Depends of your headset.
You can use steam vr to add supersampling.
But there are other ways with some headset (oculus you can use opencomposite or oculus debug tool for example)
Dropped here, coz OT on there, find at current steamvr had "auto" on resolution, which is kinda supersampling setting nowadays (?), so its on auto . When changed to custom there reads 1876x1876 150%, which looks familiar to that setting what I have long ago used.. on windows wmr settings I have 90hz set for headset, but on steamvr there reads 60hz and it isn't changeable. Weird
Edit: 1876x1876 per. Eye and 100%, maybe it means at 1.0 SS, this is "global setting", not specified different on rfactor...
Edit2: SS is 1.3, because per eye those are 1440x1440 and now its using them as 1876x1876.. Lol what a calculation..
Edit3:
@DrivingFast For me Ryzen 2700X - 16Gb - 2080 RTX. Oculus Rift, in Oculus Debug Tools: SuperSampling 1.3 and Fov 1.5 for largest view in miror for capture and no SS in SteamVR. InGame: AA: 3 - Circuit, player, opponent, texture details: Full - Texture filter: X4 - Special effect: Medium - Shadows: High - Shadow blur: Off - Soft particules: High - Rain drops: High - Road reflection: High - Environnement reflection: Low - Visible vehicle: 20
@OdeFinn What headset VR do U use?
Lenovo Explorer
AA5, no post effects.(launcher)
Circuit, player, opponent, texture = full
Texture filter x8 (leftover from some test, meaningfull? Normally 16)
Special effects, shadows = high
Shadow blur = fast
Soft particles = high
Rain drops = medium (wtf, need to check higher, don't remeber to set this)
Road reflection = off
Enviroment reflection = high
Visible vehicles = 40
Edit4:
Looks like my headset was truly running 60hz, figured out why, displayport+active hdmi converter, but when using 90hz picture wasn't smooth at all, instead 60hz was rock solid and enjoyable to play, switched back to 60hz and changed raindrops to high, texture filter x16 goes just over edge on some harder places, so let that be on x8.
Solid 60hz is enough for me.