Rfactor2 The VR thread -settings & tips

This is BS. Motherboards don’t have much impact on performance(as they share the same chipset). It’s rather RAM/Infinity fabric, but not the motherboard.

I cannot give technical data because I have tried many times without success to find the information that explained it, but I have seen and verified low performance of rF2 on computers where the CPU and GPU were high-end, but mounted on low-range motherboards . In these cases, performance issues were noticeable even when the CPU and GPU were far from 100% capacity.

I wish I could remember or find that technical information, but I have never been able to find it again.
 
I don't know how much CPU or Cores rFactor can use. I know rF2 has a multicore support since a while but how many cores ?
Many gamers have a 8 core cpu today, this is a lot power
And yes, I was surprized how much the cpu change done with rF2..
 
I don't know how much CPU or Cores rFactor can use. I know rF2 has a multicore support since a while but how many cores ?
Many gamers have a 8 core cpu today, this is a lot power
And yes, I was surprized how much the cpu change done with rF2..
It’s very hard to write a game that will efficiently utilize 8 cores. I think all rF2 physics + AI utilizes one core. AFAIK another one is used for graphics. Don’t know about sound - it’s often on another thread in other games.
 
One core means poor Performance, two core nearly double the performance and the third core gives only a small amount of extra performance.
 
Hi, I have the HP Reverb G2. And I have both the memories and the cpu tighter than the screws of a submarine. I've read that VR benefits a lot from the X3D cache of the ryzen 5800X3D, so I guess it will do much better with the upcoming 7000 series X3D. I'll keep an eye on the benchs when they come out.

The only stutter issues I had were related to MSI Afterburner, it seems that this app doesn't play very well with VR. It took a few weeks until I found out what caused them by this application.

I read a lot of this 7950x3D AMD and the 5800x3D and finaly I bought the 5800x3D change from my I7 10700k. In 4k gaming the difference of the 7950x3d and 5800x3d and 13800k I9 is not much !! quite same. So .... it is amazing now for me.
The difference from 10700k to the 5800x3d is ... so damn amazing a lot more power I can't beleife this. My 3090 works now a lot better / more and stutter tracks like Albert Park / Melboure are now without ! Problems in high detail driveable in 90 fps. On start-finish you notice more CPU power but enough for constant 90 fps. The 5800x3D is AMUST have for the VR users in my opinion.
The price is lower now cause the new x3D released.
I was waiting for the 7950x3D and want to buy one, with DDR5 and new Board but I bought the 5800x3D and this is amazing and the CPU benches are most cases in Full-HD.
What we play in VR ? Around 4k-5k. So ... the 7950x3D is good when you own a 4090 RTX I think but this is not nessesary and expensive too.
 
This is BS. Motherboards don’t have much impact on performance(as they share the same chipset). It’s rather RAM/Infinity fabric, but not the motherboard.
This is not completely true, and definitely not that simple as suggested.
It makes a huge difference.
The cheaper motherboards most of the time have a far less advanced AI, Bios presets and simply cheaper components.
You can get a lot out of them, but not by using default bios settings, which are used when you buy a system and certainly when you build your own without touching the bios settings.
 
Show me it when motherboards have the same chipset, same RAM speed etc.
Expensive motherboards have more features, better VRMs so that you can overclock more.
That's what I said.
So there is a difference, despite of the same chipset and ramspeed.
Thanks for the confirmation.
 
Anyone with a Pimax here? I have some troubles in VR latetly. Until now i used a Samsung Odyssey Plus and was more or less fine and had no bugs. But now with the Pimax there were two bugs introduced. First i don't see any driver labels although i see them on the VR mirror and second the sparcs are complety bugged. They are 3-4 meters wide and the complety distract me while driving. Does anyone else have this issue?
 
Anyone with a Pimax here? I have some troubles in VR latetly. Until now i used a Samsung Odyssey Plus and was more or less fine and had no bugs. But now with the Pimax there were two bugs introduced. First i don't see any driver labels although i see them on the VR mirror and second the sparcs are complety bugged. They are 3-4 meters wide and the complety distract me while driving. Does anyone else have this issue?
To see correct sparks you have to turn on non-parallel projections in Pitool, notwithstanding similar option in the player.json. If sparks are critical for you I'd suggest turning on this option in both: player.json and Pitool. This way it is less costly for performance. I refused from sparks to optimize performance.
I'm not sure I can help with labels, but you could play with the following settings in player.json:
"Display Vehicle Labels":0,
"Display Vehicle Labels#":"0=never 1=single-player 2=multi-player 3=always",
I have it zero and assigned "TAB" button to turn labels on/off. No issue here.
 
Anyone with a Pimax here? I have some troubles in VR latetly. Until now i used a Samsung Odyssey Plus and was more or less fine and had no bugs. But now with the Pimax there were two bugs introduced. First i don't see any driver labels although i see them on the VR mirror and second the sparcs are complety bugged. They are 3-4 meters wide and the complety distract me while driving. Does anyone else have this issue?
I have pimax 8k plus, the tab works perfectly for me with the labels, I have the sparks disabled, when putting special effects the low will not be seen
 
To see correct sparks you have to turn on non-parallel projections in Pitool, notwithstanding similar option in the player.json. If sparks are critical for you I'd suggest turning on this option in both: player.json and Pitool. This way it is less costly for performance. I refused from sparks to optimize performance.

So far i only had enabled parallel projection in rF2 and everything worked fine except the sparks. So i gave it a try and also enabled parallel projection in PiTool. This makes the sparks appear in the correct way. Whoever it has a big downside in performance. It seems that enabling PP in PiTool changes aspect ratio of the rendered image. Without PP in PiTool i have a SteamVR resolution of about 7100x4460. With PP i have a resolution of 9100x4460. I think i will fill a bug report as the sparks don't seem to be rendered correctly when only using the PP of rF2 which i think they should. Maybe you and @juanchioooo can hop also into my bug report and confirm this issue.

For the driver labels i will also fill a bug report as they appear now but definitly have some alpha sorting issues.
 

11 cars, all visible
Hmd resolution 95% (3088x3016 per eye)
Track Detail = Low
Player Detail = Full
Opponent Detail = Low (high textures)
Textures Detail = Medium
Shadows = Low (fast blur)
Enviroment Reflections = Low
Post Processing = Low
Aniso x16
MSAA x4
Everything else = Off
 
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rFactor 2 doesn't launch in VR like it used to.

I recently upgraded my hard drive from a SATA SSD to an M.2 NVMe
I reinstalled windows and all programs including steam and rF2.
The problem is that before, I started rF2 in Vr from the Steam option or a shortcut that I had prepared for VR, but always with SteamVR stopped so that it started at the same time as rF2, something that had always been recommended to me.
Now this no longer works. Neither from the Steam VR option, nor from the shortcut, it only starts rF2 if I have started SteamVR before or if I start rF2 from the SteamVR VR interface.

The error I get is the following:

"Unable to init VR runtime: HMD Not Found Presence Failed (126)"

uc


It's not a big hassle, but I would like to know if it can be started again with a simple step, or if this is going to be the case from now on.

Like a crazy ideal... Could the problem be that rF2 starts so fast on M.2 that it doesn't take time to start SteamVR? I don't know... the error would make sense.

Thanks for everything.
 
Did you try to change the Steam Launch Options of the game with a +VR option?
To add command line parameters in Steam, right-click on the game in the library and choose "Properties". in the properties box, choose "General" and there is a box named "Launch Options"
 
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