@nbohr1more: Interesting, I might try experimenting with the threading options. Just for the record, did you disable full screen?
I am aware of Carmack's comments to their problems with multithreaded rendering, but I did a fair bit of research. My approach with using two individual render contexts for the two threads with shared lists is generally considered a sane approach and should not cause any issues. If you were using an AMD card, I might be concerned about it, but you have the same brand as I (NVIDIA), and I don't think it would miraculously work on one NVIDIA card and not the other.
(Just to be clear: If you use the standard 2.05 executable on the exact same installation, you have no issues, right?)
@BuckleBean: Thanks for testing! I wasn't even aware of the options to disable player bob. I'll add that to the documentation at the very least. I don't have a Rift, unfortunately, but I also would have expected it to work with OpenVR. But since you have both, how does SteamVR actually select which headset to render to? Perhaps it's getting confused there...
Yeah, performance is still not good enough in some places, and that's not an easy fix. The display refresh should be irrelevant, as SteamVR handles vsync automatically. In fact, you should disable vsync in the game entirely, it might cause issues. The fixedTic option is obsolete in my build, it doesn't do anything.
@stgatilov: I agree, but as mentioned, that would require substantial modifications to the VertexCache and anything interacting with it, so it would be a major effort. Worth it for sure, but I had to go with the easier option for now due to time constraints...
The crash on mission reload is probably not related to that specific bug. From my investigations, it has to do with the VR resources (specifically framebuffers and render textures) which probably aren't properly recreated during the reload. That's not surprising as I haven't actually implemented that behaviour
Edited by cabalistic, 28 July 2017 - 02:33 AM.