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njsykora
Jan 23, 2012

Robots confuse squirrels.


drat Dirty Ape posted:

I thought that your swing does damage whenever you've broken their guard (and does guard damage when you haven't). It's just that if you swing in the given direction you complete a combo that does extra damage. So your attack counts, it's just not nearly as effective. I'll try it next time I play.

When you get in a groove in Until you Fall you feel like an incredible badass, parrying, dodging, counter attacking, and charging/moving around the battlefield (sort of like when you nail that tough song in beat saber that has been kicking your butt over and over). The powers and abilities can make a big difference too once you start to get used to them. It's cool if you don't like it, but even though it is quite difficult (to me) I felt absolutely amazing when I defeated the first boss (the real first boss, not the knight or the hammer and shield guy).

I admit that at first I thought much the same way, but once I was able to beat the first knight and the first hammer and shield guy things just started to click. My main criticism of the game is that it is definitely light on content. I feel like it needs another system or two and some more choices. Maybe different directions and procedural areas to explore or something. Also that my VR space isn't big enough and I'm constantly worried I'm going to hit something so I constantly check which takes me out of the game.

That is how health works yeah, the directional attacks after a guard break are for crits but any attack that lands will do damage, then some weapons have special abilities that proc if you complete that combo. Until You Fall is one of those games that doesn't really come into its own until you hit the second area, there you have to think way more about managing space (which the first boss really introduces) and handling groups of enemies. Especially once the ranged stuff starts to come in and you're either constantly repositioning to keep everyone in view or constantly looking over your shoulder to block projectiles. It also feels a lot better when you start learning when in an enemy's combo you can sneak in a quick additional attack of your own to speed up the guard break.

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FreelanceSocialist
Nov 19, 2002
Until You Fall is like beat saber with bad guys. Gorn and B&S are fun but sometimes you want to trade some freedom for some fun mechanics.

Turin Turambar
Jun 5, 2011



It's ok to make some VR games more "arcade" like Until You Fall, but yeah definitively light on content. Weapon wise, there should be something else than endless variations of swords. What about a spear, or a shield?

njsykora
Jan 23, 2012

Robots confuse squirrels.


I would support that idea of more weapons if everything that wasn't a sword or dagger (the axe being especially bad) didn't feel like poo poo.

Jokerpilled Drudge
Jan 27, 2010

by Pragmatica
Until you fall is weird in that even though it's simple I keep coming back to it. Probably wouldn't like it as much if I didn't get it for a really good price. It's frustrating when your attacks or blocks are off by a few degrees and they dont register, but in other situations it feels like any kind of random swing registers as a critical hit.

It became way more fun when I just put it on easy mode

FreelanceSocialist
Nov 19, 2002
I keep returning to GORN so I can use the two-handed hammer as a golf driver and send doofuses into orbit.

pantsfree
Oct 22, 2012

Turin Turambar posted:

It's ok to make some VR games more "arcade" like Until You Fall, but yeah definitively light on content. Weapon wise, there should be something else than endless variations of swords. What about a spear, or a shield?

A shield is pretty conspicuous in its absence, my guess is that they couldn't come up with a good alternative blocking mechanic (the existing one is quick time events where you have to align a weapon in a particular way). A shield is big and heavy, I guess it would be difficult to make it work without it feeling bad, like the slower weapons can do? A smaller, lighter shield that could only be used to block?

Likewise it's strange that there's no two handed weapons.

SEKCobra
Feb 28, 2011

Hi
:saddowns: Don't look at my site :saddowns:
Has anyone here tried running a vive headset in a different part of the house? I could see myself running a cable to my garage and just piping the USB and HDMI Signal over it. Is this realistic?

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

Nuts and Gum posted:

I don’t get the love for Until you fall. We have 6d of movement tracking and the game is “swipe in this specific angle otherwise your attack didn’t count”. I’m sure there are power buffs and stuff but the core mechanic seems like fruit ninja but with even less freedom?

I like it, but it's not "good" fighting physics. What's good is the "game" part. You have a nice strength curve, the first time you see challenges they destroy you, then you master them, then you get destroyed by the next, and the play sessions are just the right length. But the actual combat is meh.

It's basically the opposite of Sword and Sorcery. Light on the fighting, long on the gameplay.

pantsfree
Oct 22, 2012

SEKCobra posted:

Has anyone here tried running a vive headset in a different part of the house? I could see myself running a cable to my garage and just piping the USB and HDMI Signal over it. Is this realistic?

You should be able to run fiber optic hdmi cables and usb3 with active repeaters to a pretty decent length without added latency so I can't see why this wouldn't work, but VR can be fussy.

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



You would likely need Bluetooth extenders as well.

Skyarb
Sep 20, 2018

MMMPH MMMPPHH MPPPH GLUCK GLUCK OH SORRY I DIDNT SEE YOU THERE I WAS JUST CHOKING DOWN THIS BATTLEFIELD COCK DID YOU KNOW BATTLEFIELD IS THE BEST VIDEO GAME EVER NOW IF YOULL EXCUSE ME ILL GO BACK TO THIS BATTLECOCK

pantsfree posted:

You should be able to run fiber optic hdmi cables and usb3 with active repeaters to a pretty decent length without added latency so I can't see why this wouldn't work, but VR can be fussy.

My setup is in the adjacent room from the PC, so many of the cables route through the wall. No bluetooth extender needed but it's just one room over

Brooks Cracktackle
Oct 17, 2008

SEKCobra posted:

Has anyone here tried running a vive headset in a different part of the house? I could see myself running a cable to my garage and just piping the USB and HDMI Signal over it. Is this realistic?

Different headsets respond in different ways to being extended, most of them really don't like it. Reportedly you can make it work, but you will most likely need to use active extension cables, and the quality of the cables can make the difference between working and not working. I'd suggest researching people who have working extended setups, because a lot of them already went through an expensive trial-and-error process to figure out what configuration of cables works for whatever headset they've got.

I know the Index is supposed to be particularly touchy about this (and I expect any of the higher resolution sets are), if you've got an original Vive it might not care so much (less bandwidth needed because of the lower resolution) but you'll probably still need active cables no matter what.

OctaviusBeaver
Apr 30, 2009

Say what now?
Population One is on sale today, kind of a crappy sale but I was planning on picking it up anyway. I played 2 rounds. I really suck but I did get one kill with my random flailing. I think I will like it once I get the hang of things, but it does have the rec room problem of a voice chat full of children.

Goodguy3
Aug 11, 2016

"What?! I'm not tangled up like this for fun, you know!"
I know this isn't really a fair comparison but I'm a little torn between getting either Into the Radius VR or trying Tales of Glory.

On one hand, I like the idea of STALKER in VR, on the other, I also really like the idea of Mount and Blade in VR.
I know both games have their jank.

I've also tried the demo for Tales of Glory and it...felt kinda unpolished as Hell? But like, another part of me is thinking that the demo must be a very old version of it and maybe the full game is improved?


Like these two games can't really be any more different in setting and tone and all that, but I'm curious if either one has any super glaring flaws that might inform a decision here?

forest spirit
Apr 6, 2009

Frigate Hetman Sahaidachny
First to Fight Scuttle, First to Fall Sink


GutBomb posted:

I don’t think it’s going for realistic combat. It’s trying to be like the VR equivalent of quick time events. It sucks.

this, but for DDR:

GutBomb posted:

I don’t think it’s going for realistic dancing. It’s trying to be like the arcade equivalent of quick time events. It sucks.

Until You Fall is made by one of the earliest VR devs

the game is awesome

edit: and I'll say as the person with likely the most hours in the thread in blade and sorcery that the realism is fine but the arcade type gameplay of Until You Fall is more.... of an actual game. Score structure, goals, actual mechanics

I guess OP is saying arcade games suck? That they don't have much depth or something? Doesn't make much sense

forest spirit fucked around with this message at 18:13 on Jan 30, 2021

Davedave24
Mar 11, 2004

Lacking in love
Doing fast sequences of blocks, dodges and counter-attacks further into the game feels great, and I don't think you could pull that pace off without the discrete action prompts, or at least it would make it way too ambiguous in terms of what you were messing up when you did get hit.

Beve Stuscemi
Jun 6, 2001




OctaviusBeaver posted:

Population One is on sale today, kind of a crappy sale but I was planning on picking it up anyway. I played 2 rounds. I really suck but I did get one kill with my random flailing. I think I will like it once I get the hang of things, but it does have the rec room problem of a voice chat full of children.

Yeah it depends on when you play. I mostly play after 10pm and it’s mostly adults then.

Honestly though any marginally popular game is gonna have lots of kids at peak hours

FreelanceSocialist
Nov 19, 2002

Davedave24 posted:

Doing fast sequences of blocks, dodges and counter-attacks further into the game feels great, and I don't think you could pull that pace off without the discrete action prompts, or at least it would make it way too ambiguous in terms of what you were messing up when you did get hit.

Yeah - definitely. If I jack the speed/difficulty up in GORN or use that AI mod in B&S I get my rear end handed to me really quickly because I just don't have the brain wiring/coordination/muscle memory for stuff, yet. The prompts let you challenge yourself without just getting annihilated the moment you start a fight. It makes me appreciate MMA a lot more. And realize that when it comes time to fight the robots we're going to get wrecked. GG no re, indeed.

forest spirit posted:

Until You Fall is made by one of the earliest VR devs

I didn't know this but now I realize why it feels so good for an arcade-y VR title.

FreelanceSocialist fucked around with this message at 19:03 on Jan 30, 2021

GutBomb
Jun 15, 2005

Dude?

forest spirit posted:

this, but for DDR:


Until You Fall is made by one of the earliest VR devs

the game is awesome

edit: and I'll say as the person with likely the most hours in the thread in blade and sorcery that the realism is fine but the arcade type gameplay of Until You Fall is more.... of an actual game. Score structure, goals, actual mechanics

I guess OP is saying arcade games suck? That they don't have much depth or something? Doesn't make much sense

I love good arcade games. I just think Until you Fall sucks and it’s mechanics weren’t fun for me. It was like the motion control version of quick time events and I think those suck. I’d say it was closer to Wii Cooking Mama games than DDR.

Realism doesn’t always mean better: boneworks sucks too because of jank.

MrOnBicycle
Jan 18, 2008
Wait wat?
Not playing VR games for ages = nausea warning. After playing the first day in Saints & Sinners I'm convinced that VR games should have a "save at any time" function because having to keep playing is just horrible.

forest spirit
Apr 6, 2009

Frigate Hetman Sahaidachny
First to Fight Scuttle, First to Fall Sink


GutBomb posted:

I love good arcade games. I just think Until you Fall sucks and it’s mechanics weren’t fun for me. It was like the motion control version of quick time events and I think those suck. I’d say it was closer to Wii Cooking Mama games than DDR.

Realism doesn’t always mean better: boneworks sucks too because of jank.

Oh yeah, going for a realistic art style and input type doesn't mean better, it's just different.

I forget who posted this video, but it's a really good watch. It's a dev talking about how they came to this gameplay mechanic/loop after doing a bunch of iterative testing on different VR paradigms

https://www.youtube.com/watch?v=XOSwA9D7tb0

And I'm not going to argue that your opinion is wrong, that's dumb, but I can say I don't think you gave the game enough of a chance tbh.

To me, Until You Fall isn't just a puzzle action game, it's a game where you juggle a bunch of smaller puzzle action games at once. Each enemy has a group of patterns, and you start to learn them - then the game starts throwing each of these at you in varying groups. You'll be ducking, swinging, dashing, destroying an enemy with a huge crit then doing a 180° at the last possible second, swing around to block a full combo... it makes you feel like Errol Flynn.

The real meat and potatoes comes from juggling all of that.

And the reason I use "puzzle" action even though it technically isn't a puzzle game is because I want anyone reading who hasn't played it to understand that when you're at the mid-higher levels of play, you enter the same kind of flow state you would get into playing something like Tetris, or Beat Saber, or other rhythm/puzzle games - you learn the pieces and then your brain checks out as your muscle memory kicks in. The enemies are relentless the harder the game gets, so you get to that level like a very hard DDR or Beat Saber map where it feels like the game is moving faster than you can think, but you're keeping up anyway.

It's a really good warm up game and if you're someone who enjoys going into a flow state, it is excellent.

I would say give it another shot as well.

And the music absolutely loving rips

forest spirit fucked around with this message at 19:46 on Jan 30, 2021

Thom and the Heads
Oct 27, 2010

Farscape is actually pretty cool.
Finally jumped into Echo Arena which is fun but jesus it felt like daycare in there.

Turin Turambar
Jun 5, 2011



Thom and the Heads posted:

Finally jumped into Echo Arena which is fun but jesus it felt like daycare in there.

Did you try the separate 'mature' lobby?

Lemming
Apr 21, 2008
You can also just turn off voip for a while; most of the kids are absolutely terrible at the game (like not just "not good" but incapable of doing pretty much anything), so once you start playing for a little bit you'll end up matching against older people. That doesn't apply to the lobby though, if you join the mature one that's about as much as you can do there

Enderzero
Jun 19, 2001

The snowflake button makes it
cold cold cold
Set temperature makes it
hold hold hold

Jim Silly-Balls posted:

Yeah it depends on when you play. I mostly play after 10pm and it’s mostly adults then.

Honestly though any marginally popular game is gonna have lots of kids at peak hours

I add about 3-4 new friends a night playing so after a while you’ll probably be able to avoid a lot of the kids.

Enderzero
Jun 19, 2001

The snowflake button makes it
cold cold cold
Set temperature makes it
hold hold hold
Anybody have grip recommendations for quest 2? AMVR has a quest 1 model that half of people claim works for quest 2 (with a gap at the bottom of the controller) and half that it doesn’t, and their quest 2 model has people claiming it’s a worse design. VR Cover has one but it’s sold out, like seemingly most of their products. Mamut has a new Grip^3 but it’s comparatively expensive and I can’t find any reviews.

I have large hands and I don’t really care about the strap functionality that emulates knuckles, I’m just finding that my ring and pinky have to clench and curl too much when I’m throwing myself up walls in Population One so I just want a thicker stem.

Shine
Feb 26, 2007

No Muscles For The Majority

Shine posted:

I bought this one: https://www.amazon.com/gp/product/B08LG2X98F

I haven't used the headset for a long enough session to gauge the battery life (though on paper it should be good for basically all drat day), but it counterweights the headset quite nicely. The headset stays put and feels less annoying to wear for longish stretches. I have it velcroed to the bottom part of the elite strap at the moment (two thin strips), which makes putting the headset on slightly awkward, but once I have it on, it's very comfortable. You can also find plenty of doodads people have made to more elegantly mount these batteries, such as this: https://www.etsy.com/listing/890349855/oculus-quest-universal-battery-mount?variation0=1661369768

I put this battery through its paces, and it's great! I was playing without it for a while, got the headset down to 15% battery, then attached the battery and it was able to charge the headset mid-play without issue. When I finished playing, about 3 hours later, the headset battery was fully charged and the Anker battery had drained maybe a quarter of its capacity. Really good poo poo.

Beve Stuscemi
Jun 6, 2001




OctaviusBeaver posted:

Population One is on sale today, kind of a crappy sale but I was planning on picking it up anyway. I played 2 rounds. I really suck but I did get one kill with my random flailing. I think I will like it once I get the hang of things, but it does have the rec room problem of a voice chat full of children.

I’d recommend going into bot mode for a bit to practice the guns. A lot of them have some stuff you should either know or get used to.

Sako: can be fired one handed. Zero kick. Learn to aim down the sight with one hand and cock the gun quickly with your other.

AWP: has a 4x zoom accessible by pressing forward on
your off hand stick. Practice in both 2x and 4x

UMP: can also be fired one handed and has minimal kick.

MP5: crazy recoil, but manageable if you learn the pattern.

It’s also good to practice with the other guns to learn their recoil patterns and do things like learn to fly and shoot at the same time, reload quickly, peel bananas effectively and stuff like that.

That stuff is hard to remember and practice in the real game when bullets are flying

Also, the gun dampening and offhand influence are good to know too. Dampening does what it says and dampens out jitters in your hands. The downside is the guns move a bit slower. Find a setting that’s a good compromise between gun speed and jitter for you.

Offhand influence sets how much your non-trigger hand affects the guns aim. 0% means your trigger hand aims the gun only, your offhand does nothing. 100% is analogous to real life gun handling. 1-99% is some manner of dampening in between. Note that even if you set offhand to 0% you will still need to grab guns with your offhand to stabilize them and to aim down sights on the AWP. It’s not free hipfire mode

Beve Stuscemi fucked around with this message at 02:37 on Jan 31, 2021

explosivo
May 23, 2004

Fueled by Satan

Is there any sort of House Flipper-esque game in VR that isn't House Flipper VR? A game where you could decorate houses and stuff would be something I could see my partner getting into, but the VR House Flipper game looks like poo poo.

Vakal
May 11, 2008
Is it possible to stream 180°/360° videos through Virtual Desktop?

Every time I try I just get regular 3D mode like I'm watching something on a screen.

I'm using VLC player though so maybe that is the problem and there is a better program to use.

Thom and the Heads
Oct 27, 2010

Farscape is actually pretty cool.
Any Quest people have thoughts on Sports Scramble? Worth picking up?

TIP
Mar 21, 2006

Your move, creep.



Thom and the Heads posted:

Any Quest people have thoughts on Sports Scramble? Worth picking up?

There's a free demo. I tried it and thought it was terrible.

njsykora
Jan 23, 2012

Robots confuse squirrels.


I have it and play it occasionally, it's a fun game but absolutely not worth full price when you can get better tennis and bowling games for less (albeit not native on Quest). If there were actually people playing it online it might be different but there seemingly has never been anyone playing it online.

WorldIndustries
Dec 21, 2004

Enderzero posted:

Anybody have grip recommendations for quest 2? AMVR has a quest 1 model that half of people claim works for quest 2 (with a gap at the bottom of the controller) and half that it doesn’t, and their quest 2 model has people claiming it’s a worse design. VR Cover has one but it’s sold out, like seemingly most of their products. Mamut has a new Grip^3 but it’s comparatively expensive and I can’t find any reviews.

I have large hands and I don’t really care about the strap functionality that emulates knuckles, I’m just finding that my ring and pinky have to clench and curl too much when I’m throwing myself up walls in Population One so I just want a thicker stem.

I'm also looking for grip recommendations. The most recommended ones on amazon all seem to have serious flaws and am wondering if I should look elsewhere like etsy or ebay

Grashnak
Apr 30, 2006

Oven Wrangler

Enderzero posted:

Anybody have grip recommendations for quest 2? AMVR has a quest 1 model that half of people claim works for quest 2 (with a gap at the bottom of the controller) and half that it doesn’t, and their quest 2 model has people claiming it’s a worse design. VR Cover has one but it’s sold out, like seemingly most of their products. Mamut has a new Grip^3 but it’s comparatively expensive and I can’t find any reviews.

I have large hands and I don’t really care about the strap functionality that emulates knuckles, I’m just finding that my ring and pinky have to clench and curl too much when I’m throwing myself up walls in Population One so I just want a thicker stem.

I've got the AMVR grips on my quest 2 and they work fine. I'm not a huge fan of the strap though, the top mounting point is slightly too far forward so the strap sits right on top of my knuckles which I don't love. My hands are probably on the larger end of things though, if you have smaller hands the straps may well be fine. They're also a little bit stiff to get pushed on all the way but they do fit fine.

I had the kiwi design pro grips on my quest 1 and they were amazing, they have just released their quest 2 version but it's only available in the US currently so I haven't been able to get a set. They have the top mount moved a little further back so the strap sits across the top of my hand behind my knuckles which I find more comfortable.

If you want something to make the grip thicker then the AMVR ones will be better, they are made of more solid plastic and so are a touch thicker than the kiwi design ones. They do only cover about half of the controller though, the kiwi ones cover the entire controller so will be a bit more uniform in size.

SirTagz
Feb 25, 2014

So I have made my first test games with my new Index. The experience was obviously miles ahead of my last tries with the DK1. No screen effect whatsoever - it was just like low poly reality.

Beat saber and Ragnaröck are awsome - I can see my kid playing these. Google Earth and Moss were also great.

Population: One and Squadrons made me dizzy after a while and I had to quit. Pop:1 was running smoothly so I assume it was mostly the unnatural movement that caused it (did not use teleport)
Squadrons - I am not sure. While I was still in the world everything seemed crisp and I did not feel any jitter when looking around. However when in motion, it seemed like the objects flying by were jittering or at least they were not moving as fluidly as when I was still.

Any advice on how to test jitter stuff? How to get a FPS overlay or something? Also - any advice on getting squadrons to run as smoothly as possible? On 3080 and 5800x so I'd expect to get decent framerates out of it.

Marxalot
Dec 24, 2008

Appropriator of
Dan Crenshaw's Eyepatch

SirTagz posted:

So I have made my first test games with my new Index. The experience was obviously miles ahead of my last tries with the DK1. No screen effect whatsoever - it was just like low poly reality.

Beat saber and Ragnaröck are awsome - I can see my kid playing these. Google Earth and Moss were also great.

Population: One and Squadrons made me dizzy after a while and I had to quit. Pop:1 was running smoothly so I assume it was mostly the unnatural movement that caused it (did not use teleport)
Squadrons - I am not sure. While I was still in the world everything seemed crisp and I did not feel any jitter when looking around. However when in motion, it seemed like the objects flying by were jittering or at least they were not moving as fluidly as when I was still.

Any advice on how to test jitter stuff? How to get a FPS overlay or something? Also - any advice on getting squadrons to run as smoothly as possible? On 3080 and 5800x so I'd expect to get decent framerates out of it.

A lot of us use OVR Toolkit, but that's like $11 and maybe overkill. fpsVR works too.

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



SirTagz posted:

So I have made my first test games with my new Index. The experience was obviously miles ahead of my last tries with the DK1. No screen effect whatsoever - it was just like low poly reality.

Beat saber and Ragnaröck are awsome - I can see my kid playing these. Google Earth and Moss were also great.

Population: One and Squadrons made me dizzy after a while and I had to quit. Pop:1 was running smoothly so I assume it was mostly the unnatural movement that caused it (did not use teleport)
Squadrons - I am not sure. While I was still in the world everything seemed crisp and I did not feel any jitter when looking around. However when in motion, it seemed like the objects flying by were jittering or at least they were not moving as fluidly as when I was still.

Any advice on how to test jitter stuff? How to get a FPS overlay or something? Also - any advice on getting squadrons to run as smoothly as possible? On 3080 and 5800x so I'd expect to get decent framerates out of it.

In your index menu (accessed from the little button below your A button) there is a 'developer' menu. On there is a FPS overlay which adds a graph display lower in your visor showing you your current frame update rate. Green means you are good, yellow means you are approaching your limit, and red means you aren't keeping up.

For whatever reason my Index defaulted wanting to supersample everything quite a bit and set itself to the 144 Hz update rate, which is asking a lot of even my powerful (3080) PC for games like squadrons. For the most part, I've lowered the update rate to 90 Hz (been playing Fallout 4 and Skyrim VR and these games have physics that go berserk at really high frame rates). If I recall correctly, I had the same issue in Squadrons and fixed it by messing around with the graphics options (there are regular and VR specific options, so make sure you are changing the correct one). Also, I've had some weird graphical issues in squadrons that were fixed with tinkering and restarts that I haven't quite figured out yet. I'm thinking it is helpful to have Steam VR started up first... but not quite sure if that fixes the problems yet.

So maybe start by going into the index menu, selecting 'per application' supersampling, lower to 100% (starting point) and dropping your update rate to 90 Hz. Then play with the graphics options in game and once you are satisfied try working your supersampling/refresh rate more slowly up until it's comfortable. In general most people recommend not messing with the games version of supersampling but instead doing it through the index (which you can set per application). Just remember that the refresh rate is a global setting. I have a similar PC to yours and squadrons runs smoothly so I'll check my settings later, but I usually turn off graphics options like depth of field, film grain, etc first.

Damn Dirty Ape fucked around with this message at 14:47 on Jan 31, 2021

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SirTagz
Feb 25, 2014

Marxalot posted:

A lot of us use OVR Toolkit, but that's like $11 and maybe overkill. fpsVR works too.

Thanks! Looks useful. But I did not see any FPS overlay or something like that in there. Do you just pull up your regular screen and look at the SteamVR refresh rate number?

drat Dirty Ape posted:

In your index menu (accessed from the little button below your A button) there is a 'developer' menu. On there is a FPS overlay which adds a graph display lower in your visor showing you your current frame update rate. Green means you are good, yellow means you are approaching your limit, and red means you aren't keeping up.

For whatever reason my Index defaulted wanting to supersample everything quite a bit and set itself to the 144 Hz update rate, which is asking a lot of even my powerful (3080) PC for games like squadrons. For the most part, I've lowered the update rate to 90 Hz (been playing Fallout 4 and Skyrim VR and these games have physics that go berserk at really high frame rates). If I recall correctly, I had the same issue in Squadrons and fixed it by messing around with the graphics options (there are regular and VR specific options, so make sure you are changing the correct one). Also, I've had some weird graphical issues in squadrons that were fixed with tinkering and restarts that I haven't quite figured out yet. I'm thinking it is helpful to have Steam VR started up first... but not quite sure if that fixes the problems yet.

So maybe start by going into the index menu, selecting 'per application' supersampling, lower to 100% (starting point) and dropping your update rate to 90 Hz. Then play with the graphics options in game and once you are satisfied try working your supersampling/refresh rate more slowly up until it's comfortable. In general most people recommend not messing with the games version of supersampling but instead doing it through the index (which you can set per application). Just remember that the refresh rate is a global setting. I have a similar PC to yours and squadrons runs smoothly so I'll check my settings later, but I usually turn off graphics options like depth of field, film grain, etc first.

Perfect, thanks!

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