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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

Participant
July 19, 2017

Sitruz said:


sherpa25 said:


F4CEpa1m said:
The Tray Tool works for SteamVR and Oculus Home games.  But if you use the Tray Tool to Super Sample then set the super sample slider to default in SteamVR.  And visa versa. 


Default is 1.0, right (as I use the Tray Tool)?  

Some help pls.  Any idea why Performance Headroom keeps showing very low red/negative bar even while FPS is at 90? Running Assetto Corsa w/ only 10 AI (stock GT cars in stock tracks: Spa or Mugello). Medium settings only slightly lower than Riftracers settings.
PC: i5-4670k and 980Ti and 16Gb RAM.

I would have presumed FPS to drop if Performance Headroom goes low.  Thanks BTW for the video.



I've seen this in everything I've used so far, even in the Oculus Lobby area, but the frames show a consistent 90 so I've given up worrying about it. I've never had any frame drops or problems on my GTX1080 though even at SS 1.5. 


What CPU and RAM speed (ddr3-1600 / ddr4-2400)?
New Participant
July 20, 2017


@chewxx  Send me the ott.log file and i'll have a look, just reply to the PM i sent you.

Cheers!


Thanks for your help, mate. The issues I had were, because I had setup an app as a shortcut to Steam VR and the path to the app changed. After restoring it, your program works again. 
July 22, 2017
ApollyonVR,

Can you please release the full source code for this tool on GitHub? There are several benefits to doing this:
  1. A centralized place to track issues/bugs and new versions
  2. Allows people to contribute to the project by fixing bugs/adding features
  3. Allows the source code to be audited and is much safer for everyone than downloading a random binary from a stranger on the Internet.
The last point is especially important. Please release the source code so we know we can trust this tool.

Thanks!
Participant
July 22, 2017
Sometimes I notice high CPU usage (~5%) for WMI Provider Host or OVRserver_x64 when O.T.T. is running. When I close the tool the CPU usage immediately goes to 0. Is this expected?
Participant
July 22, 2017


Hi all!

UPDATE 06/08 
Version 0.69.2 is here. Grab it from http://bit.ly/2s0vsDS





Hi,
is it possible to detect if the rift has been taken off/put on , and use the audio switcher to set the default audio and microphone?
Up and Coming
July 22, 2017
@FolkSong WMI is used for a number of things, but the one that is causing CPU usage is checking for running applications, e.g. the Profiles. I use WMI to "subscribe" to process launch events, and if you have a large list of profiles this will cause CPU usage as there are more process to look for. I previously used a timer on a 1 second interval to continuously check if any of the .exe's in the profiles list where started, so SS and ASW could be set accordingly. But WMI is the more "proper" way of doing this check. So yes, it is normal. The WMI subscription is still set to 1 second as i need to catch the application fast enough to apply SS. If i wait to long and the applications finishes it's startup, SS will not be applied properly. I will play around a bit with higher intervals to see how it works. While a higher interval, let's say 3 seconds, might lower CPU usage, it might not work for game x as it starts up faster that that, while game y needs longer to start up and for that it will work fine.
Makes sense?

@dabinn I'm sure that is possible using the Oculus SDK, but i am not using that. But i will look into it.

Up and Coming
July 22, 2017
@UlyssesSBlunt 
I have been thinking a long time about releasing the source for just the purpose of a third party verifying the code so ppl see that it is safe. Bug reports and feature updates have come throught this forum, by mail, or as a PM, and this is working fine for me. What makes me hesitate releasing it on Git Hub is very simple (and selfish); This is My project, it's my baby so to say =). Sure i've had help by looking in forums when i didn't know how to get function x rolling, or make sub y happen, and those posts that have been especially helpful are included in the user guide as a thank you. Since i started using Bitly for metrics the total download count across all versions is currently 23671, but it is probably closer to 25000 downloads. A lot of those are of course duplicates since the same ppl have downloaded different versions. But the ppl of the Internet are very smart and if there was an issue with OTT it would have been found by now. That said, i do fully and totally understand the importance of third party verification, and i will think of some way to get someone trustworthy to verify everyhing. I just don't want the source floating around and being edited as it is very personal to me. I have handed out snippets of the code to other ppl when they asked for help on their own projects, so helping others is not a problem, it's the very reason i made this tool to begin with. If you or anyone have any suggestions on third party verification without publicly releasing the source i am very intressted in that. I still might release it on git hub anyway if it seems to be the only way, and some of the code could probably be done in a more efficient way, so i'm not totally closing that door.
I hope that makes some sense =)

Cheers!
Participant
July 22, 2017
Question guys, since rF2 uses SteamVR, we set supersampling in SteamVR. But we need OTT, say, to run Performance HUD (thanks @ApollyonVR for the great app!), so do I have to set an rF2 profile here with PPD=0 so it doesnt conflict with SteamVR's Supersampling value?  And how about ASW, where do I set it so I can have it run in rF2 as either auto or fixed 45, in OTT? In other words, ASW can be controlled only in OTT, so it has to be running as well? TIA.
July 22, 2017

sherpa25 said:

Question guys, since rF2 uses SteamVR, we set supersampling in SteamVR. But we need OTT, say, to run Performance HUD (thanks @ApollyonVR for the great app!), so do I have to set an rF2 profile here with PPD=0 so it doesnt conflict with SteamVR's Supersampling value?  And how about ASW, where do I set it so I can have it run in rF2 as either auto or fixed 45, in OTT? R;2 will read this setting from OTT? TIA.


You can set supersampling in either Steam VR or OTT, one or the other certainly not both.
Just create a profile in OTT for rF2, and set ASW for your preference for the rF2 profile.  Personally for me, my preference is if the game supports a Pixel Density setting, that is what I use first. If not, then I use the OTT to set my PD setting for the game.

I have one game - IL-2 that I have to use Steam VR for, but I set a profile for it in OTT for both Pixel Density (super sampling) and my ASW preference ( I prefer disabled for this game). 
Up and Coming
July 22, 2017
Hi, great job man .
I also ask you if you can explain what this message means :" Could not set rift as default audio, ID not found " ?
It is not  a bug with your software but it is related to my rift, the earphones are not working anymore and i just want to verify if it is a software problem or an hardware one, so this message is related to what issue please ?
What issue can cause the ID to be missing ?
Just to know before i send the rift to Oculus for repairing/replacing ...
Thanks.