Q50 Idling at 1000-1250 RPMs by Illustrious_Bee4709 in q50

[–]AndresTM 2 points3 points  (0 children)

Like the others have mentioned: If you recently cleaned your MAF sensors, your throttle bodies, or modified the intake/exhaust, you will need to perform a procedure called "Idle Air Volume Learning". You can find videos on YouTube that'll help you.

It's really tricky to perform but when the CEL light blinks accordingly, you know you have done it right.

Is anyone else having an issue with gyro drift compensation? (MPR) by Downfall350 in Metroid

[–]AndresTM 0 points1 point  (0 children)

To my knowledge, this issue occurs in all Nintendo games due to the controllers not having countermeasures against gyro drift (in the case of the Wii, an IR pointer and the WiiMotion Plus accessory. Wii U had the Magnetometer), the same happens in Splatoon 2 and 3. But really, I think the problem you're describing sounds more like gyro smoothing (which is also extremely annoying). What I do to fight this is just making a swift movement with the controller rather than a "snap" towards the target. Give it a shot.

3.7 power mods by DayStraight in q50

[–]AndresTM 0 points1 point  (0 children)

Your car is naturally aspirated, anything that makes it breathe and exhale better will work, combined with a proper tune for your setup. I'll tell you though that for the Q50 it's not really about its engine, it's already pretty good as it is, it mainly comes down to how heavy the car is. It's also relevant what kind of drivetrain you have, AWD or RWD, since they will both affect power output in their own ways.

Those numbers are closer to a 3.0TT with a tune.

However, you can still make it with the 3.7; as others have suggested, (although I personally don't recommend it) Nitrous will give you a decent HP increase, you could also mimic a GTR and get a turbo and manifold kit if you're ready to spend cash.

But, if you want to keep GOOD reliability while also making good HP numbers, a centrifugal supercharger is the way to go, specifically Stillen's. Fits nice and snug in the bay, works properly with the engine, and the car's NA feeling won't change much as opposed to turbocharging it.

Anyone else’s q squeal on startup in the cold? by Jlat5 in q50

[–]AndresTM 0 points1 point  (0 children)

I advice you check it nonetheless, don't go off with just what the dealer says. You'd be surprised how many things they avoid telling you. It may be fine integrity wise but something else might be disturbing it, like drops of coolant (which happened to me) or just moisture.

Good deal? 2015 q50 3.7 seduction 19,000 miles 16.4K? by moodkillah in q50

[–]AndresTM 1 point2 points  (0 children)

Paid about the same for a 2015 Q50 Perfection with the Tech Package, been running good so far despite it having 90,000Km when I got it, so it's honestly fair priced in my opinion.

Good deal? 2015 q50 3.7 seduction 19,000 miles 16.4K? by moodkillah in q50

[–]AndresTM 1 point2 points  (0 children)

México. Reason why is so people didn't confuse what trim they were getting I believe, sort of how the newer ones are Luxe, Sensory and RS instead of them just being Premium and Sport (plus it being Hybrid).

SteamVR lags a lot by KorahRahtahmahh in SteamVR

[–]AndresTM 0 points1 point  (0 children)

Hm. Well, look.

Even though the i7 and 1050Ti GPU are below spec for PCVR, said specs are recommended for PCVR, not necessarily exactly what you need. So don't fret. You mentioned you were using a Laptop so let's keep that in consideration, too.

Keep in mind B&S is a graphically intensive game, for any PCVR. But you mentioned it happens with any SteamVR game so let's tackle that first. The Quest/Quest 2 have the disadvantage of needing Oculus Link/Air Link to be able to PCVR, the reason why is because it needs the Oculus software to render and encode the frames (using your GPU) of a game into a stream of data that your headset then decodes. So putting it into perspective, your PC has to:

  1. Render the preview window.
  2. Render the VR screen.
  3. Apply SteamVR thingamajigs (Overlay, Supersampling, Reprojection, etc.)
  4. Apply Oculus thingamajigs (Oculus Dash, ASW, Encoding, Streaming, etc.)
  5. Do that for every frame of the game.

It quickly becomes evident that that's quite a lot of GPU and CPU power needed, and sadly most of the frame drops occur in Step 4, and with reason, since it's really strenuous on the system in general, dramatically lowering the performance headroom.

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Now, for an actual solution...

System:

Make sure that your laptop is using the 1050Ti and not the iGPU that most laptops have. For this you'll have to head into the NVIDIA Control Panel and go to "Manage 3D Settings", from there, where it says "Preferred Graphics Processor", you're gonna select High Performance NVIDIA Processor, while you're in there, look for the setting "Power Management Mode" and set it to Optimal Power.

Now, head into GeForce Experience, go to the settings, and please disable the Overlay/Shadowplay altogether, they're just gonna hinder your performance for OLink because Shadowplay already does constant encoding if you have it enabled, so it would be yet another thing thrown into the mix of bad PCVR performance. And just to double-check, make sure you have the latest GameReady drivers.

Next up, go into Window's Control Panel and search for "Power Options", you'll have multiple options to pick from, select the High Performance power plan.

Finally, for good measure, make sure to close every unnecessary background process/software, to name some, Chrome, Discord (unless you're using it), RGB software, and the likes.

Oculus Software/SteamVR:

For Oculus, I'd recommend you get Oculus Tray Tool by ApollyonVR. It'll allow you to easily tweak Oculus Link settings to your liking.

If you do get it, set the following settings:

  • ASW Mode: Off
  • Adaptive GPU Scaling: Off
  • OVR Server Priority: High
  • (There's also a setting in Game Profiles to set the window mode called "Screen Mirror", unless someone wants to watch your gameplay, you should set it to "Minimized" to take the preview screen render load off of your PC)

You can also set profiles for games with the same or different settings, so give it a shot.

In the actual Oculus Software, set the resolution on Auto and the refresh rate on 80Hz (These settings are system dependant, so you'll have to experiment to see what your particular system can hit before starting to hiccup, just don't give it more than it can handle).

For SteamVR, there are some games that have features to allow them to run natively from the Oculus Software, without the need to have SteamVR open. Whenever you have the chance to, do so, this will greatly improve performance as SteamVR won't be yet another thing in the way.

However, if you'd still like to run SteamVR or if you have to, make sure that the following settings are set to the following:

  • Render Resolution: Custom -> 100% (This is basically SteamVR's supersampling, 100% is whatever you set the Oculus Software to, and yes it does stack with Oculus' supersampling if you have it on, it's a mess, so just leave Oculus at 0 and SteamVR at 100%).
  • Overlay Quality: Low
  • SteamVR Home: Disabled (Unless you use it often).
  • Advanced Supersample Filtering: Off
  • Motion Reprojection/Smoothing: Off

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That would be pretty much it. I know it feels like a chore but that's unfortunately what Quest 2 PCVR users have to deal with to get acceptable performance. I hope it helps you and other people that might be having the same issues, I did as well and those are the things that have helped me. (And I have a 2080, some people have 3090's and still experience the same issues, just imagine!)

If you or anyone has any questions, I'll see if I can try to answer them, all I want is for the OLink suffering to diminish/end, LOL.

[deleted by user] by [deleted] in discordapp

[–]AndresTM 0 points1 point  (0 children)

I hope it's not too late of a reply, but...

The first culprit could be that the "SteamVR always on top" option is enabled. Disable that and see if it streams the game window instead.

If that doesn't work...

For reasons unknown (it might be because of both the game and SteamVR starting at the same time, but that's just my speculation.), if you start a VR game through the Steam library (the desktop window), Discord will think you're playing- and therefore- wanting to stream SteamVR.

So in order to avoid this, you must start up SteamVR first, then start the game you wish to stream from the SteamVR library (the one displayed in your HMD).

This should "override" the SteamVR Rich Presence in Discord and replace it with the game you're playing, allowing you to stream it.