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TF2 Patch update help

enzoenzo Posts: 28
Brain Burst
edited November 2013 in Games and Apps
Just played the new version with vr option in game, and ui additions are nice but resolution has taken a huge hit, graphics are now a lot more blury. game does not look nearly as good as it did when I was able to run it at 1080p up scaled on the rift, is there away to re-enable running the game at 1080p on the rift?

Comments

  • SDMSDM Posts: 33
    Brain Burst
    Yeah looks significantly worse/blurry now (and I've always preferred to run the game at native 1280x800 res). Hope they fix soon or revert. That, or someone posts a fix for things as is now (will if I can figure it out of course).

    Been trying for a little while now to get back the visual quality I had before the update, but no luck as of yet. So far resetting/changing cvars and such hasn't helped, nor has deleting and reinstalling the game (in case my older or forgotten tweaks were mucking things up).

    All visuals, general graphics/gameplay of course, but also text and HUD, were actually much much clearer before. For the latter two, I just used a couple simple config/console tweaks - vr_hud_axis_lock_to_world "7" (to free HUD from fixed position so one could look directly at text or HUD elements and thus focus nicely on them) and vr_hud_max_fov "72" (to make text and such a bit bigger overall).

    This game is my favorite "distraction" use for the Rift when not working on my Unity project, but unfortunately is not playable as is now with the blurriness and such now. Did just note in the console that the resolution is automatically set to 640x480, then from 640 x480 back to 1280x800 once VR mode is activated for some reason. Hmm, maybe it's getting "stuck" at 640x480?
  • FlukeFluke Posts: 176
    Art3mis
    Yep, it's a total mess now.

    I don't think it's even natively rendering at 1280x800 - it appear to be even lower and upscaling to that. Before the patch, I couldn't even get it to run at 1920 and downsample anyway for some reason, so had been running it at a native 1280 anyway, but as it stands now, it's horrific compared to how it used to look.

    Oddly/coincidentally, Hawken with it's new patch is doing exactly the same for me. Fortunately, it only seems to be these two titles that are doing it.
    SDM wrote:
    Did just note in the console that the resolution is automatically set to 640x480, then from 640 x480 back to 1280x800 once VR mode is activated for some reason. Hmm, maybe it's getting "stuck" at 640x480?

    I think you could well be right - it certainly looks like it's not even rendering at 1280x800.
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  • enzoenzo Posts: 28
    Brain Burst
    resolution looked much better when I could up scale to 1080p prior to the patch, since new update resolution is much more blurry, its very noticeable. Humbly request valve and oculus sup[prt provide options to run rift at up scaled resolution, in my experience many games look much better by doing this.
  • joejoe Posts: 102
    Brain Burst
    SDM wrote:
    This game is my favorite "distraction" use for the Rift when not working on my Unity project, but unfortunately is not playable as is now with the blurriness and such now. Did just note in the console that the resolution is automatically set to 640x480, then from 640 x480 back to 1280x800 once VR mode is activated for some reason. Hmm, maybe it's getting "stuck" at 640x480?
    Those console messages are misleading. They actually mean that the UI is changing resolution to 640x480 when entering VR mode because that's the size of the UI render target. That message has nothing to do with the resolution of the game itself.

    The game is rendering to the frame buffer at 640x800 per eye and then distorted from there. What probably changed is that the extra FOV being rendered to get enough pixels to do the distortion is a little TOO extra. I'll take a look and if I can improve things push out a patch to fix it.
  • SDMSDM Posts: 33
    Brain Burst
    Thanks for looking into it Joe (and for even supporting the Rift in the first place), much appreciated.
  • Hi, I'm hoping this isn't too far off topic, but I JUST received my Oculus and installed TF2 and been trying for hours to get the calibration routine to come up? It's weird, I have a loads of "vr_" commands in the console available to me, but "vr_calibrate" (nor vr_calibration) isn't one of them? :idea: :roll:

    Did they remove this command?
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  • SDMSDM Posts: 33
    Brain Burst
    Yeah, they removed it in this update, from the TF2 patch notes:

    "Removed the IPD calibration tool. TF2 will now obey the Oculus configuration file. Use the Oculus calibration tool in your SDK or install and run "OpenVR" under Tools in Steam to calibrate your IPD."

    So just need to run the Oculus SDK calibration tool or openVR tool (downloaded from your Steam tools which seems to contain the same Oculus calibration tool) to create your config file. Though I already had run the Oculus SDK tool, long had a config saved, I also had to install the openVR tool from Steam to get the game to run after the patch (gave me an error otherwise on launch). Didn't need to run it though, just simply install it.
  • FlukeFluke Posts: 176
    Art3mis
    SDM wrote:
    Thanks for looking into it Joe (and for even supporting the Rift in the first place), much appreciated.

    +1, appreciated indeed :)
    In-VR Gaming Convention: http://queue.vip/8nNttrc
  • joejoe Posts: 102
    Brain Burst
    yahknow1 wrote:
    Hi, I'm hoping this isn't too far off topic, but I JUST received my Oculus and installed TF2 and been trying for hours to get the calibration routine to come up? It's weird, I have a loads of "vr_" commands in the console available to me, but "vr_calibrate" (nor vr_calibration) isn't one of them? :idea: :roll:

    I updated the wiki so it no longer points to all the stuff that was removed in yesterday's update. Hopefully that will help the next person who tries this.

    Thanks for pointing out the problems.
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Looks OK to me, but I haven't played a lot of TF2 before so maybe I'm not as sensitive to the change.
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  • WormSlayerWormSlayer Posts: 51
    Hiro Protagonist
    One side-effect of removing the vr_calibration routine is that there is now no way to configure IPD for any source-based games except TF2?
  • KhechariKhechari Posts: 104
    NerveGear
    I agree with everyone who is complaining about not being able to run TF2 in 1080p. It looks so much worse now, although I like the other changes.
  • alutogalutog Posts: 10
    Thanks for linux support. The graphics didn't bother me as much as everyone else, since it was my first time playing TF2 in vr mode. After running the openVR tool and playing TF2 I noticed that there is an openvr folder in my home directory. Could you move it to "$HOME/.config"? I think "$HOME/.config" is a better location for that folder, since it usually is the directory where user-specific configuration files are stored.
  • dopingVRdopingVR Posts: 112
    Hiro Protagonist
    How can we calibrate the ipd settings for HL2 now that the calibration tool is gone? If it was just the seperation it wouldn't be much of a problem but there are a lot of convars of which I don't know how to set them in order to get a proper image. It would be awesome if you could add the Oculus SDK calibration to the Source SDK and HL2 aswell!
  • RambowjoRambowjo Posts: 62
    Hiro Protagonist
    While it's great that Valve is giving TF2 more VR love, this new update has pretty much ruined it. Everything is now blurry since we can't downsample from 1920x1200. All menues are impossible to read, there is no headtracking while using menues and you can't even read text with the headset off, since it's all shrunk down and then blown up by the barrel distortion. Until this is the fixed, the VR mode is pretty much useless.
    VRdoping wrote:
    How can we calibrate the ipd settings for HL2 now that the calibration tool is gone? If it was just the seperation it wouldn't be much of a problem but there are a lot of convars of which I don't know how to set them in order to get a proper image. It would be awesome if you could add the Oculus SDK calibration to the Source SDK and HL2 aswell!

    You can configure your IPD with the Oculus SDK, which you can get through this site, or Steam (OpenVR in Tools).
  • I just got my Rift and I tried playing TF2 as one of the first things I did and I looked so blurry I had to quit. Menus were unreadable and everything looked like a big blob. I was very let down, but figured I had done something wrong. Glad to see it was not me, and I look forward to a fix!
  • dopingVRdopingVR Posts: 112
    Hiro Protagonist
    Rambowjo wrote:
    VRdoping wrote:
    How can we calibrate the ipd settings for HL2 now that the calibration tool is gone? If it was just the seperation it wouldn't be much of a problem but there are a lot of convars of which I don't know how to set them in order to get a proper image. It would be awesome if you could add the Oculus SDK calibration to the Source SDK and HL2 aswell!

    You can configure your IPD with the Oculus SDK, which you can get through this site, or Steam (OpenVR in Tools).

    HL2 does not use the new procedure yet.
  • KevinLongtimeKevinLongtime Posts: 283
    Nexus 6
    Joe, the whole update is great. My problem as with others is that once VR is activated and you manually want to change the resolution up to 1920x1080 (even though oculus isnt 1080 it makes the image quality and experience much greater) the whole play window gets messed up and thrown out of alignment (the game is no longer placed in the center of the screen but rather to a top left corner etc. Before this update, which messes with UI for greater readability for the better..you were able to upscale to higher resolutions no problem.

    I love how this is cumming along though..even at stock res I was much easier able to read in-game chat
  • enzoenzo Posts: 28
    Brain Burst
    Hi Joe and Cyber,

    I have read on the HL2 forum that they are having the same low resolution issue. Prior to the updates we could run the games up-scaled to higher resolutions, and this significantly increased image quality.
    -Is this an issue with switching over to the Oculus SDK?
    --if so can Oculus integrate the capability to upscale into the SDK?
    -if not an SDK issue is there a way to allow us to upscale TF2 and HL2 again?
    -if this is not the issue to the degradation in image quality, is there a fix in the pipeline?

    Again thanks for all your help, I have never experience such great commitment and level of interaction with any other company except Valve and Oculus.

    Very Respectfully,

    Jason Vidal
  • TankshellTankshell Posts: 79
    Hiro Protagonist
    enzo wrote:
    Hi Joe and Cyber,

    I have read on the HL2 forum that they are having the same low resolution issue. Prior to the updates we could run the games up-scaled to higher resolutions, and this significantly increased image quality.
    -Is this an issue with switching over to the Oculus SDK?
    --if so can Oculus integrate the capability to upscale into the SDK?
    -if not an SDK issue is there a way to allow us to upscale TF2 and HL2 again?
    -if this is not the issue to the degradation in image quality, is there a fix in the pipeline?

    Again thanks for all your help, I have never experience such great commitment and level of interaction with any other company except Valve and Oculus.

    Very Respectfully,

    Jason Vidal

    I think you mean downscale, as in, we were able to run the game at a higher resolution. eg 1080p than the native rift display, and then downscale the larger image to the smaller image/resolution of the rift, thus improving the IQ :D

    Upscaling would make the image look even blurrier, FYI.
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  • KevinLongtimeKevinLongtime Posts: 283
    Nexus 6
    After the Open VR update today (that I think was meant for Half-Life 2) TF2 now looks and runs beautiful in 1920x1080 right off the bat.

    The only particular annoying thing I've experienced now is that the server browser never gets downsized so I seem to have to constantly activate and deactivate VR to choppily size the server list in order for it to be viewed in VR and it never actually ends up quite right, something is always cut off. Not a huge deal but something that could be improved on in the future.

    Thank you very much Joe for the update...first time I've seen TF2 look this good since I could never get the calibration to look right before Oven VR with TF2. This is kind of in a way my first true TF2 VR experience, atleast how it should have been/looked!
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