bruhbruh77

Newbie
Nov 24, 2020
45
18
VR Mode is amazing for WilfLife. It simply needs a little love to fix a few of its issues.
- Having a functioning menu in VR (even if minor for scenes / vs. Sandbox ~ Creation mode), would be stellar.
- Fixing camera collision issues in scenes that appear, randomly, in some builds
- and Lastly, some face textures not loading in sometimes (lipstick, eyeshadow, etc.) - as a mismatch from ue4 (older) scenes to ue5 engine

Other than those issues, VR mode is fanatastic
Did you ever fix the textures in the VR mode on UE5? It always seems to load a super low-res fallback for me, it's keeping me on UE4 for now.
 

thedumbtoad

Newbie
Feb 21, 2020
22
48
RIGHT?!?! That's what i'm saying I think i know who you are from our interactions on the paypig lounge we had (You know the discord for us eccentrics the ones that pay $110 a month) there is so much going on here that the ill informed amatuers and their toxic opinions would have you think here.

Steve and the team are probably top 5 developer teams in the world, possibly even the BEST. INFACT I would state and bet on my wife's son's life that IF steve was the head of CONCORD it would have never failed and been an avengers franchise equvalent in the video game sphere. Instead he has given his talents to porn the naysayers here should be grateful and become eccentrics to understood properly wildlife teams expertise.

Could a moderator please remove messages from this guy for blatant trolling? They're bloating the thread.
 

SerpentWave

Member
Aug 1, 2017
128
50
Did you ever fix the textures in the VR mode on UE5? It always seems to load a super low-res fallback for me, it's keeping me on UE4 for now.
One thing you might try is to lower your VR resolution / density.
This seems to be a workaround with UE versions 5.4 and lower.
I have found that the textures loading in are synonymous with a higher frame rate. But is just from my setup / experience.
 

HeavenlySword

New Member
Jan 30, 2018
12
11
One thing you might try is to lower your VR resolution / density.

This seems to be a workaround with UE versions 5.4 and lower.

I have found that the textures loading in are synonymous with a higher frame rate. But is just from my setup / experience.

Dude's talking about low-res textures, which is usually indicative of GPU VRAM exceeding the requested limit.


Did you ever fix the textures in the VR mode on UE5? It always seems to load a super low-res fallback for me, it's keeping me on UE4 for now.
This may be of use to you as a temporary solution:
https://f95zone.to/threads/wild-life-patreon-2024-08-22-adeptus-steve.3810/post-14517872
 

SerpentWave

Member
Aug 1, 2017
128
50
Dude's talking about low-res textures, which is usually indicative of GPU VRAM exceeding the requested limit.



This may be of use to you as a temporary solution:
https://f95zone.to/threads/wild-life-patreon-2024-08-22-adeptus-steve.3810/post-14517872
Actually it’s an issue with VR and UE 5~5.4. In this case, WildLife does not have specific development for VR, but is allowed via UE’s engine.
With a little optimization, we would have proper texture streaming, as well as, a functional UI in VR.
But, as a workaround, and per users VRAM / setup, reducing pixel density allows for them to be loaded in or ‘streamed’ without bottlenecking
 

HeavenlySword

New Member
Jan 30, 2018
12
11
Actually it’s an issue with VR and UE 5~5.4. In this case, WildLife does not have specific development for VR, but is allowed via UE’s engine.
With a little optimization, we would have proper texture streaming, as well as, a functional UI in VR.
But, as a workaround, and per users VRAM / setup, reducing pixel density allows for them to be loaded in or ‘streamed’ without bottlenecking
Your statement about Pixel Density is nonsense. It determines render resolution based on pixel density on a scale, where a value of 1 equals 100%. That said, it is useful to change that value for performance reasons as it can have a large impact on it. It does, however, in no way affect texture resolution, LOD or image sharpness. If you want texture streaming to stay at an unimpeded constant, under circumstances where it is being impeded by fallback measures from UE 5 itself, the startup parameter -notexturestreaming or a GPU replacement with one that has more VRAM are the only 2 working solutions for any such cases atm.
The example you give above is simply a potential result that might occur, where lowering density would free enough VRAM to fall below the treshold again - in which case textures immediately start streaming in again.

As for bottlenecking; that is by design, Wild Life not being optimized for now and the foreseeable future. So if you don't have an extremely odd hardware setup, your CPU is always going to be the bottleneck.
 

SerpentWave

Member
Aug 1, 2017
128
50
Your statement about Pixel Density is nonsense. It determines render resolution based on pixel density on a scale, where a value of 1 equals 100%. That said, it is useful to change that value for performance reasons as it can have a large impact on it. It does, however, in no way affect texture resolution, LOD or image sharpness. If you want texture streaming to stay at an unimpeded constant, under circumstances where it is being impeded by fallback measures from UE 5 itself, the startup parameter -notexturestreaming or a GPU replacement with one that has more VRAM are the only 2 working solutions for any such cases atm.
The example you give above is simply a potential result that might occur, where lowering density would free enough VRAM to fall below the treshold again - in which case textures immediately start streaming in again.

As for bottlenecking; that is by design, Wild Life not being optimized for now and the foreseeable future. So if you don't have an extremely odd hardware setup, your CPU is always going to be the bottleneck.
I understand the implementation of:


However, and as you have said, the optimization for WildLife (and other games) in Virtual Reality for UE 5.xx, is actually slightly different an issue than one based off of a GPU/RAM issue; it is an engine issue itself from my experience. LOD does play a role, and that is per user setup, it’s why density level in VR can reduce strain on the bandwidth between the VR/HMD set and the PC.
To call my solution Nonsense is to say you have my same setup.
 

HeavenlySword

New Member
Jan 30, 2018
12
11
I understand the implementation of:


However, and as you have said, the optimization for WildLife (and other games) in Virtual Reality for UE 5.xx, is actually slightly different an issue than one based off of a GPU/RAM issue; it is an engine issue itself from my experience. LOD does play a role, and that is per user setup, it’s why density level in VR can reduce strain on the bandwidth between the VR/HMD set and the PC.
To call my solution Nonsense is to say you have my same setup.
UEVR is no doubt not up to date in version 5.3+ and neither is the WL plugin but that's deviating from the issue OP was experiencing, so i don't understand why you brought that up in the first place.
LOD is controlled by other cvars and afaik there is no fallback that infers VR pixel density. There's nothing on record for that anywhere and i've not experienced that in any game while using a VIVE or Rift at any time.
If you are having issues with distance scaling, appending this in engine.ini r.StaticMeshLODDistanceScale= (Values between 0.1 and 1) where 0.1 draws at the farthest distance, might help.
For bandwidth issues, the launch parameter -nohmd might help.
Other than that there isn't much you can do. It's debatable whether it's an engine issue itself or a WL game issue. You may ask the devs. if they're willing to disclose some information regarding that. After all it also depends on whether they used the correct cvars for their project.
 
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SerpentWave

Member
Aug 1, 2017
128
50
UEVR is no doubt not up to date in version 5.3+ and neither is the WL plugin but that's deviating from the issue OP was experiencing, so i don't understand why you brought that up in the first place.
LOD is controlled by other cvars and afaik there is no fallback that infers VR pixel density. There's nothing on record for that anywhere and i've not experienced that in any game while using a VIVE or Rift at any time.
If you are having issues with distance scaling, appending this in engine.ini r.StaticMeshLODDistanceScale= (Values between 0.1 and 1) where 0.1 draws at the farthest distance, might help.
For bandwidth issues, the launch parameter -nohmd might help.
Other than that there isn't much you can do. It's debatable whether it's an engine issue itself or a WL game issue. You may ask the devs. if they're willing to disclose some information regarding that. After all it also depends on whether they used the correct cvars for their project.
Fair enough
 

fuji.seiko

New Member
Apr 30, 2022
14
6
Any similar games to this and Wicked Island? Something that possibly is complete or near completion? I played a bit of this, the game is still in progress but it could be promising just like WIcked Island
 
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