-4.12.2m_Sasmodcat530_dev20260729, you need to enable VR logging in the conf.ini configuration. However, if you are currently using UP34, here is a temporary version of mine that fixes many bugs from the first version of UP34 vr_mod: https://www.mediafire.com/file/i052ght9rb6xyh7/il2vr_up34p0hf8_dev20260927.zip/file It does not produce logs that help troubleshoot issues, but it may be compatible with your current game version I am currently focusing on researching the map HUD issue in VR, so I will not be making further adaptations for UP34 for the time being. I adapted just used your old modact on up and it works, so it may cause some false feedback like playing on 4.10.1. Howevere I reset and simply test on 4.12+modact. While your vanilla modact VR mod works, the one with logger don't seems to catch VR, it just start in desktop mode. I attach the log. The 4.12 UP3.4 version just works like the others, no head tracking but only gaze tracking. log.txt [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
boilingmetal Posted July 30 Author Posted July 30 (edited) 1 hour ago, Sparviero said: I adapted just used your old modact on up and it works, so it may cause some false feedback like playing on 4.10.1. Howevere I reset and simply test on 4.12+modact. While your vanilla modact VR mod works, the one with logger don't seems to catch VR, it just start in desktop mode. I attach the log. The 4.12 UP3.4 version just works like the others, no head tracking but only gaze tracking. log.txt 17.52 kB · 0 downloads I think you might still be mixing up the mod and version combination, but I'll help you sort it out later. I just made a breakthrough with the VR map HUD, so I might tackle the in-game map issue first. here is a rough test for map HUD: Edited July 30 by boilingmetal 1
ROSS_Papa_JA2 Posted July 30 Posted July 30 1 час назад, boilingmetal сказал: I think you might still be mixing up the mod and version combination, but I'll help you sort it out later. I just made a breakthrough with the VR map HUD, so I might tackle the in-game map issue first. here is a rough test for map HUD: Это впечатляет! Уже похоже на полноценное управление всеми вкладками в игре. Rig - RTX5080 + AMD Ryzen 7 7800X3D + 64GB DDR5 + Pimax Crystal Light + MOZA ab6 Content - WarThunder + Flying Circus 1-4 + IL2-BoX ( all sceneries ) + IL2-Korea
Rei-sen Posted July 30 Posted July 30 Man this is awesome work, thanks a lot @boilingmetal! Since it supports 4.12.2m, I assume it should work with BAT mod?
Ronno72 Posted July 30 Posted July 30 (edited) Finally got it working, had to turn off my nvidia control panel settings (same as FTC_Topper) and was able to get it to display on my Quest 2. Looking around works fine for the most part, I have issues in the cockpit with XYZ movement though, they seem to be inverted e.g. moving right IRL to look in the 109 gunsight moves me left ingame, forwards is backwards, etc. Centering on both the game and the headset doesn't appear to fix it. (Happens on the Ultrapack and 4.12 vr mods) Edited July 30 by Ronno72
boilingmetal Posted July 31 Author Posted July 31 6 hours ago, ROSS_Papa_JA2 said: Это впечатляет! Уже похоже на полноценное управление всеми вкладками в игре. I used OpenVR's overlay capability to independently render the spatial HUD. Although I took some detours in integrating the rendering pipeline, I found the correct path yesterday. My only concern now is whether over-coupling OpenVR API features might cause display anomalies on more HMDs. 5 hours ago, Rei-sen said: Man this is awesome work, thanks a lot @boilingmetal! Since it supports 4.12.2m, I assume it should work with BAT mod? I may not adapt BAT for now. My planned order is 4122 (new features and optimization development baseline) -> UP3.4 (phased alignment baseline) -> HSFX (alignment baseline after major version stabilizes), and finally BAT (final adaptation). 37 minutes ago, Ronno72 said: Finally got it working, had to turn off my nvidia control panel settings (same as FTC_Topper) and was able to get it to display on my Quest 2. Looking around works fine for the most part, I have issues in the cockpit with XYZ movement though, they seem to be inverted e.g. moving right IRL to look in the 109 gunsight moves me left ingame, forwards is backwards, etc. Centering on both the game and the headset doesn't appear to fix it. (Happens on the Ultrapack and 4.12 vr mods) Congratulations! This seems to be the first reply showing VR successfully displayed on a Meta HMD. Could you take a moment to share your specific steps? Additionally, regarding the spatial tracking issues, I suspect that different HMDs may have some differences in spatial position data—perhaps in the number of floating-point digits or the order of axis value matrices. However, after I finish developing the map HUD feature, I will release a unified new version of the mod for UP34 and 4122, complete with full debug switches. At that time, you can follow the movement sequence I suggest to move the headset and provide me with the game logs. I will then adapt and optimize based on your HMD model and data characteristics. 2
Ronno72 Posted July 31 Posted July 31 (edited) 2 hours ago, boilingmetal said: I used OpenVR's overlay capability to independently render the spatial HUD. Although I took some detours in integrating the rendering pipeline, I found the correct path yesterday. My only concern now is whether over-coupling OpenVR API features might cause display anomalies on more HMDs. I may not adapt BAT for now. My planned order is 4122 (new features and optimization development baseline) -> UP3.4 (phased alignment baseline) -> HSFX (alignment baseline after major version stabilizes), and finally BAT (final adaptation). Congratulations! This seems to be the first reply showing VR successfully displayed on a Meta HMD. Could you take a moment to share your specific steps? Additionally, regarding the spatial tracking issues, I suspect that different HMDs may have some differences in spatial position data—perhaps in the number of floating-point digits or the order of axis value matrices. However, after I finish developing the map HUD feature, I will release a unified new version of the mod for UP34 and 4122, complete with full debug switches. At that time, you can follow the movement sequence I suggest to move the headset and provide me with the game logs. I will then adapt and optimize based on your HMD model and data characteristics. Not a lot to setup tbh, I just run the Steam Link app on my Quest to connect to my PC. When SteamVR is open, I can just run IL2 from either the selector or the exe itself and Steam automatically runs it. Other than that it was just the usual conf.ini stuff to fix flickering, after which it ran pretty much out-of-the-box. I've been doing some quick missions as a B-25 gunner since i don't have to move around as much and its really cool. There's a slight graphical bug (pictured) where it seems like I'm both in the cockpit and the external model of the plane or something. Doesn't affect gameplay though. IPD seems to change seamlessly between settings too, if you're curious about that. I'll try some different anti aliasing methods just to smooth it out a bit, I guess the super sampling in the Nvidia panel bugs it out, hence the no-display. I'll see if any of the other settings like anisotropic filtering affect it. EDIT: after a little bit of testing, forcing any sort of AA in the nvidia panel seems to result in no display on the headset. Also, vertical movement seems to be fine, just the x/z axes seem to be skewed. Edited July 31 by Ronno72 1
Sparviero Posted July 31 Posted July 31 6 hours ago, Ronno72 said: Not a lot to setup tbh, I just run the Steam Link app on my Quest to connect to my PC. When SteamVR is open, I can just run IL2 from either the selector or the exe itself and Steam automatically runs it. Other than that it was just the usual conf.ini stuff to fix flickering, after which it ran pretty much out-of-the-box. I've been doing some quick missions as a B-25 gunner since i don't have to move around as much and its really cool. There's a slight graphical bug (pictured) where it seems like I'm both in the cockpit and the external model of the plane or something. Doesn't affect gameplay though. IPD seems to change seamlessly between settings too, if you're curious about that. I'll try some different anti aliasing methods just to smooth it out a bit, I guess the super sampling in the Nvidia panel bugs it out, hence the no-display. I'll see if any of the other settings like anisotropic filtering affect it. EDIT: after a little bit of testing, forcing any sort of AA in the nvidia panel seems to result in no display on the headset. Also, vertical movement seems to be fine, just the x/z axes seem to be skewed. The graphic bug happen in Pimax too and it is related to specific cockpits (eg. it is very visible in bf 110 g4 or do335 too but not in sm79). 1 [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
boilingmetal Posted July 31 Author Posted July 31 9 hours ago, Ronno72 said: Not a lot to setup tbh, I just run the Steam Link app on my Quest to connect to my PC. When SteamVR is open, I can just run IL2 from either the selector or the exe itself and Steam automatically runs it. Other than that it was just the usual conf.ini stuff to fix flickering, after which it ran pretty much out-of-the-box. I've been doing some quick missions as a B-25 gunner since i don't have to move around as much and its really cool. There's a slight graphical bug (pictured) where it seems like I'm both in the cockpit and the external model of the plane or something. Doesn't affect gameplay though. IPD seems to change seamlessly between settings too, if you're curious about that. I'll try some different anti aliasing methods just to smooth it out a bit, I guess the super sampling in the Nvidia panel bugs it out, hence the no-display. I'll see if any of the other settings like anisotropic filtering affect it. EDIT: after a little bit of testing, forcing any sort of AA in the nvidia panel seems to result in no display on the headset. Also, vertical movement seems to be fine, just the x/z axes seem to be skewed. 2 hours ago, Sparviero said: The graphic bug happen in Pimax too and it is related to specific cockpits (eg. it is very visible in bf 110 g4 or do335 too but not in sm79). These are actually two known issues. In IL-2, among the material rendering techniques originally designed for flat monitors, the original version employs a technique called near-plane clipping, where certain materials are partially or fully hidden and redisplayed based on their distance from the camera. The most typical materials are the decorative ones outside various windshields, the pilot's own body materials, and so on. This makes it simple to show and hide materials and objects just by modifying the camera's position. However, in the VR mod, the issue we encounter is that our camera can greatly exceed the originally designed movement range and angles, which causes some materials to be incorrectly displayed or hidden. What makes it even trickier is that this technology involves a huge variety of materials, and many aircraft models themselves define different distance parameters for different materials. This makes it impossible to apply a unified rule to design a one-stop solution for VR. After I finish the VR HUD, my next step is to expose the rendering parameters of these materials as plain-text configuration files, generated separately for each aircraft. When an aircraft is first used, its configuration file is generated, allowing players to freely adjust the display and hide distances of different materials, as well as adjust the camera's default centered position within the cockpit (and even customize the VR HUD's position on specific aircraft models). By giving players the opportunity to adjust things freely, we can at least ensure that everyone has the chance to customize what they want. Of course, this feature can be used to cheat in multiplayer, and it would be more direct than sticking your head through the cockpit to look behind you, and whether I will ultimately fully open up the visibility adjustment for these materials is something that still needs consideration. 2 1 1
Sparviero Posted July 31 Posted July 31 (edited) 5 hours ago, boilingmetal said: These are actually two known issues. In IL-2, among the material rendering techniques originally designed for flat monitors, the original version employs a technique called near-plane clipping, where certain materials are partially or fully hidden and redisplayed based on their distance from the camera. The most typical materials are the decorative ones outside various windshields, the pilot's own body materials, and so on. This makes it simple to show and hide materials and objects just by modifying the camera's position. However, in the VR mod, the issue we encounter is that our camera can greatly exceed the originally designed movement range and angles, which causes some materials to be incorrectly displayed or hidden. What makes it even trickier is that this technology involves a huge variety of materials, and many aircraft models themselves define different distance parameters for different materials. This makes it impossible to apply a unified rule to design a one-stop solution for VR. After I finish the VR HUD, my next step is to expose the rendering parameters of these materials as plain-text configuration files, generated separately for each aircraft. When an aircraft is first used, its configuration file is generated, allowing players to freely adjust the display and hide distances of different materials, as well as adjust the camera's default centered position within the cockpit (and even customize the VR HUD's position on specific aircraft models). By giving players the opportunity to adjust things freely, we can at least ensure that everyone has the chance to customize what they want. Of course, this feature can be used to cheat in multiplayer, and it would be more direct than sticking your head through the cockpit to look behind you, and whether I will ultimately fully open up the visibility adjustment for these materials is something that still needs consideration. Another great update. The map is very well positioned but how interact with it? I see the cursor of mouse can move around the map but not in it, so I'm not able to move the map or zoom it. Finally, in this version I lost the functionality of VR center button. Thanks. Edited July 31 by Sparviero [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
boilingmetal Posted July 31 Author Posted July 31 1 hour ago, Sparviero said: Another great update. The map is very well positioned but how interact with it? I see the cursor of mouse can move around the map but not in it, so I'm not able to move the map or zoom it. Finally, in this version I lost the functionality of VR center button. Thanks. In this version, you can freely set the VR center button, map movement button, and map zoom button in the control menu. In fact, you can bind them to your joystick. Just like the other buttons. The relevant configuration is in the misc button settings area.
Sparviero Posted July 31 Posted July 31 (edited) 12 hours ago, boilingmetal said: In this version, you can freely set the VR center button, map movement button, and map zoom button in the control menu. In fact, you can bind them to your joystick. Just like the other buttons. The relevant configuration is in the misc button settings area. Ok for map keys, but even if this make me a noob I have to ask you where is the VR center command? I really struggle to find it! Edited August 1 by Sparviero [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
ROSS_Papa_JA2 Posted July 31 Posted July 31 1 час назад, boilingmetal сказал: In this version, you can freely set the VR center button, map movement button, and map zoom button in the control menu. In fact, you can bind them to your joystick. Just like the other buttons. The relevant configuration is in the misc button settings area. А тест для владельцев шлемов от Паймекс какая версия вашего мода? Rig - RTX5080 + AMD Ryzen 7 7800X3D + 64GB DDR5 + Pimax Crystal Light + MOZA ab6 Content - WarThunder + Flying Circus 1-4 + IL2-BoX ( all sceneries ) + IL2-Korea
Sparviero Posted August 1 Posted August 1 (edited) ----UPDATE---- Ignore the following message about wrong stock coordinates for pimax headset, it was due to uncentered steamVR. So, we have to check that steamVR is centered to have hud/map centered, the centering VR view don't affect hud/map ----------------- Thanks for the new update. The default positioning of the map not suit my Pimax headset because total out of view. I edit the setting and I find these as good for me: vr_map_x=-12.0 vr_map_y=-4.0 vr_map_z=1.0 vr_map_yaw=50.0 vr_map_pitch=0.0 vr_map_roll=0.0 vr_map_width=3.0 I like the map a bit on the right to permit the straight view with map on, but anyone can move as wish. Now the only unoptimized HUD feature are the text messages. In my headset are almost unvisible because located to far on the left and behind the view. Note for @boilingmetal: if #SAS was renamed in #UP#, the mod seems to work nicely in UP 3.4 too. Edited August 2 by Sparviero 1 1 [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
ROSS_Papa_JA2 Posted August 1 Posted August 1 (edited) Кто может помочь? Не дает скачать файл по линку 4.12.2m (latest) из главного поста топикстартера.Кто поделится скачанным файлом? упс... не надо, смог скачать)) Edited August 1 by ROSS_Papa_JA2 Rig - RTX5080 + AMD Ryzen 7 7800X3D + 64GB DDR5 + Pimax Crystal Light + MOZA ab6 Content - WarThunder + Flying Circus 1-4 + IL2-BoX ( all sceneries ) + IL2-Korea
Sparviero Posted August 1 Posted August 1 Here my last log with newer mod version, hope it may help for 6dof on Pimax. log.txt 1 [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
Ronno72 Posted August 1 Posted August 1 (edited) The new 4.12 appeared to fix the x/z axis bug to begin with and I had perfect 6dof, but for some reason inverted again, and restarting the game didn't fix it. Not sure if it was me alt tabbing or something. Promising though, since it worked in the first place! VRNeckSafer seemed to work with it too, for any wondering log.txt Edited August 1 by Ronno72
boilingmetal Posted August 1 Author Posted August 1 I observed from the logs that the coordinates seem normal. Could it be that when using Steam Link on Quest, the Quest itself and Steam VR's Reset Seated Position must be consistent for the HMD parameters to be correctly transmitted? Could you try not launching the game first, put on the HMD and get settled, complete a Reset Seated Position within Quest (if it exists), then enter Steam Link and Steam VR, then Reset Seated Position in Steam VR, and then launch the game, and finally use the in-game VR reset to re-center? After three resets, maybe some misaligned coordinates will line up? 1 hour ago, Ronno72 said: The new 4.12 appeared to fix the x/z axis bug to begin with and I had perfect 6dof, but for some reason inverted again, and restarting the game didn't fix it. Not sure if it was me alt tabbing or something. Promising though, since it worked in the first place! VRNeckSafer seemed to work with it too, for any wondering log.txt 77.36 kB · 2 downloads
Ronno72 Posted August 1 Posted August 1 (edited) 33 minutes ago, boilingmetal said: I observed from the logs that the coordinates seem normal. Could it be that when using Steam Link on Quest, the Quest itself and Steam VR's Reset Seated Position must be consistent for the HMD parameters to be correctly transmitted? Could you try not launching the game first, put on the HMD and get settled, complete a Reset Seated Position within Quest (if it exists), then enter Steam Link and Steam VR, then Reset Seated Position in Steam VR, and then launch the game, and finally use the in-game VR reset to re-center? After three resets, maybe some misaligned coordinates will line up? I just found a fix for it just as you were typing i think lol, you're right with it being a mismatch between the two. I'm able to work around it by just looking 90 degrees to my left, resetting through either steam or quests' recentering (not quite sure) and that solves the issue. I guess i was already centered when it worked originally. Recentering again in IL2 itself doesn't seem to break it too. The map is still to my left though. Not a huge issue Edited August 1 by Ronno72
Ronno72 Posted August 1 Posted August 1 (edited) I followed those steps you suggested with centering it through Meta and SteamVR before starting the game but no dice, same issue. Plays fine after the little workaround though. I went to just do some more testing and ended up flying quite a few missions lol, the mod's feeling great. Haven't encountered any glaring issues in terms of performance or any major cockpit bugs in the various planes i tested. The only things i can really think of are bombsights not working, and the little windows in the floor of the Stuka and SBD used for dive bombing are obscured by that "double cockpit" bug thats already present Edited August 1 by Ronno72
Sparviero Posted August 1 Posted August 1 6 hours ago, ROSS_Papa_JA2 said: Кто может помочь? Не дает скачать файл по линку 4.12.2m (latest) из главного поста топикстартера.Кто поделится скачанным файлом? упс... не надо, смог скачать)) Maybe our Pimax headset can not catch the steamVR resolution because are not steamVR-native headset. This tool make Pimax headsets work like steamvr native but I can not try it because it is not compatible with the 57PPD Crsytal Super, my headset. Maybe you could try it and report. Thanks. https://pimax.com/blogs/blogs/sboys3-native-steamvr-driver-setup-guide?srsltid=AfmBOoo74m8WqodwoUmU8YMtae8B0G5PUtJH7tLJepUvEB3-9nJBtW2x [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
ROSS_Papa_JA2 Posted August 1 Posted August 1 1 час назад, Sparviero сказал: This tool make Pimax headsets work like steamvr native but I can not try it because it is not compatible with the 57PPD Crsytal Super, my headset. Maybe you could try it and report. Thanks. Спасибо. Это все уже у меня есть.) Rig - RTX5080 + AMD Ryzen 7 7800X3D + 64GB DDR5 + Pimax Crystal Light + MOZA ab6 Content - WarThunder + Flying Circus 1-4 + IL2-BoX ( all sceneries ) + IL2-Korea
Sparviero Posted August 1 Posted August 1 (edited) Maybe is it just my noob status, but the problem I got with stock coordinates of map/hud is not related to pimax headset, but the centered view of steamVR. No matter if you center the view in game, if the steamVR view is not centered your hud/map will be not centered. Maybe a tip for the user guide: we have to check that steamVR is centered to have hud/map centered, the centering VR view don't affect hud/map Edited August 2 by Sparviero [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
Sparviero Posted August 2 Posted August 2 (edited) With UP3.4 VR mod, the game CTD or freeze if stock mission/user campaigns are loaded. It runs nicely with quick combat missions. Here my logs. Probably is due to some of the new files in IL2_VR folder: overwriting the old files makes the game run with just map and no hud (as expected) but still CTD/freeze in loading missions. log.txt initlog.txt Edited August 2 by Sparviero [7800x3D - X670E - RTX 5090 - 64GB DDR5 - Pimax Crystal Super 57 PPD]
boilingmetal Posted August 2 Author Posted August 2 I checked the logs and did my own testing. If you're using a version like UP34 Patch 2 Hotfix 23, there are indeed many issues. Because the latest UP34 has added and fixed a lot of logic. I'll provide a VR mod compatible with UP34 p2 hf23 in about half an hour; I'm currently testing it. 1 hour ago, Sparviero said: With UP3.4 VR mod, the game CTD or freeze if stock mission/user campaigns are loaded. It runs nicely with quick combat missions. Here my logs. Probably is due to some of the new files in IL2_VR folder: overwriting the old files makes the game run with just map and no hud (as expected) but still CTD/freeze in loading missions. log.txt 18.96 kB · 0 downloads initlog.txt 10.24 kB · 0 downloads
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