What about your real life wheel, buttons, shifter, etc
So I see that this is fairly old thread, but I'd like to dig it back up, because I don't believe this issue has been resolved.
I find this particularly annoying, because when the open beta was release back in 2011/2012(?) I built my new computer at the time to exceed the recommended requirements for rFactor 2, with the intention of running a Triple head setup at a good framerate and good graphics settings. I was rather disappointed when, despite having a top end rig, I was lucky to achieve 40fps (usually around 30 though). Anywhy I put it down to just being a beta and there still being optimisation to perform etc. About a year and a half later, I fired up rf2 again, installed the latest version, and I found that nothing had changed. The graphics still didn't look that great and the framerate were poor, particularly with multiview enabled. I had assumed the game was still in beta, but after looking on the net I discovered that this was the released version! After looking further, I found this post and others like it that outlined that disabling multiview and switching to windowed mode bring the framerate back up, which they have. HOWEVER, why the hell should I have to turn multiview off and switched to windowed mode?? I don't have to do such things with other games to make them run better.. for example assetto corsa, which I bought recently, has no problem rendering to three screens, and there is no performance drop when using the triple head mode and the distortion corrected on the outer screen. In fact, their implementation of this 'multiview-like' feature is excellent. Now why can't ISI do that?
My system specs:
CPU: Intel Core i7-3820 Running OC at 4.0GHz
RAM: 16GB 2133MHz DDR3
GPU: 2x GTX680 in SLI and Nvidia Surround, Connected to 3x 27" Viewsonic LCDs
HDD: 2x 250GB WD Velociraptors in RAID0
About a year and a half later, I fired up rf2 again, installed the latest version, and I found that nothing had changed
– Expanded multiview adjustments to allow separate side channel settings
– Added multiview adjustment tool, toggle with ctrl-equal
– Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect.
– Fix for dirty sideviews in multiview
– Added multiview adjustments. Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
– Additional SLI optimizations when using reflections.
– Optimized single-pass HDR for multiview.
There is no big issue with multiview AFAIK, multiview+SLI might be causing issues on some configurations (that is mainly due to SLI which few people use nowadays)
I had just upgraded to a 980TI and finally have "acceptable" framerates with everything turned up,except shadows on medium,on most tracks with a decent sized grid.Some tracks though still drag it down,typically non isi tracks that are not optimized very well.This is also on 3 - 27"
Basically,it may be time to upgrade to the fastest possible gpu unfortunatley,if you want multiview with max settings.
Assetto does definitly run higher fps ,but is a diffrent engine..kind of hard to compare
Same here, 980Ti and nice and smooth without Multiview (e.g. 175 fps) . Multiview does look better but drops to e.g. 125 fps (yet feels even lower than that somehow).
Same here, 980Ti and nice and smooth without Multiview (e.g. 175 fps) . Multiview does look better but drops to e.g. 125 fps (yet feels even lower than that somehow).
If you're getting more frames per second than your monitor can handle, you'll get what's called "screen tearing" VSync solves this problem by "syncing" the monitor's refresh rate to your graphics card's output. That means it'll cap your game at 60 frames per second, and wait until your monitor is ready for a new frame before it generates one. VSync will change your frame rate to 60 FPS, provided you usually get more than 60 FPS. This isn't a problem, since on a 60Hz monitor, that's all you can see anyway. However, if you get less than 60 FPS at any time VSync will hurt your performance but if you have the option to turn on "Triple Buffering" in your game, you should do that in addition to VSync. Triple buffering can help you keep the benefits of VSync while negating some of the performance loss, keeping your game smooth and tear-free.
If you don`t like to use VSync or Triple buffering you can go to UserData > player folder and open player.JASON file and edit (XX):
"Max Framerate":XX,
"Max Framerate#":"0 to disable (note: positive numbers only, we always use the 'alternate' method now)",
Max Framerate":XX, is also keeping your game smooth and tear-free in rFactor2. If you are running rFactor2 Mode:Windowed/Borderless is rFactor2 running true OS sync buffer and you get worse performance.Use Mode: Fullscreen to avoid this.
![]()
If you have a 60Hz monitor, for example, your screen will refresh the monitor 60 times per second. That means, essentially, that you're always seeing 60 frames per second—even if you're getting more than that in your game.Your game's FPS reading refers to how many frames your graphics card is producing, not necessarily how many you're seeing. 120Hz monitors exist for those that want a really smooth experience, since they can show 120 frames per second.
If you're getting more frames per second than your monitor can handle, you'll get what's called "screen tearing" VSync solves this problem by "syncing" the monitor's refresh rate to your graphics card's output. That means it'll cap your game at 60 frames per second, and wait until your monitor is ready for a new frame before it generates one. VSync will change your frame rate to 60 FPS, provided you usually get more than 60 FPS. This isn't a problem, since on a 60Hz monitor, that's all you can see anyway. However, if you get less than 60 FPS at any time VSync will hurt your performance but if you have the option to turn on "Triple Buffering" in your game, you should do that in addition to VSync. Triple buffering can help you keep the benefits of VSync while negating some of the performance loss, keeping your game smooth and tear-free.
If you don`t like to use VSync or Triple buffering you can go to UserData > player folder and open player.JASON file and edit (XX):
"Max Framerate":XX,
"Max Framerate#":"0 to disable (note: positive numbers only, we always use the 'alternate' method now)",
Max Framerate":XX, is also keeping your game smooth and tear-free in rFactor2. If you are running rFactor2 Mode:Windowed/Borderless is rFactor2 running true OS sync buffer and you get worse performance.Use Mode: Fullscreen to avoid this.
![]()
You are supposed to get lower FPS with multiview than non-multiview. In multiview things are rendered in three passes, and moreover, you get a wider field of view than non-multiview (non-multiview has stretched cockpit effect in side screens), which all means less FPS. This is probably the reason most modern games still don't support it, even big sims like pCars, R3E and Dirt Rally (all big game studios and worse triple-screen support than rF2 or AC).
but then wouldn't an even faster frame rate be even worse once you go past 60? I have never known that happen.
Use the MaxFramerate=, this will prevent microstutters from CPU and GPU pushing to their limit, trying to render useless frames.
And avoid vSync at all costs, this will cause input lag.
Well I can confirm MaxFramerate=60 does get the smoothness back for me, smoother than unlimited (which ended up ~125fps) it seems, so I am now very happy with Multi View - it is so much more immersive I had not realised what I was missing. Thanks for the help
(i7 4.3Ghz with 980Ti for your information)