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Up and Coming
December 23, 2016
Question

Oculus TrayTool - SuperSampling profiles, HMD disconnect fixes (hopefully)

Oculus Tray Tool  
current version: 0.87.3

What is it?
In short; It’s a free application that helps you get the most out of your Rift. It is developed by me, ApollyonVR, with the support of the community for beta testing. Please note that this application is not an official piece software from Oculus, I am not affiliated with Oculus in any way. Any issues you
have with this application should be reported to me and not Oculus support. You can reach me here on the forums or by contacting me at *REDACTED*

Oculus Tray Tool (OTT) has many features that will hopefully help you get the very best VR experience. It has options that help you automatically switch audio and microphone to the Rift and back, handle the Oculus runtime service, voice commands, batch import Steam games (added to OTT by the awesome headkaze over at http://headsoft.com.au), replace icons for your games and more.

It’s primary feature however, is the ability to create “Profiles” for you VR Games and apps.
Within these Profiles, you set how Asyncronous SpaceWarp (ASW) should act, increase the perceived resolution by using Supersampling and increase the CPU Priority of a given app to get the most juice out of your system for that specific application.
Once a Profile has been created for a game or app, OTT will detect when it is started and apply the
profile for it, without the need for taking your headset of.

If you want to have a peek at all the things OTT can do for you before installing the application, check the User Guide pdf. The latest version of this application will always be right below this intro, but the app also checks for available updates on startup.

Enjoy, have fun and please report any issues, suggestion or feature requests to me using the above mentioned methods. Oh, and feel free to buy me a coffee by using the PayPal button in-app. 🙂
 
The very nice people over at Guru3d.com have been kind enough to host some mirrors for the setups, so make sure to pay them a visit!
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UPDATE 03/08

Hi all!
It's been a while since i released a new version, but now the time has come! 😃
I'm looking for ppl who want to test the new version before public release.
There are primarily changes for the Quest but anyone is welcome to test it.
Just drop an email to *REDACTED* and i'll get you a download link
and some instructions. Also include what type of headset (Rift or Quest)
that you are using.

 

Also, i now have a proper domain for the website, so swing by www.ApollyonVR.com
and check out the new Forum! If you have questions, comments or suggestions

that is the place to post them. 😃

 

Below are the release notes for the new version. Please note that this is a Beta version

for testing the new features. If you just want to use a stable version of OTT then head

over to www.apollyonvr.com and simply download the latest version.

 

Version 0.87.7
* Oculus Dash will now use the same CPU Priority as what you set for OVR Server.
* Added a "Comments" option to Profiles.
* Implemented Paolod29's code for a permanent AirLink (https://github.com/pd29/oculus-airlink-enabler).
* Added more choices to the Quest Link settings for "Bitrate" and "Encode Resolution".
* Added option for "Force Mipmap generation on all layers" on the Game Settings tab.
* Added option for "Offset Mipmap bias on all layers" on the Game Settings tab.
* Added option for "Force Mipmap generation on all layers" to Profiles.
* Added option for "Offset Mipmap bias on all layers" to Profiles.
* Added option for "Encode Dynamic Bitrate" on the Quest Link tab.
* Added option for "Dynamic Bitrate Max" on the Quest Link tab.
* Added "FOV Multiplier" to Profiles. Setting this to a value lower than 1, for example 0.8,
will increase FPS due to less pixels being drawn at the expense of lower FOV.
* When creating a brand new Profile, the current settings from the Game Settings tab will be used.
This will make it even easier to create a new Profile! Simply experiment with different settings
on the Game Settings tab, and when you have found the perfect combo for a given game those
settings are copied over when you click "Create new Profile".

* Added option to Disable profiles.

* Redesigned the Profiles window a bit.
* Fixed some bugs.

 
Cheers!
This topic has been closed for replies.

1867 replies

F4CEpa1m
Up and Coming
June 7, 2017
Hi mate, just a few things not working here.  Tray Tool is still appearing with Hide from Alt + Tab enabled (I take this to mean that when in a VR app, if I Alt+Tab then the Tray Tool shouldn't be popping up?

Visual HUD is not displaying at all.  Settings aren't saving, and as mentioned, the audio switcher isn't switching.

Cheers!
Up and Coming
June 7, 2017
@F4CEpa1m Yea, i messed up a bit there. =/ I have sent you an updated version for testing, it looks like this one works as intended according to other testers. So let me know how it works for you, and if it looks good i'll release it as 0.69.2.

Cheers!

New Participant
June 7, 2017
I'm new to this forum, I hope you can read this. When I use the Rift I get the sense something is wrong with the geometry of the images that my eyes see. This is a difference from real life that is a bit hard to pin down. I'm guessing a lot of people see this without being able to put their finger on what it is. Long distances seem to short. Some things can seem too small, too. The other day I experimented with the interpupillary distance (IPD) slider. I realized that things that are close to me seem to be the right distance away at my normal setting. If I make it wider, things a little farther away look like they are the right distance away. At the widest possible IPD setting things far off (by the horizon) perhaps look right. I'm not sure what this means. I'm thinking it might mean that the field of view on the software side doesn't correctly match up with the field of view that comes out "through the lenses". Though, this might possibly depend on individual face shape (pupil position in space).

So, my question is, do you know anything about this, and do you think the issue might be resolved in a future version of Oculus Tray Tool? If incorrect FoV is the culprit, maybe one could have the option of using another FoV?
Participant
June 7, 2017

Plurr said:

I'm new to this forum, I hope you can read this. When I use the Rift I get the sense something is wrong with the geometry of the images that my eyes see. This is a difference from real life that is a bit hard to pin down. I'm guessing a lot of people see this without being able to put their finger on what it is. Long distances seem to short. Some things can seem too small, too. The other day I experimented with the interpupillary distance (IPD) slider. I realized that things that are close to me seem to be the right distance away at my normal setting. If I make it wider, things a little farther away look like they are the right distance away. At the widest possible IPD setting things far off (by the horizon) perhaps look right. I'm not sure what this means. I'm thinking it might mean that the field of view on the software side doesn't correctly match up with the field of view that comes out "through the lenses". Though, this might possibly depend on individual face shape (pupil position in space).

So, my question is, do you know anything about this, and do you think the issue might be resolved in a future version of Oculus Tray Tool? If incorrect FoV is the culprit, maybe one could have the option of using another FoV?


Ill the dev weigh in here, but this seems like something so far off base from what this tool does. This has nothing to do with PD or geometry or issues you get within the rift. Sorry.
Up and Coming
June 8, 2017
@Plurr Unfortunately FoV is a bit outside the scope of what this tool does. In VR, FoV is something that is closely tied to the geometry and configuration of the lenses. If you where able to change FoV in the software, like editing a config file for a game, it would most likely cause the gameworld to bend and warp and would probably cause a lot of nausea. So FoV is pretty much a set value when it comes to VR at this time i think. Then again, i might be wrong. =) In either case, it is not something that is currently possible to change i think. You can read a bit about it here: https://developer.oculus.com/design/latest/concepts/bp_app_fov_scale/

New Participant
June 8, 2017
Okay. My thinking was that this "bending and warping" business might already be present to a degree on the Rift --  that a slightly incorrect software FoV accounts for the suboptimal stereoscopic 3D. I was thinking that if this were true, there might be indvidual variation in what FoV people get out of the hardware (due to physiological differences). I have no idea whether this is true, but if were, an FoV slider would seem appropriate for Oculus Tray Tool, I thought. But I'm just speculating, and as you said, maybe the FoV can't be changed anyway. At any rate, there seems to be something about the Rift geometry that is off, and that causes a discrepancy between distance and perceived distance. It is unclear whether this can be fixed on the current generation of VR. And I suppose it's something for Oculus to figure out.
New Participant
June 8, 2017
The link you included seems to confirm that people do get different "hardware FoV's" and that this may have negative consequences. It seems that it might be meaningful, then, to have a "software FoV slider", to get an individual match between the FoVs. However, I understand that this may not be implemented in the tray tool. Maybe something for a future Oculus update.
F4CEpa1m
Up and Coming
June 8, 2017


@F4CEpa1m Yea, i messed up a bit there. =/ I have sent you an updated version for testing, it looks like this one works as intended according to other testers. So let me know how it works for you, and if it looks good i'll release it as 0.69.2.

Cheers!



Works a treat now.  Cheers! 
June 10, 2017
Hey ApollyonVR,

I just wanted to bring to you attention - and you may already be aware if this is by design.
As you know one does not have to have Oculus Home running when running a game outside of Oculus Home. Like a SteamVR game, or even a Rift supported game that is not run through the Home Library. 

However from what I can tell, any profiles set in the Tray Tool will not apply. I noticed this morning flying DCS, and then also Battle of Stalingrad, ASW was kicking in - and I had the profile set for ASW off. I took a look under the more information tab in the Tray Tool, and there was no remarks in there regarding setting my Pixel Density or ASW. I tested this with both the Steam VR game and with the Rift supported game. 

I then launched Oculus Home - and tested both again. This time my Pixel Density setting and the ASW off setting both applied appropriately with remarks in the more info tab that they had done so.

So I guess the profiles in the Tray Tool are reliant on the Oculus Home software running?
June 20, 2017
Is anyone else having issues unzipping the folder and having the oculus tray tool.exe file not show up in the folder? I can unzip the oculus tray tool.exe file separately but then I can't move, rename or do anything with it. I think it's an administrator issue, but I can't seem to figure it out. Any help would be greatly appreciated.