Rfactor2 The VR thread -settings & tips

Got an old dll and mine is still working - dont know where I got it from. But you can try if its ok for you and has the same performance.
 

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Update:
Custom compiled DLL for Haswell or later Intel processors + profile guided optimizations.

Latest 64-bit v1.0.1.0 AVX2+PGO

If above version crashes, here's regular DLL version.

Latest 64-bit v1.0.1.0

Please note - you have to set "threePartSubmit" to "false" for rF2. As I no longer have oculus HMD, I can't figure out why this functionality regressed.

Special thanks to Matt Jacobs for his help testing. Enjoy!
 
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Has anyone tested in VR the new parameter in nvidia control panel called "IMAGE SHARPENING" ?

Not exhaustively, but for first impressions, I ran the Oculus lens-separation tool and thought the cross hairs looked much sharper than normal. Then ran rf2 and was again impressed by the *apparent* increase in sharpness to when I ran it pre-update.

This was with a Rift on a 2080Ti and with the full-fat Oculus client running as neither the OTT or OpenComposite routes were working for me all of a sudden.
 
after last UI updates i can no more use opencomposite VR, i get this error while loading track:

Cattura.jpg


is there a workaround?
 
My new settings in VR

Really happy and tested A LOT on a lot of tracks, all racing conditions, timescale X5, maximum AI.

- Rift S, GTX 1080 OC, i7 9700K @4.9 Ghz
- In all racing conditions
- 80 FPS stable at 99% of the time on all tracks (except the Nurburging GP)
- Wet track is nevertheless hideous and visually unrealistic
- THE PRINCIPLE :
Perfect performance + Max visual quality (resolution, AA, texture filtering, details)

1) Nvidia control panel maximum quality

- Negative LOD bias = clamp
- Texture filtering = high quality
- Trilinear optimization = = off
- Anisotropic optimization = off

2) Supersampling = 140%

3) Config.ini :

- Post process = OFF
- AA = level 5

4) Ingame :

- Anisotropic X16
- Circuit detail = ultra
- Texture detail = ultra
- Cockpit detail = ultra
- ALL REST GRAPHICS SETTINGS = OFF/DEACTIVATE
- Auto FPS = 80
- Visible AI = 6.

With systematically the maximum of AI, 04:00 PM to 08:00 PM, timescale X5
 
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A lot of third part tracks are impossible to race even with my 2080ti/ oculus S.All Studio397 tracks in getting 80fps with high setting, SS-180%, AA-4, PP-low and 15 AI visible .
Tracks like Road America even in practice mode without AI I’m getting only 40fps even with low setting
 
A lot of third part tracks are impossible to race even with my 2080ti/ oculus S.All Studio397 tracks in getting 80fps with high setting, SS-180%, AA-4, PP-low and 15 AI visible .
Tracks like Road America even in practice mode without AI I’m getting only 40fps even with low setting

Too much AI visible and for Rift S 140/150% supersampling is enough IMO.
 
My new settings in VR

Really happy and tested A LOT on a lot of tracks, all racing conditions, timescale X5, maximum AI.

- Rift S, GTX 1080 OC, i7 9700K @4.9 Ghz
- In all racing conditions
- 80 FPS stable at 99% of the time on all tracks (except the Nurburging GP)
- Wet track is nevertheless hideous and visually unrealistic
- THE PRINCIPLE :
Perfect performance + Max visual quality (resolution, AA, texture filtering, details)

1) Nvidia control panel maximum quality

- Negative LOD bias = clamp
- Texture filtering = high quality
- Trilinear optimization = = off
- Anisotropic optimization = off

2) Supersampling = 140%

3) Config.ini :

- Post process = OFF
- AA = level 5

4) Ingame :

- Anisotropic X16
- Circuit detail = ultra
- Texture detail = ultra
- Cockpit detail = ultra
- ALL REST GRAPHICS SETTINGS = OFF/DEACTIVATE
- Auto FPS = 80
- Visible AI = 6.

With systematically the maximum of AI, 04:00 PM to 08:00 PM, timescale X5

Wow, smoothest and best quality/fps balance I´ve ever had. I put more visible AI but still amazing. Thanks a lot for sharing.
 
It depends on your VR helmet.

If you use SteamVR, you can set the supersampling per game or for all your games via SteamVR.

Personally I disable the SteamVR reprojection and I think that the Oculus driver uses its own ASW reprojection instead.
 
It depends on your VR helmet.

If you use SteamVR, you can set the supersampling per game or for all your games via SteamVR.

Personally I disable the SteamVR reprojection and I think that the Oculus driver uses its own ASW reprojection instead.

I have Oculus Rift with 2080ti and 9700 cpu.
 
My 2080ti can handle 15 AI easily. Even at the start I have steady 80fps....
The problem is with some third party tracks where whatever I do it wont go over 40fps.

The FPS vary enormously in rF2 depending on the number of AI, visible AI, rain, time, tracks, cockpit details, exterior details of the cars, and many other factors.

To homogenize FPS in all circumstances, circumstances that you have little control over, lower the number of visible AI and excessive supersampling.

Otherwise you will have to lower the environment reflection and the shadows which destroy the performance more when there are AI, that is to say to homogenize the performance.

So you will have 80 FPS all the time with your powerful GPU.

In addition activating the reprojection destroys the performance of the CPU and creates many artifacts, forcing to put the function stabilize horizon, which is not realistic. But we want realism.
 
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