Rfactor2 The VR thread -settings & tips

Discussion in 'General Discussion' started by Adrianstealth, Apr 30, 2017.

  1. atomed

    atomed Member

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    I have 5.1 and the audio moves relative to my Vr movement, you'll be good.
     
  2. elgagon

    elgagon Registered

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    Hi all.
    I want to to test OpenXR Toolkit
    Is it possible to have installed without uninstalling SteamVR?
    I want to try one or the other to compare them.
    Thanks
     
  3. alehop69

    alehop69 Registered

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    Yes, for sure. You select in OpenCompsite one of another...
     
  4. elgagon

    elgagon Registered

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  5. Comante

    Comante Registered

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    You install both, then in opencomposite select it over steam to be able to use the openxr in RF2
    For this purpose I use RF2 widget to launch RF2, it has options to launch RF2 in VR directly without modify any file.
    Into openxr toolkit you will find a pletora of stuff to tweak your performance.
     
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  6. elgagon

    elgagon Registered

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    Thank you.
    I'm going to read the documentation and try it.
     
  7. elgagon

    elgagon Registered

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    Hi all.
    I've installed OpenComposite, replaced all the openvr_api.dll in rF2 and enabled the OpenComposite in the program.
    I've launched rF2 in VR mode and works well.
    It's supossed that the performance should be beter, due to bypass SteamVR.
    Is it correct?

    Do you have some recomendations to the OpenXR Toolkit?
    I have the Reverb G2 and the 2080TI

    Thanks
     
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  8. It is not about HP Reverb G2, but I got a Pico 4 and two Pimax (5k+ and 8kx) currently and I am testing a lot these days with the 8kx (mentioned in another thread that I am not sure if I should return it or not).

    Using openXR with the Pico or PimaxXR with the Pimax increases performance by about 5 to 10 FPS staying with the same settings in rF2, so I would say it definitely increases performance (started with 90 Hz and switched to 75 Hz later on, because I get stable 75 FPS).

    From my point of view quality of ingame graphics stays the same - I did not notice a loss.

    What gives a huge boost in gfx quality is using FSAA MSAA 4x instead of 2x.

    I have attached my graphics settings I am using for the Pimax ones on 75 Hz mode with large FOV and Pimax Play / Client (everything disabled or at least set to default).

    Those settings are used on a 3060ti (I switch to MSAA4x later on) and GPU is running at around 85%.

    Same settings used with the 8kx only at a PC running a 3080 drops GPU usage to around 65%.

    It is more or less the same for the Pico with openXR running at 90 Hz.

    Measurements taken with fpsVR and remembered by heart :)
     

    Attached Files:

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  9. elgagon

    elgagon Registered

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  10. You are welcome :)
    I am not really sure, what costs most of the performance if it comes to all the other settings, but from some tests back in the past I remember shadows, environment reflection (if you bypass fences e.g.) and special fx - it is worth testing it one by one and always using the same track.

    Some tracks are known as performance hungry and I would not give too much to pit lane while driving through. I did most of the tests last days on Hungaroring 2018 and I know Nürburgring is even worse at some points.
     
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  11. Kelju_K

    Kelju_K Registered

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    After testing the vr peformance of the game rather intesively,
    now with 3 gpus, 2 VR hmds
    I can now, with consistency over all the hardware, say that these settings are THE performance settings for the game in VR, while maintaining reasonable image quality:

    Track Detail = Low
    Player Detail = Full
    Opponent Detail = Low (high textures forced in player.json)
    Textures Detail = Medium
    Shadows = Low (fast blur)
    Enviroment Reflections = Low
    Post Processing = Low
    Aniso x16
    MSAA x4
    Everything else off
    (Alternative extra boost with noticeable drop on quality: Shadows, and Reflections OFF, MSAAx2)

    First steps up when/if you have headroom:
    1st: Track Med, Textures HIGH
    2nd: Track HIGH, Textures ULTRA(questionable!), ssr LOW , special effects LOW
    3rd: Ssr MED, env. refl MED, special effects MED. (possibly shadows High), opponent textures forced FULL in player.json.
    4th: whatever you like ;)
    For rain, you want rain drops LOW-MED if you have the gfx hw power.
     
    Last edited: Nov 3, 2023
  12. Overall ... testing various settings helps to sort out best performance and performance drops.

    Just to document the mentioned player.json settings:
    Code:
        "Opponent Detail":0,
        "Opponent Texture Override":3,
        "Opponent Texture Override#":"For opponents' vehicle textures: -1=use Opponent Detail, 0-3=override value",
    
        "Player Detail":0,
        "Player Detail#":"0=Low 1=Medium 2=High 3=Full",
        "Player Livery":"",
        "Player Livery#":"Overrides default paint job for track",
        "Player Texture Override":3,
        "Player Texture Override#":"For player's vehicle textures: -1=use Player Detail, 0-3=override value",
    
        "Self In Rearview":"*",
        "Self In Rearview#":"Empty for nothing, * for everything, otherwise list comma-delimited instances you want _removed_",
    The self in rearview is an interesting feature but does not work properly on every car - AFAIR it is working best on most open wheelers.

    edit:
    what comes to my mind ... there are a couple of websites and threads around optimizing GFX in rF2 in general (not especially for VR / HMDs) but what I noticed (and that's seems to be a bit individual, too) is a performance loss when activating virtual mirrors (default key "3") and reducing the number of cars shown ahead and in rear mirrors does also increase performance a bit (you could also limit what will be shown while entering pit lane as well objects in rear mirrors)
     
    Last edited by a moderator: Nov 3, 2023
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  13. elgagon

    elgagon Registered

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    Hi all
    Has anyone had this problem?

    View attachment upload_2023-11-3_10-13-33.png

    This only happens in this loading screen.
    I've tested with different car and track combos and it's the same (always official content).
    This happened using OpenComposite and without changes in OpenXR Toolkit
    I have the Reverb G2 and the 2080TI

    The rest of the game is ok.

    Thanks.
    [​IMG]
     
  14. Comante

    Comante Registered

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    Yes it is like that. I think it's known, maybe when RF2 will support openxr natively we will overcome this.
     
  15. It is known and documented here: opencomposite.html with a workaround

     
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  16. elgagon

    elgagon Registered

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    Thank you
     
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  17. You are welcome, but as it had already been mentioned as known and I remembered the documentation about it ... ;-)
     
  18. elgagon

    elgagon Registered

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    Yes, sorry.
    I've read until the part of the OpenXR Toolkit, because i want to try it with the default options
    It's a bit complicated when you don't speak english well.
     
  19. Kelju_K

    Kelju_K Registered

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    Yes. reducing the number of visible cars, and overall number aswell brings more performance.
    Resolution is always big factor too. I usually dont go beyond step 2 of my recommended steps from the perf settings, but increase resolution instead.
    And since we are in the player.json gfx tweaks, here are the ones (on top of already mentioned) that help with perf:

    "Garage Detail":0.01
    "Garage Detail#":"LOD multiplier when vehicle is in garage (0.01-1.00)",
    (this helps when you pass garage full of cars and get stutters)

    "Headlights On Cars":false,
    "Headlights On Cars#":"Headlights illuminate other cars.",
    (this helps but also takes the effect of the car behind you illuminating your cockpit from behind. i use this for rain and fog, but not at night)

    "Max Headlights":6,
    "Max Headlights#":"Max headlights visible relative to your car.",
    (pretty self explanatory)

    "Raindrop Flow":0,
    "Raindrop Flow#":"Add to enable: 1=flow over current 2=flow over other vehicles",
    (imo useless to have active, as the rain spray is so blinding as is..)

    "Rearview Particles":false,
    (if you wanna see dust etc in mirrors. costly!!)

    "Smoke Flow":false,
    (should be off by default. no use imo)

    "Spark Flow":0,
    (maybe activate for openwheelers if you have headroom??)

    "Transparency AA":false,
    "Transparency AA#":"Soften edges around alpha test objects",
    (helps a bit but might make some trees look "squary" mesh) not an issue with dlc imo, but some 3rd party could get bad with this)

    Another one to use with open composite.
    adding this line to the opencomposite.ini masks the unseen area for the lens in vertical axis.
    hiddenMeshVerticalScale=0.925
    I've seen people using 0.875 even, but that i can already see a little bit. guess it depends on how deep the hmd sits on your face...
    The one i use is totally invisible and thus 100% free perf uplift for me.
     
    Last edited: Nov 3, 2023
  20. juanchioooo

    juanchioooo Registered

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    Although I had it a long time ago, how great for your contribution, congratulations
     
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