Okay but is there anything specific i can do that could help with rF2 VR performance ? I'd sell all others to get rF2 running as others do on my system .
With vive i had to enable something called always-on reprojection and disable asynchronous and interleaved reprojection from steam vr to stop rf2 from stuttering. i'm using 1080ti and 7700k
I log with this app. But the officialy supported telemetry analysis tool for AC is not Motec. I forgot the software name.
I don't know what car that graph represents but you can check that one of the front tires show a permanent zero load while cornering which messes slip angle for that tire. When that happens, slip angle behaviour is weird. It jumps from a maximum of 2-3 degrees to around ten for both front wheels. Check the equivalent graph from my last race with Callaway Corvette. Which one would you say looks less scripty?
I cant see your graph. Edit: now I see it. What is the expression to get slip angle in motec? F138 Silverstone. Theyre lockups. I grabbed what I had already. Heres another: Edit: here it is FISI 2012 Silverstone:
The functions only work in the pro version. That was the problem. Edit: Tried to reproduce those weird slip angle graph results from AC when the inner front is locked in RF2 but couldnt. But while youre here... why does the tyre load looks so different in the same F1 type of car in both games? I think its when braking and accelerating over the kerbs. The thicker parts of the RF2 graph. AC:
I agree and have a new full motion cockpit design in mind. Looks like I can start building the first prototype this spring.
I don't see such different graphs with respect tire load. It should be noted that the exact car configuration is probably not used in both platforms. This latest graph from AC has much less of those situations where slip angle fluctuates from peak to zero. It is curious to analyse how different the front tire behaviour is between your results and mine. In yours you can see that they separate from rear slip angles doubling theit values while turning suggesting an understeery setup. In mine they don't get that high. It would be interesting if FFB between both platforms could be compared. Does AC telemetry provide this value? I must say that comparing AC and rF2 telemetries for formula car they don't seem so different. I expected bigger differences. I might download AC telemetry utility and do my own tests. I might even convert EuskoTestTrack to AC to use it there as well. Hopefully, I will find some helpful guy to help me in this task.
It would be nice to have a real life telemetry sheet. AC doesnt show FFB in the telemetry. Theres one thing about FFB and tyre model in AC that is worth adding here. The developer once said something like "I dont understand why people like spiky FFB like in some games". And he said the "FFB" should be filtered in the tyre model. Indeed ACs FFB in hands feel point to something like that in the cheaper wheels.
Because most of us do not have motion cockpits so filtering ffb i would loose a lot of information about car behaviour. But if i had a 6dof motion simulator i wouldn´t care if i had hydraulic steering wheel, eletric assisted, 20 in ffb filtering...
Here is the dev post. From what I understand, removing spikes in the tyre model is the right choice precisely so we can mantain the controller FFB filter at 0.
I´m not talking about spikes. But If ffb is spiking, im missing information too. It should not spike. I´m talking about filtering the ffb but maybe i lost something in translation edit: since he is the owner of the game, you should read his opinion with some kind of filter too Would be good to see if someone from s397 or ISI could try to go into this matter. What im tryiong to say is that if my car is slinding in game and for some reason my stering wheel ffb is filtered to point that no info is give to me, my only clue of what is happening would be visual in game. But not all slides give visual perception untill is too late. Thats why im saying about 6dof simulators