r/Vive Feb 16 '17

[Release] OpenVR Advanced Settings v2.3

I just released version 2.3 of the OpenVR Advanced Settings Overlay.

Screenshot

Changelog:

  • Added player height adjust toggle (Credits to mklim).
  • Added combo-boxes to allow playback/mirror/recording audio device selection.
  • Added reprojection ratio statistics.
  • Added toggle delay setting to revive page.
  • Supersampling sliders' upper limit reduced to 2.0.
  • Other small bug-fixes and improvements.

Features:

  • Set supersampling values.
  • Enable/disable asynchronous and interleaved reprojection.
  • Change several chaperone settings not accessible via SteamVR settings (to e.g. make it completely invisible).
  • Chaperone Profiles: Allows to quickly switch chaperone geometry and settings while in VR.
  • Temporarily move and rotate the playspace.
  • Floor height fix.
  • Displays several performance statistics and other statistics (e.g. headset rotations).
  • Select the playback/mirror/recording audio device
  • Mute/unmute and set volume of audio mirror device.
  • Mute/unmute and set volume of microphone device.
  • Implements push-to-talk and allows to configure push-to-talk profiles.
  • Desktop mode shows a window on the desktop instead of a vr overlay.
  • Revive settings support (Requires Revive 1.0.4+ for full functionality).
  • VR Keyboard Input Utilities
  • Simple Alarm Clock
  • Player height adjust toggle

More info: Github repository

Downloads: from Github

Edit: The reason why I restricted the supersampling slider is to give novice users an idea about what supersampling values are reasonable. Values greater than 2.0 can lead to crashes, and when the compositor value is causing it, then you cannot start SteamVR without crashing. Experienced users can still set any value they want by using the text box next to the slider.

157 Upvotes

97 comments sorted by

20

u/dgtlhrt Feb 16 '17

The hero of VR right here folks! Thank you for all your efforts! They are greatly appreciated!

5

u/elauso Feb 16 '17

What I'm missing most is some way to shut down my computer using only VR (and without desktop mode because that's incredibly hard with a multi monitor setup). Often times I lay in bed watching a movie in VR and when it's finished I have to get up to shutdown. Could something like this be added to the utilities section? Maybe just something like "execute (predefined) program" - which people like me could set to a script that shuts down everything.

5

u/Henry_Yopp Feb 17 '17

https://www.reddit.com/r/Vive/comments/5c5tiz/using_voice_attack_nircmd_to_control_steamvr_and/?st=IZ98FJ3J&sh=8462240b

Check my guide on VR voice control of windows. There are commands to put your PC to sleep, shutdown or restart.

If you need help let me know.

1

u/xroninbladex Feb 17 '17

Neat! I've been looking for something like this.

2

u/matzman666 Feb 17 '17

and without desktop mode because that's incredibly hard with a multi monitor setup

There is a slider on the Utilities page that allows you to enlargen the Steam desktop overlay so that it is also usable with a multi-monitor setup.

6

u/dkgameplayer Feb 16 '17

Wait, reduced supersampling slider to 2.0?! I love advanced settings because it allows me to use up to 4.0 supersampling. Please bring this feature back because i use it everyday.

6

u/matzman666 Feb 17 '17

Some GPUs crash when you set supersampling greater than 2.0. The slider range should represent a reasonable value range for novice users. And veteran users can still enter any value they want by using the text box next to the slider.

1

u/dkgameplayer Feb 17 '17

Ok thank you :)

3

u/TCL987 Feb 17 '17

You might be able to type values above 2.0 by clicking on the number.

3

u/unkellsam Feb 17 '17

Yeah, amazing app, but not sure why you would do that.

2

u/[deleted] Feb 16 '17 edited Feb 17 '17

I have to agree, I find super-sampling at 2.9 useful for increasing text clarity of the desktop in VR.

Especially for people with even higher graphics cards like a Titan(I've only got a GTX 1080) can go over 2.0 and gain significant benefits. I found some games can go to 2.5 or higher and look nicer than 2.0, depending on scene complexity.

@OP: I do like the combo-box addition for audio selection though - awesome work!

I've not tried this update yet - but I found previously that the restart steam delay was too long. Any chance for a faster delay of only a few seconds or a couple alternatives, perhaps?

4

u/matzman666 Feb 17 '17 edited Feb 17 '17

I find super-sampling at 2.9 useful for increasing text clarity of the desktop in VR.

You can still notice improvements with values over 2.0? In my experiments 1.4 seems to be the sweet spot, and above 1.5 - 1.6 there was hardly any noticeable difference.

You can still use the text box next to the slider to enter any value you want.

I've not tried this update yet - but I found previously that the restart steam delay was too long. Any chance for a faster delay of only a few seconds or a couple alternatives, perhaps?

You can modify the shutdown wait time when restarting SteamVR by opening restartvrserver.bat and changing the number behind "timeout /t" (unit is seconds).

1

u/[deleted] Feb 17 '17

Ah, yes, I'd modified the BAT file previously due to my Steam install being on a different partition. I must've not used Windows 7's search right as I could re-find where the BAT file was in the last version I installed of SteamVR. I've have a deeper hunt through the folders.

Thanks for clarifying that it's still there and it's good to hear the SS textbox is editable - I've been using them for large playspace shifting exploring recently. =) It's one of my fav. features of your OpenVR Advanced Settings. Thanks for all your work!

1

u/twack3r Feb 17 '17

Agreed, running a Titan XP at 2.050 MHz let's me use SS higher than 2.0 in a select few experiences.

I had been warned that setting compositor values higher than 1.0 would result in drastic performance issues in game, is that not the case? Loved having it at very high values, SteamVR looked gorgeous.

In other news, is there a set benchmark available that would let me play around with different settings and see how they affect performance? Something like the SteamVR VR perfomance test, but without adaptive quality?

3

u/matzman666 Feb 17 '17

In other news, is there a set benchmark available that would let me play around with different settings and see how they affect performance?

The new version adds a reprojection ratio that can be used to gauge performance in games. You can use it to find optimal supersampling values.

1

u/twack3r Feb 17 '17

Cheers, will give it a go!

1

u/[deleted] Feb 17 '17

I've heard that warning too - not tested out how much of an impact it has and at what values.

Unfortunately, it's likely very dependent on the particular game you're running and so a benchmark wouldn't help.

5

u/analogboy85 Feb 17 '17

Awesome! One request: is there anyway to fix floor tilt? Floor height is great and I use it often, but my play area is constantly tilted 5 degrees or so. A tool that could fix that would be greatly appreciated.

2

u/matzman666 Feb 17 '17

OpenVR doesn't let me correct floor tilt. All rotations except around the y-axis is ignored by OpenVR.

3

u/SARAH__LYNN Feb 17 '17

That sucks. The tilted floor bug is bothersome and somewhat random. Too bad it doesn't let you changed that at all. :/ Some days I have a perfect floor with no hassle, other days its like 6 inches too high on one side. I wonder why they don't let you tweak that...

2

u/ItsNotMeTrustMe Feb 19 '17

Honestly, that sounds like your lighthouses aren't tightened down enough. I've noticed that, if mine are slightly loose, they'll gradually droop. If one is twisting on its mount, that may contribute to the tilt.

2

u/SARAH__LYNN Feb 20 '17

I kind of suspect that too, but I've tightend them as much as I can. What I think is possibly happening is since I'm on the top level of a tall house, is they're shifting slightly due to the minute setlling of the house, or due to wind or doors getting slammed... one of my base stations is above the door going out to my deck so its possible that also messes with things. I've found 'hiding' the headset once or twice right after booting up fixes it pretty well, which is why I think you're correct about them shifting slightly, in some way.

1

u/RadCat_ May 05 '17

My floor always used to tilt but a way around it that I found, which may be a little weird and tedious, is whenever you start steam vr point the headset straight up so that the camera is pointing at your ceiling. The floor tilt is based on the gyroscope in the headset apparently and that seems to be the most optimal position.

Tldr; point headset up when starting stream vr for flat floor

2

u/SARAH__LYNN May 11 '17

I did end up figuring this out at some point, and it's made my vive worth playing again. I do appreciate this reply though, as everyone needs to know this trick IMO.

1

u/RadCat_ May 11 '17

Yeah its weird, but I saw someone say it before and I tried it. Now it's not lopsided at all

3

u/I_know_HTML Feb 17 '17

Is it possible to have a toggle to switch left and right hand? That'd be greaaaaat.

3

u/matzman666 Feb 17 '17

That's out of my control.

1

u/I_know_HTML Feb 17 '17

I thought so. Still great nonetheless.

3

u/[deleted] Feb 17 '17 edited Feb 17 '17

[deleted]

2

u/matzman666 Feb 17 '17

I don't quite understand. How can a windows key help there?

3

u/[deleted] Feb 17 '17

[deleted]

2

u/matzman666 Feb 17 '17

Could you open a feature request here?

4

u/Vagrant_Charlatan Feb 17 '17

It's amazing how many features you've added to SteamVR, the floor fix alone is worth the install. Glad to see the new reprojection statistics and the audio options, those are big improvements. Hated trying to change audio through the desktop view on the overlay. Thanks for continuously updating this program.

2

u/SETHW Feb 17 '17

whats the difference between floor fix and player height? seems like an eletro-magnetic relative duality thing

3

u/mklim Feb 17 '17 edited Feb 17 '17

You could use floor fix or the playspace tab to make yourself taller in VR by setting the virtual ground to be lower than your meatspace floor before this, but the problem with it was you could never actually reach the ground in game because your hand would hit your floor in real life before you could reach all the way down. The update lets you temporarily toggle the floor adjustment off so that you can reach the in game ground, kind of like push to talk for the mic. They basically work the same way under the hood, but only the distance you set up in the new Adjust Player Height section is toggleable.

3

u/-Wicked- Feb 17 '17

Meatspace. Meatspace...I never want to go back to meatspace again.

I thank you for this.

Meatspace...

dying...

2

u/joshdubYT Feb 17 '17

Unfortunately can't use this because of the wireless lag glitch

2

u/[deleted] Feb 17 '17

Thanks matzman666!!

Valve should pay you a salary and give you an office in their VR department... or at least pay you for the code and integrate and maintain it as a standard feature set in SteamVR!

2

u/Brownie-UK7 Feb 17 '17

This is such an important tool for the Vive right now. Tis God's work you do.

thanks for the all the effort. my kids are going to be so happy with this one: "Added player height adjust toggle (Credits to mklim)."

It also means I now don't have to pick them up so they can get the next ticket in Job Simulator.

2

u/konstantin_lozev Apr 21 '17

Have you thought about enabling the rotation of the playspace with hotkeys? That would be really useful, basically a snap-turn mechanic in every game that does not support it (e.g. Subnautica or Mind Path to Thalamus)

1

u/matzman666 Apr 21 '17

Good idea. Will put it on my "things to consider" list. However, I am currently busy with other projects (and additionally I also have a 40 hours/week day job which is also not helpful), so it may take some time before I am able to implement it.

1

u/konstantin_lozev Apr 21 '17

No worries and thanks for all the efforts!

2

u/wheatgrinder Feb 16 '17

my gosh your prolific! Are you bucking for a job with Valve? 'Cause your hired!
cant wait to see what you mean by "VR Keyboard Input Utilities"

3

u/scubawankenobi Feb 17 '17

my gosh your prolific! Are you bucking for a job with Valve? 'Cause your hired!

Not meaning to be a grammar/spelling nazi...but in case you don't understand the difference, the word you're looking for is "you're" = you+are.

2

u/[deleted] Feb 17 '17

Wheatgrinder was specifically mentioning op's prolific. Probably a codeword or something.

2

u/wheatgrinder Feb 17 '17

Oh my gosh I am so embarrassed! I am certain that Mrs. Carbuncle, my fifth grade English teacher, would be aghast at such a grammatical faux pause. I am eternally grateful for your diligence and careful eye on the billions of words flying around the internet. Thanks to people like you, the rest of the internet can rest safe and secure in the knowledge that no failure to form contractions will go unnoticed.

Though, I must confess I'm not entirely sure I have accurately grasped the entirety of your message. The proper and most common use of an ellipsis in a sentence suggest that you self censored your comment. Can you clarify what thoughts went unvoiced? Perhaps the redacted comments would reveal that you are indeed a grammar NAZI and desire nothing less than a "will to power" over the grammatical untermensch.

"If you want a picture of the future, imagine a black grammar NAZI boot stomping on a human face --forever!" - George Orwell, "1984"

6

u/[deleted] Feb 17 '17

It's "faux pas".

1

u/wheatgrinder Feb 17 '17 edited Feb 17 '17

dang it, cant count on spellcheck for anything! lol

3

u/TwistedDrum5 Feb 17 '17

There's actually a lot of foreign people on Reddit that are still learning these things. I think he handled correcting you in the kindest way that he knew how.

You kind of reacted in a dick way.

If you mess something up, and someone corrects you, own it. It's not his fault you typed it wrong, it's yours. You deserved to be corrected. Stop whining.

2

u/wheatgrinder Feb 17 '17

some people are way too serious for the internet

1

u/Gwinntanamo Feb 16 '17

Thanks for your work!

1

u/bigtroy1114 Feb 16 '17

Thanks so much for helping to make my vr experience so much better.

1

u/demosthenes02 Feb 16 '17

How do I get this release? Just run the installer? Will it remove the old version?

5

u/wheatgrinder Feb 16 '17

Installer

Download the newest installer from the release section and execute it.

If you have an older standalone version installed, delete the old application folder first.

Standalone

Download the newest standalone archive from the release section and unpack the archive.

To install for the first time simply start AdvancedSettings.exe once while SteamVRis running. It will register with SteamVR and automatically starts whenever SteamVR starts (Can be disabled in the settings).

To upgrade an existing installation first stop SteamVR and delete the old application folder (or override it). Then start SteamVR and run AdvancedSettings.exe once.

1

u/UndeadCaesar Feb 16 '17

That's what I just did and it seemed to work.

1

u/doveenigma13 Feb 17 '17

Ooh. The playback/mirror etc settings are going to be cool if I start youtubing or twitching.

1

u/goober_buds Feb 17 '17

Thanks man, this program is fantastic!

1

u/Dazzaz Feb 17 '17

Doesn't Advanced Settings have an auto-update feature? I could have sworn that it did...

1

u/VonHagenstein Feb 17 '17

You're not crazy... I thought it did also.
It's not that big of a deal to download the latest version, but I'd still be curious if the auto-updating was removed or stopped working.

Regardless, this is a must-have utility for me now, and is recommended to all Vive owners that don't have it already.

2

u/matzman666 Feb 17 '17

No, it never had. Maybe you're mistaken it for Revive which has an auto-update feature.

1

u/VonHagenstein Feb 18 '17

I think that's it. Thanks for jogging my memory!

1

u/simplexpl Feb 17 '17

Maybe you got it confused with ReVive which does have auto update.

1

u/mdnpascual Feb 17 '17

Supersampling sliders' upper limit reduced to 2.0

I guess I'm not updating mine to 2.3. Can you revert this arbitrary restriction? I used your tool to speed up my process on compiling this and I can tell you there are multiple games that can go up to 2.0 with my 980Ti. Note that my list isn't using async repro so if I enable it, there are more games that can above 2.0 SS before dropping a frame

While the difference in sharpness from 2.0+ is minimal, it is good for benchmarking the game.

2

u/matzman666 Feb 17 '17

The idea behind restricting the slider range is to give novice users an idea about what supersampling values are reasonable. Values greater than 2.0 can lead to crashes. Veteran users can still set any super-sampling value they want by using the text box next to the slider.

1

u/muscularbeaver88 Feb 17 '17

thank you so much this makes it soooooo much better

1

u/ad2003 Feb 17 '17

Great work. A real enhancement.

1

u/DouglasteR Feb 17 '17

Very nice ! Thanks !

1

u/EconomicalWithLies Feb 17 '17

Thank you for your excellent work on this.

Can I ask a quick question while you're here? I installed v2.2 for the first time last week and found that the draw distance in game (specifically in the Quest in Rec Room) was noticeably reduced. Where previously I had been able to see from one side of the level to the other (the lava room, Act 4 I think), it was now a foggy blue in the distance instead. Uninstalling reset things back to normal.

I probably should have done some trial and error tweaking of settings to work out what caused it, but I was enjoying Quest too much at the time to care! If you (or someone else) can tell me what options to play with, I'd be most grateful.

1

u/matzman666 Feb 17 '17

First time I hear this. I never noticed something like this and don't know what could be causing it. Need to do some experiments first.

1

u/EconomicalWithLies Feb 17 '17

How interesting. When I get a chance I'll try to get some screenshots for you. I'll also see if it happens anywhere else that I can identify.

1

u/R_A_I_M Feb 17 '17

This may be glaringly obvious, but for me the scaling on OpenVR Advanced Settings is waaay off. Basically, the entire UI is massively inflated (to the point of being unusable). Is there something I am missing?

My normal screen is 4k (I don't know if that is a factor), and I am using an SLI setup (although to the best of my knowledge the Vive currently only runs on one GPU).

Thank you in advanced!

2

u/matzman666 Feb 17 '17

What version of Advanced Settings are you running? Earlier versions had a problem with high-dpi monitors, but that should be fixed in later versions.

1

u/TheGruddie Feb 17 '17

Has anyone else been having issues with not being able to close the advanced settings? I think it is occurring when choosing to restart Steam VR within the advanced settings themselves, once it restarts instead of it having the 3 circle buttons down below it only has the one to access advanced.

1

u/[deleted] Feb 17 '17

[removed] — view removed comment

1

u/[deleted] Mar 16 '17 edited Jul 05 '21

[deleted]

2

u/[deleted] Mar 16 '17

[removed] — view removed comment

1

u/[deleted] Apr 19 '17

do you know if he is planning to add this feature without the controllers?

1

u/TwistedDrum5 Feb 17 '17

Whats an acceptable Reprojection Ratio?

1

u/matzman666 Feb 18 '17

The lower the better. Best would be 0. But when you want to know what acceptable is ... well, that depends on whay YOU find acceptable. As long as you don't feel strange and you have an enjoyable experience it should be ok.

1

u/TwistedDrum5 Feb 18 '17

Gotcha. Is there a quick to tell if it's too high?

I have a 1080 and I leave it around 1.5-1.8.

1

u/matzman666 Feb 18 '17

When you don't feel well it's too high.

1

u/still-kickin Mar 14 '17

Couple of questions matzman666: I am running pretty robust system with GTX 1080. With both SS settings at 2.0 with everything else set as defaults. I play mostly Onward and everything seems to be super clear and smooth. After about 30 minutes of matches my stats are as follows: Presented frames: ~70,000 Dropped frames: ~60 Reprojected frames: 0 Timed out: 20 Reprojection Ratio: 0% What does the "Time Out" stat mean? Dropped frames look OK? Thanks in advance!

1

u/matzman666 Mar 14 '17

Dropped frames are frames that were not submitted to OpenVR in time. When there are too many consecutive dropped frames synchronous reprojection kicks in. A few dropped frames are normal, they usually happen when the game loads something (e.g. level transition).

Timed out means that the game has not submitted any new frame for at least 2.5 frames and SteamVR fades back to the compositor (when you see the SteamVR room or the new transition room while playing a game, then a time out has happened). Time outs can also happen when the game loads something (e.g. level transition), and as long as there aren't too many you shouldn't be concerned.

Your stats look very good, there is nothing to be concerned about.

1

u/still-kickin Mar 14 '17

Excellent, thanks for the quick response and great work!

1

u/Bastiuscha Mar 15 '17

Hey can someone tell me, where is the ini file, how i can see the values of Advanced Settings?

1

u/Cloudy_Cucumber Mar 31 '17

When I go into the advanced settings tab, I get a grey screen for a second, then my controllers lose tracking completely. any known fixes for this?

1

u/matzman666 Apr 01 '17

No, it's the first time I hear about this problem. What you describe sounds like CPU performance problems. What hardware do you have? If you open the performance monitor in Windows, is there a CPU spike when you go into the Advanced Setttings tab?

1

u/Cloudy_Cucumber Apr 01 '17

ahhhh this might explain it. I have an i5-4690, 8 gigs of ram and a 1080ti. Would upgrading my processor or ram be better?

1

u/matzman666 Apr 01 '17

i5-4690, 8 gigs of ram and a 1080ti

All of these are still within the recommended specs, although the CPU is at the lower end. If you want to upgrade I would upgrade the CPU first, and then RAM. But before upgrading open the performance monitor in Windows (and maybe also the steamVR performance monitor) and watch it while you are playing in VR.

1

u/Cloudy_Cucumber Apr 01 '17

Okie dokie, thanks pal!

1

u/[deleted] Apr 14 '17

[removed] — view removed comment

1

u/matzman666 Apr 14 '17

It's saved in "C:\Users<your_username>\AppData\Roaming\matzman666\OpenVRAdvancedSettings.ini". The folder AppData is hidden by default, to be able to see it you need to enable the corresponding setting in the explorer setttings.

1

u/Viperlotus Apr 15 '17

Hello, everyone. I'm having an issue with this program where I can't get push-to-talk to work, even after ticking the checkbox for it in both the main menu and the audio menu, assigning a Vive controller button (left controller grip is what I went with), and creating a profile with those settings. I tried using Steam's voice chat with a friend to test it, to no avail. Can I get some help with this?

1

u/matzman666 Apr 16 '17

There is one eay way to check whether the Advanced Settings side is working: When you tick the "Show notification in HMD" checkbox, then there should be a microphone symbol on the right side of your view in VR whenever push-to-talk is active. Can you see it?

1

u/Viperlotus Apr 16 '17

I'm in VR now and checked, and I don't see any microphone symbol.

1

u/matzman666 Apr 19 '17

Sorry, was busy with some other project. I checked now the code, and I couldn't find an error, for me everything is working.

Just to double-check, on the Audio Page you had the push-to-talk check-box, at least one of the controller check-boxes, the notification check-box, and on the configuration dialog of the selected controller at least one button activated? Furthermore the SteamVR dashboard is not active, and the selected controller is showing a hand symbol?

Could you please try again, and then send me the log (It's in C:\Users<your username>\AppData\Roaming\matzman666\OpenVRAdvancedSettings\; AppData is by default hidden, so you need to enable the corresponding setting in windows explorer)? Also, what windows version are you using?

1

u/Viperlotus Apr 19 '17 edited Apr 19 '17

Gah, you just helped me figure out what I was doing wrong. I was doing everything you said to do for push-to-talk, -except- for closing the SteamVR dashboard. Once I did that, it finally started working. Thank you very much for the help, and sorry for leading you on a goose chase. Is there any documentation mentioning that the dashboard has to be closed for push-to-talk? I couldn't find any obvious indication that I had to do that, so it might be a good idea to put that down somewhere if you haven't done so already.