Don't know about you... but whenever I play any steam vr game (which I do much more often than oculus), it takes up about 26% of my cpu, and a decent chunk of my memory. All I really want is a way to play GORN without my cpu ******** itself, due to the oculus app. Make it less performance hungry, or just an option to make it gone in general.
I played Elite Dangerous (Steam version) with the steamvr not active. Runs nice, if i activate it, i got frame drops. Both runing with the oculus app on desktop. Did you try not actvating steamvr?
I don't mean to sound elitist here, but uh... you could just upgrade your rig? I have decent specs, not fantastic, but I can still play everything with both open just fine, so it might be more about your specific setup than the software itself.
This is not possible. Oculus app has to convert sensors output to 3D position values. It is the same as Vive Cosmos: It also needs its external app for converting sensor output to 3D position values, that can be then used in Steam VR. Only devices that use Steam VR tracking (lighthouses) don't need to use any external apps, because Steam VR does this conversion from sensor to 3D position.
While running SteamVR without Oculus isn't possible, doing the reverse and running Oculus without SteamVR is. Oculus should make a native OVR-compatible compositor (similar to how OpenComposite works).
Rift S
I found that in order to track only the oculus-runtime folder i required in the oculus installation, all the other 10GB GB of stuff are garbage, only the small ~100MB runtime is needed for tracking, however i also found that without the very poorly made Oculus app running there is no video out to the headset, i only found that tracking works through the SteamVR headset view option.
Its disappointing to see the Oculus app perform so poor, anything i do in SteamVR is fine but anything I do in the Oculus app and even the Controller low battery warning from the Oculus App to headset is SUPER laggy.
Also can i request built in batteries into the controllers so i can simply dock and charge them when not in use so they are ready for play so i dont need to switch mid game cuz they were low when i started.
'While running SteamVR without Oculus isn't possible, doing the reverse and running Oculus without SteamVR is. Oculus should make a native OVR-compatible compositor (similar to how OpenComposite works).'
This is where the OpenXR standard is supposed to excell. This topic and some of the commenters here don't seem to understand what the Oculus software does. The Oculus software handles all the VR tracking data and guardian settings (among other things); STEAMVR does not do this!!! Thus, while you'll still need to run the Oculus software, the OpenXR API will allow games on STEAM to bypass STEAMVR and hook directly into the Oculus runtime.
Valve has only recently pushed out a BETA OpenXR API, I say recently like June 2020 (whereas Oculus has made it available since late 2019). OpenXR is mainly a developer thing, but it should make games easier to access on the STEAM side (Oculus may still be closed other headsets).
You must be a registered user to add a comment. If you've already registered, sign in. Otherwise, register and sign in.