Rfactor2 The VR thread -settings & tips

I think that with Pimax neither
Hi juanchioooo, as a fellow Pimaxer I'm interested in your efforts to use your 8K with openXR. Have you succeeded? I'd really like to max out the FPS potential but I'm reluctant to struggle thru what I know will be a painful process. Any advice for a lazy moocher?
 
Hi juanchioooo, as a fellow Pimaxer I'm interested in your efforts to use your 8K with openXR. Have you succeeded? I'd really like to max out the FPS potential but I'm reluctant to struggle thru what I know will be a painful process. Any advice for a lazy moocher?
They say it works, but either I couldn't do it right, or I didn't notice anything, and since it's working fine for me now, I've given up, I'm sorry I can't help you
 
Have openxr toolkit and opencomposite in the newest versions running again in RF2 with my Rverb G2. But no time to test any further right now.
 
Great, the v1.1.2 no longer crashes the game with the latest .dll.

Getting much better performance but still experiencing some crazy stutters around Westfield and into Dingle Dell, I think it might be due to changes in the ambient lighting.
 
Just trying rfactor2 in VR after sometime away on ReverbG2 6900xt using latest openXR Toolkit v1.1.2, simply copied openvr_api.dll to Bin64.
No issues, but does anyone know if Sharpness value needs to be changed in rfactor2 to take full advantage of openXR toolkit.
 
They say it works, but either I couldn't do it right, or I didn't notice anything, and since it's working fine for me now, I've given up, I'm sorry I can't help you
Interesting you saw no improvement despite it working fine. I can easily see myself with the same results. Wouldn't be the first time. I think I'll continue to sit it out.
 
WMR for SteamVR Beta updated to 1.3.45 with the following option:
Reworks how graphics buffers are shared with SteamVR, reducing overall GPU memory utilization in most cases.
Previous beta has shown that some configurations / games might have some issues with this new approach, therefore it's an opt in feature which can be enabled through WMR Settings "Optimize rendering and improve GPU memory usage."

Has anyone tried enabling it for rF2 and see if it helps VR performance?
 
WMR for SteamVR Beta updated to 1.3.45 with the following option:
Reworks how graphics buffers are shared with SteamVR, reducing overall GPU memory utilization in most cases.
Previous beta has shown that some configurations / games might have some issues with this new approach, therefore it's an opt in feature which can be enabled through WMR Settings "Optimize rendering and improve GPU memory usage."

Has anyone tried enabling it for rF2 and see if it helps VR performance?
Following
 
I have a problem with oculus rift, it only does it with porsche cup, every now and then it seems that the left lens turns off for a fraction of a second. I had read somewhere that someone else had the same problem but I can't find where.
 
I have a problem with oculus rift, it only does it with porsche cup, every now and then it seems that the left lens turns off for a fraction of a second. I had read somewhere that someone else had the same problem but I can't find where.
I second this, I can reproduce the issue in any track driving the porche cup, there is like a corruption or a lense turn off (left lense) I tried drivers updates and downgrade for Oculus and steamvr and the issue persists

This does not happens driving any other car even the newer models, so definitely is not system or drivers issue, is something whit the Porsche cup model (Rfactor2 issue)
 
Just a suggestion as it is hard to read 136 pages ;-)

I was using VR until the beginning of the year but I noticed a difference in the graphics on wet tracks (especially reflection as I could see the drying track hardly in VR, whereas in triple screen setup it was no problem ... and I tried all settings in graphics).

Some days ago I decided to give it a go again because of all the updates, but I remember that there have been recommendations which drivers to use for graphics card and some more.

Wouldn't it be possible to have such information in the very first thread or in a pinned (new) thread? Would help (me) a lot I think.
 
currently nvidia 516.40 in VR works very well for me, the first post is a good idea, but with so many pages and so many opinions to find some help in the comments ufff....if we are looking for something specific we will have to review the entire thread of new.... hopefully they will make a native rfactor for VR and I hope that one day they fix the issue of being able to ride in the car of all the race participants, which is impossible as it is an odd number of drivers:confused::cool:
 
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