Discussion in 'General Discussion' started by Adrianstealth, Apr 30, 2017.
No, all is working well out of beta.
You need just to launch the graphics setting tool to select HMD+Mirror in the VR select box.
Just "HMD only", that use less ressources
The screen no longer flickers with hmd only : we can use this setting now!
nope, you con run it in VR with official build too, on the old UI
Is there a "Black Box Relative"-like thing which i can use in VR?
i tried several HUDs but i never see the distances to the cars in front or behind me, which car class or how fast a car catches up in multiclass.
I also tried Simhub but that didn't worked in VR.
so today I retried in VR and I noticed that with same track same race settings you get different framerate performance depending on which class you select .
I tried the gt3 cars and I noticed more framedrops than selecting open wheels such the MClaren MP4/13.
btw.. I re-installed RF2 , removed opencomposite.oculustrattool and just used Steam VR with SS 1.5 , I had a blast at Indianapolis,Sebring and Zandvoort.
Stable 80 FPS with high settings..
Oculus driver supersampling is the same via oculus debug tool and opencomposite.
But it is NOT the same as SteamVR supersampling.
Oculus deliver best quality supersampling (so less performance as the same level) compared to SteamVR.
With Rift S, I get a good image quality with Oculus 130% + max quality nvidia control panel (high quality texture + X16 aniso + LOD negative bias : clamp) + rF2 AA level 5 + ultra quality for texture/circuit detail/player detail.
No what ?
Can you confirm the framedrop based on car class selected when racing offline?
Apart from the graphic settings, the framerate varies enormously depending on the number of AIs, the choice of AIs, the visible AIs, the circuit, the rain, the amount of clouds, the time of day and the day / night cycle ( timescale). So yes for the choice of car and the choice of AI.
I can Yes, different cars have different levels of details (more polygons) so some Cars cost more performance than others, you'll notice a difference on the same track with the same number of AI.
RF2 has always been a Sim that varies in performance based on what Track & Car combo you run, hence there's been wishes for years about Graphical Default Settings for various scenarios to save adjusting settings all the time.
That was an answer for revan.
I can confirm that ,
I disabled time progression and set it at 12:00 to avoid any extra shadow management and tried 20 AI cars at Indianapolis ( 11 AI visible):
using MClaren openwheels avg of 80 FPS
using GT3 cars framedrops starting from the beginning of the session when in the box and carrying on during the race
This is the most fustrating thing of this videogame... not easy to configure and really good when works fine..
I advise you to configure the graphic settings on the S397 Nurburgring GP. Use the GT3 including the latest Audi.
It is the most poorly optimized circuit on rF2.
Vr not working ?
I am having an issue. Just got the game and some dlc yesterday. Did all the Vr stuffs I could find during researching.
Start Oculus>start steam Vr> start rf2 go to settings and video settings and ticked Vr on. Start the single player little helmet....wait wait, the game button in steam goes back to “play” so the game crashes and doesn’t start?
I am sure im doing something wrong. I went in an ini file I think, to find an file I read shouldn’t be there.... and it’s not. D3d something.
options? Probably won’t ply game without Vr so I need to know pretty soon.
Don;t start steam vr, just start the game in VR mode.
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