Rfactor2 The VR thread -settings & tips

Is there a ini. File I can go to change the pixel density like in assetto instead of changing in steam? Reason been there are some games I play in steam that need to be left at default ,and dont really want to have to go back and change it everytime I play RF2. If not, Im hoping 397 will implement a slider to do just that...
Thanks to Marc's guidance I found where you actually can update the pixel density from within the steamvr settings. Within steam VR setting, go to the development menu and scroll down (I originally missed the scroll) there's a slider for ppd down the bottom of development.

This thankfully makes it nice and easy to increase for rf2 and then switch back to 1 for AC/iRacing etc.


Edit - just to add, this does the exact same as editing the file, I checked the file after making a change and it automatically enters the line in file as advised in post 1 of this thread.
 
I agree with your dislike for Rift+SteamVR combination - I was disappointed to learn that this route was taken. Not only in rF2, in other racing game using SVR I have poor experience, flashes, jumping image on FPS drop, not like in pCars or AC.

However, it is also understandable why they did that - they need to cover all headsets. And, I am sure situation will improve, it is really not that bad even right now, even on my system that Oculus barks "below specs" :)
 
Anybody find a way to make the menus less buggy? I have it to the point now where in game it is half decent but in the menus everything is a slide show and certain boxes are blacked out.
They should consider doing like AC and just leave the menus on the screen and only drop you to VR on track. That way we could use something like virtual desktop or bigscreen to view that menus and tab to motec instead of the on / off headset festival we have now.
 
Anybody find a way to make the menus less buggy? I have it to the point now where in game it is half decent but in the menus everything is a slide show and certain boxes are blacked out.
They should consider doing like AC and just leave the menus on the screen and only drop you to VR on track. That way we could use something like virtual desktop or bigscreen to view that menus and tab to motec instead of the on / off headset festival we have now.

Well there is a whole new UI being released, so any time spent doing anything on the old UI is wasted time.
 
Anybody find a way to make the menus less buggy? I have it to the point now where in game it is half decent but in the menus everything is a slide show and certain boxes are blacked out.
They should consider doing like AC and just leave the menus on the screen and only drop you to VR on track. That way we could use something like virtual desktop or bigscreen to view that menus and tab to motec instead of the on / off headset festival we have now.
I had a modded ui --black edition-- changing it back to native ui it now work and run better .

Also I think I remember 397 saying they might do the menu web version something like AC .
 
I prefer setting resolution to lower as then the on screen rfactor2 display is not full screen , doesn't effect VR visual

I can also stop & click / adjust my motion profile on monitor too


Ps I wonder if new 397 UI is very far away
 
Somebody posted some observations a while ago and I never posted them here. I expanded on them a bit by doing my own tests. I'm not sure it extends to our Rift brothers, but for Vive owners, the COMPOSITOR renderTargetMultiplier actually does impact your performance some.

What is COMPOSITOR renderTargetMultiplier, you ask? It's the render resolution of non-apps. Like the Steam VR UI. If you lower it, Steam will look really ugly while in VR. Why is this relevant, you ask? Because Steam is always rendering, for example, the "White Room" that you warp back into when there's a glitch in your game. This is always running so it can immediately switch if you lose rendering of your game. And if you lower the COMPOSITOR renderTargetMultiplier, that "White Room", or whatever you've changed it to, will demand fewer background resources.

I did tests and found that .5 was the sweetspot for my system. Anything lower brought minimal performance gain. Anything higher made Steam look much nicer, but also increased demands. Here's my SteamVR Config:

{
"collisionBounds" : {
"CollisionBoundsStyle" : 4
},
"keyboard" : {
"TutorialCompletions" : 1
},
"perfcheck" : {
"heuristicActive" : false
},

"compositor" : {
"renderTargetMultiplier" : 0.5
},



"steamvr" : {
"allowInterleavedReprojection" : false,
"allowReprojection" : true,
"mirrorViewGeometry" : "0 0 1080 600",
"renderTargetMultiplier" : 1.6
}
}
 
Game is running ok for a beta. Seems comparable to ac with mods. Even with asw it seemed smooth. Not as smooth as official content in ac but still good for a first pass

This is just using normal in game settings. You don't have to go messing with anything else apart from pixel density ( mines still at default)

 
I have a small problem in VR, on some Tracks (only MOD) the Camera/View stutter in some places sporadically, which looks a bit like a recalibrate or a Stutter in Game (on the Monitor, you cannot See this). On original Tracks, I can not See this,Problem, someone has an idea how I can minimize or solve? Thanks in advance
 
I have a small problem in VR, on some Tracks (only MOD) the Camera/View stutter in some places sporadically, which looks a bit like a recalibrate or a Stutter in Game (on the Monitor, you cannot See this). On original Tracks, I can not See this,Problem, someone has an idea how I can minimize or solve? Thanks in advance

There very little you can fix with mods that have that problem until they update there work .
Your better off using official content or mods that are optimised well .

You may try turning things low and AA low or off , it might help .
 
I may be onto something with the annoying "grey flashes" Sensor Bug with SteamVR & Oculus, if someone else who gets them can try this please:
Go into Device Manager -> Oculus VR Devices -> Rift Sensor, right click it and select Properties then Power Management, then Untick the "Allow the computer..." box.
Then do the same for *all* the USB (Device Manager -> Universal Serial Bus controllers) devices that have a Power Management tab and report back if this helps.
I have removed the steamvr.vrsettings file hack to see if this is a more permanent fix for this irritating issue.
 
I may be onto something with the annoying "grey flashes" Sensor Bug with SteamVR & Oculus, if someone else who gets them can try this please:
Go into Device Manager -> Oculus VR Devices -> Rift Sensor, right click it and select Properties then Power Management, then Untick the "Allow the computer..." box.
Then do the same for *all* the USB (Device Manager -> Universal Serial Bus controllers) devices that have a Power Management tab and report back if this helps.
I have removed the steamvr.vrsettings file hack to see if this is a more permanent fix for this irritating issue.
I do not get flashes, but Oculus Tray Tool also has power management tweaks, might be worth a try. From my personal experience, moving Camera higher, and further helps with tracking as well.
 
I do not get flashes, but Oculus Tray Tool also has power management tweaks, might be worth a try. From my personal experience, moving Camera higher, and further helps with tracking as well.

It's nothing to do with tracking as other SteamVR games/apps run flawlessly hence I'm trying to figure out why :)
Hoping this latest power management trick might be the answer, will play again later and see.
 
It's nothing to do with tracking as other SteamVR games/apps run flawlessly hence I'm trying to figure out why :)
Hoping this latest power management trick might be the answer, will play again later and see.
In my case, I used to get those flashes due to poor tracking in SVR, and I did not have problem with other games. But hopefully power settings will help.

Marc, have you tried to see what happens with Oculus and reprojection settings in SVR? It will be a week till I can run rF2 again, but curious if those settings are ignored, or even harmful? My observation so far, those are not necessary with Oculus, ASW is handled by Oculus software anyway.
 
Yep already stated in this thread the reprojection does nothing with Oculus because of its own ASW :)
 
I may be onto something with the annoying "grey flashes" Sensor Bug with SteamVR & Oculus, if someone else who gets them can try this please:
Go into Device Manager -> Oculus VR Devices -> Rift Sensor, right click it and select Properties then Power Management, then Untick the "Allow the computer..." box.
Then do the same for *all* the USB (Device Manager -> Universal Serial Bus controllers) devices that have a Power Management tab and report back if this helps.
I have removed the steamvr.vrsettings file hack to see if this is a more permanent fix for this irritating issue.


hmm nope that didn't fix it either :confused:
 
I may be onto something with the annoying "grey flashes" Sensor Bug with SteamVR & Oculus, if someone else who gets them can try this please:
Go into Device Manager -> Oculus VR Devices -> Rift Sensor, right click it and select Properties then Power Management, then Untick the "Allow the computer..." box.
Then do the same for *all* the USB (Device Manager -> Universal Serial Bus controllers) devices that have a Power Management tab and report back if this helps.
I have removed the steamvr.vrsettings file hack to see if this is a more permanent fix for this irritating issue.

This worked for me to get rid of the regular grey flashes in my Rift. I cannot remember where I read this. I thought on this forum. Go to your Steam file in your programs folder. Inside the config file you will find a file at the bottom called steamvr. Open it with Notepad. You need to add the line

"forceFadeOnBadTracking" : false,

My file looks like below:

{
"collisionBounds" : {
"CollisionBoundsColorGammaA" : 0
},
"dashboard" : {
"enableDashboard" : false
},
"steamvr" : {
"forceFadeOnBadTracking" : false,
"mirrorViewGeometry" : "0 0 1080 600"
}
}
 
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