I faced the issue that AI cars start jumping around when wheel to wheel position. When some distance between cars everything is ok, but when opponents car is inside some radius around players car - it start jumping back and forth. As I found from test - it does not depend on car. But looks like depends on track. Portland is less prone to it. But for example Laguna Seca and Nurburgring are. Here is video what I'm talking about. When measuring FPS with fpsVR it shows stable 50-60 fps without any strange spikes during such opponent jumping. I was not playing rFactor for some time so I can't confirm that it was not there before. If some options can influence it - let me know.
I'm not a VR user, but most of the comments by VR users are about getting a consistent 90fps. That is some sort of requirement that allows the VR to fully function. (again, showing I don't know) Perhaps adding VR to your title might draw in more VR readers?
In posted video you can see that everything except of AI cars is smooth as a butter. Only cars behave strange.
I will check. By the way, I decreased all graphical settings to 'low' and 'off', decresed VR supersampling and turned off any motion in steamVR and Pimax tool. Effect still reproduces.
Looks very similar to this guys problem, does it happen with any car or just the one in your video? https://forum.studio-397.com/index....ird-practice-and-qualy-cpu-load-issues.72343/
With every. Yep. It was CPU load. With dicreased car grid when purple line is not 100% this effect disapears