Rfactor2 The VR thread -settings & tips

Thank you very much @StoneRacing
You are welcome :-)
I am not really sure, what costs most of the performance if it comes to all the other settings, but from some tests back in the past I remember shadows, environment reflection (if you bypass fences e.g.) and special fx - it is worth testing it one by one and always using the same track.

Some tracks are known as performance hungry and I would not give too much to pit lane while driving through. I did most of the tests last days on Hungaroring 2018 and I know Nürburgring is even worse at some points.
 
After testing the vr peformance of the game rather intesively,
now with 3 gpus, 2 VR hmds
I can now, with consistency over all the hardware, say that these settings are THE performance settings for the game in VR, while maintaining reasonable image quality:

Track Detail = Low
Player Detail = Full
Opponent Detail = Low (high textures forced in player.json)
Textures Detail = Medium
Shadows = Low (fast blur)
Enviroment Reflections = Low
Post Processing = Low
Aniso x16
MSAA x4
Everything else off
(Alternative extra boost with noticeable drop on quality: Shadows, and Reflections OFF, MSAAx2)

First steps up when/if you have headroom:
1st: Track Med, Textures HIGH
2nd: Track HIGH, Textures ULTRA(questionable!), ssr LOW , special effects LOW
3rd: Ssr MED, env. refl MED, special effects MED. (possibly shadows High), opponent textures forced FULL in player.json.
4th: whatever you like ;)
For rain, you want rain drops LOW-MED if you have the gfx hw power.
 
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Overall ... testing various settings helps to sort out best performance and performance drops.

Just to document the mentioned player.json settings:
Code:
    "Opponent Detail":0,
    "Opponent Texture Override":3,
    "Opponent Texture Override#":"For opponents' vehicle textures: -1=use Opponent Detail, 0-3=override value",

    "Player Detail":0,
    "Player Detail#":"0=Low 1=Medium 2=High 3=Full",
    "Player Livery":"",
    "Player Livery#":"Overrides default paint job for track",
    "Player Texture Override":3,
    "Player Texture Override#":"For player's vehicle textures: -1=use Player Detail, 0-3=override value",

    "Self In Rearview":"*",
    "Self In Rearview#":"Empty for nothing, * for everything, otherwise list comma-delimited instances you want _removed_",

The self in rearview is an interesting feature but does not work properly on every car - AFAIR it is working best on most open wheelers.

edit:
what comes to my mind ... there are a couple of websites and threads around optimizing GFX in rF2 in general (not especially for VR / HMDs) but what I noticed (and that's seems to be a bit individual, too) is a performance loss when activating virtual mirrors (default key "3") and reducing the number of cars shown ahead and in rear mirrors does also increase performance a bit (you could also limit what will be shown while entering pit lane as well objects in rear mirrors)
 
Last edited by a moderator:
Hi all
Has anyone had this problem?

View attachment upload_2023-11-3_10-13-33.png

This only happens in this loading screen.
I've tested with different car and track combos and it's the same (always official content).
This happened using OpenComposite and without changes in OpenXR Toolkit
I have the Reverb G2 and the 2080TI

The rest of the game is ok.

Thanks.
view
 
Hi all
Has anyone had this problem?

View attachment 54475

This only happens in this loading screen.
I've tested with different car and track combos and it's the same (always official content).
This happened using OpenComposite and without changes in OpenXR Toolkit
I have the Reverb G2 and the 2080TI

The rest of the game is ok.

Thanks.
view
It is known and documented here: opencomposite.html with a workaround

 
You are welcome, but as it had already been mentioned as known and I remembered the documentation about it ... ;-)
Yes, sorry.
I've read until the part of the OpenXR Toolkit, because i want to try it with the default options
It's a bit complicated when you don't speak english well.
 
Overall ... testing various settings helps to sort out best performance and performance drops.

Just to document the mentioned player.json settings:
Code:
    "Opponent Detail":0,
    "Opponent Texture Override":3,
    "Opponent Texture Override#":"For opponents' vehicle textures: -1=use Opponent Detail, 0-3=override value",

    "Player Detail":0,
    "Player Detail#":"0=Low 1=Medium 2=High 3=Full",
    "Player Livery":"",
    "Player Livery#":"Overrides default paint job for track",
    "Player Texture Override":3,
    "Player Texture Override#":"For player's vehicle textures: -1=use Player Detail, 0-3=override value",

    "Self In Rearview":"*",
    "Self In Rearview#":"Empty for nothing, * for everything, otherwise list comma-delimited instances you want _removed_",

The self in rearview is an interesting feature but does not work properly on every car - AFAIR it is working best on most open wheelers.

edit:
what comes to my mind ... there are a couple of websites and threads around optimizing GFX in rF2 in general (not especially for VR / HMDs) but what I noticed (and that's seems to be a bit individual, too) is a performance loss when activating virtual mirrors (default key "3") and reducing the number of cars shown ahead and in rear mirrors does also increase performance a bit (you could also limit what will be shown while entering pit lane as well objects in rear mirrors)
Yes. reducing the number of visible cars, and overall number aswell brings more performance.
Resolution is always big factor too. I usually dont go beyond step 2 of my recommended steps from the perf settings, but increase resolution instead.
And since we are in the player.json gfx tweaks, here are the ones (on top of already mentioned) that help with perf:

"Garage Detail":0.01
"Garage Detail#":"LOD multiplier when vehicle is in garage (0.01-1.00)",
(this helps when you pass garage full of cars and get stutters)

"Headlights On Cars":false,
"Headlights On Cars#":"Headlights illuminate other cars.",
(this helps but also takes the effect of the car behind you illuminating your cockpit from behind. i use this for rain and fog, but not at night)

"Max Headlights":6,
"Max Headlights#":"Max headlights visible relative to your car.",
(pretty self explanatory)

"Raindrop Flow":0,
"Raindrop Flow#":"Add to enable: 1=flow over current 2=flow over other vehicles",
(imo useless to have active, as the rain spray is so blinding as is..)

"Rearview Particles":false,
(if you wanna see dust etc in mirrors. costly!!)

"Smoke Flow":false,
(should be off by default. no use imo)

"Spark Flow":0,
(maybe activate for openwheelers if you have headroom??)

"Transparency AA":false,
"Transparency AA#":"Soften edges around alpha test objects",
(helps a bit but might make some trees look "squary" mesh) not an issue with dlc imo, but some 3rd party could get bad with this)

Another one to use with open composite.
adding this line to the opencomposite.ini masks the unseen area for the lens in vertical axis.
hiddenMeshVerticalScale=0.925
I've seen people using 0.875 even, but that i can already see a little bit. guess it depends on how deep the hmd sits on your face...
The one i use is totally invisible and thus 100% free perf uplift for me.
 
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Yes. reducing the number of visible cars, and overall number aswell brings more performance.
Resolution is always big factor too. I usually dont go beyond step 2 of my recommended steps from the perf settings, but increase resolution instead.
And since we are in the player.json gfx tweaks, here are the ones (on top of already mentioned) that help with perf:

"Garage Detail":0.01
"Garage Detail#":"LOD multiplier when vehicle is in garage (0.01-1.00)",
(this helps when you pass garage full of cars and get stutters)

"Headlights On Cars":false,
"Headlights On Cars#":"Headlights illuminate other cars.",
(this helps but also takes the effect of the car behind you illuminating your cockpit from behind. i use this for rain and fog, but not at night)

"Max Headlights":6,
"Max Headlights#":"Max headlights visible relative to your car.",
(pretty self explanatory)

"Raindrop Flow":0,
"Raindrop Flow#":"Add to enable: 1=flow over current 2=flow over other vehicles",
(imo useless to have active, as the rain spray is so blinding as is..)

"Rearview Particles":false,
(if you wanna see dust etc in mirrors. costly!!)

"Smoke Flow":false,
(should be off by default. no use imo)

"Spark Flow":0,
(maybe activate for openwheelers if you have headroom??)

"Transparency AA":false,
"Transparency AA#":"Soften edges around alpha test objects",
(helps a bit but might make some trees look "squary" mesh) not an issue with dlc imo, but some 3rd party could get bad with this)

Another one to use with open composite.
adding this line to the opencomposite.ini masks the unseen area for the lens in vertical axis.
hiddenMeshVerticalScale=0.925
I've seen people using 0.875 even, but that i can already see a little bit. guess it depends on how deep the hmd sits on your face...
The one i use is totally invisible and thus 100% free perf uplift for me.
Although I had it a long time ago, how great for your contribution, congratulations
 
New pc and fresh install a few days ago. Downloaded opencomposite system wide. Switched to open composite in launcher and enjoyed a smooth frustration free RF2 for a few days. Today I went to launch (steam) RF2 and I get this

opencomposite Error- info in log

openXR call failed. Aborting
C\projects\openovr\ blah blah blah….

Would anyone know what this means? Am i suppose to be running open beta rf2? I’m ruining the vanilla. Point me in the right direction. Fwiw opencomp. Works with ams2 no issues. Does not work with ACC although it did before.

I7 12700k
RTX 4070 ti 12gb vram
16 ram 3200mhz
1tb msi m371 for o.s
2tb sad for apps.
Rift s (gonna try that dpvr e4 on Sunday if it sucks I’ll send it back).
 
Yes. reducing the number of visible cars, and overall number aswell brings more performance.
Resolution is always big factor too. I usually dont go beyond step 2 of my recommended steps from the perf settings, but increase resolution instead.
And since we are in the player.json gfx tweaks, here are the ones (on top of already mentioned) that help with perf:

"Garage Detail":0.01
"Garage Detail#":"LOD multiplier when vehicle is in garage (0.01-1.00)",
(this helps when you pass garage full of cars and get stutters)

"Headlights On Cars":false,
"Headlights On Cars#":"Headlights illuminate other cars.",
(this helps but also takes the effect of the car behind you illuminating your cockpit from behind. i use this for rain and fog, but not at night)

"Max Headlights":6,
"Max Headlights#":"Max headlights visible relative to your car.",
(pretty self explanatory)

"Raindrop Flow":0,
"Raindrop Flow#":"Add to enable: 1=flow over current 2=flow over other vehicles",
(imo useless to have active, as the rain spray is so blinding as is..)

"Rearview Particles":false,
(if you wanna see dust etc in mirrors. costly!!)

"Smoke Flow":false,
(should be off by default. no use imo)

"Spark Flow":0,
(maybe activate for openwheelers if you have headroom??)

"Transparency AA":false,
"Transparency AA#":"Soften edges around alpha test objects",
(helps a bit but might make some trees look "squary" mesh) not an issue with dlc imo, but some 3rd party could get bad with this)

Another one to use with open composite.
adding this line to the opencomposite.ini masks the unseen area for the lens in vertical axis.
hiddenMeshVerticalScale=0.925
I've seen people using 0.875 even, but that i can already see a little bit. guess it depends on how deep the hmd sits on your face...
The one i use is totally invisible and thus 100% free perf uplift for me.
Thanks a lot for this list :-)
 
New pc and fresh install a few days ago. Downloaded opencomposite system wide. Switched to open composite in launcher and enjoyed a smooth frustration free RF2 for a few days. Today I went to launch (steam) RF2 and I get this

opencomposite Error- info in log

openXR call failed. Aborting
C\projects\openovr\ blah blah blah….

Would anyone know what this means? Am i suppose to be running open beta rf2? I’m ruining the vanilla. Point me in the right direction. Fwiw opencomp. Works with ams2 no issues. Does not work with ACC although it did before.

I7 12700k
RTX 4070 ti 12gb vram
16 ram 3200mhz
1tb msi m371 for o.s
2tb sad for apps.
Rift s (gonna try that dpvr e4 on Sunday if it sucks I’ll send it back).
Does everything work as expected if you switch back to native SteamVR? Sounds like something has been overwritten - tried to reinstall openXR?

On the other handside - I would say with a 4070ti there is no need to use openXR for performance reason and I think openComposite can be used with SteamVR, too.
 
Does everything work as expected if you switch back to native SteamVR? Sounds like something has been overwritten - tried to reinstall openXR?

On the other handside - I would say with a 4070ti there is no need to use openXR for performance reason and I think openComposite can be used with SteamVR, too.

You are mistaken, Openxr Toolkit, is much better than SteamVR, if you have an WMR or OpenXR device. You gain performance compared to SteamVR, also you have a lots of tools in the VR menu to optimize the games, that you don´t have in steamVR.

I used to think like you, but 15 days ago, i tried again openxr and it was an "eye opener".

3800 12GB with HP G2 and 5800x3d.
 
New pc and fresh install a few days ago. Downloaded opencomposite system wide. Switched to open composite in launcher and enjoyed a smooth frustration free RF2 for a few days. Today I went to launch (steam) RF2 and I get this

opencomposite Error- info in log

openXR call failed. Aborting
C\projects\openovr\ blah blah blah….

Would anyone know what this means? Am i suppose to be running open beta rf2? I’m ruining the vanilla. Point me in the right direction. Fwiw opencomp. Works with ams2 no issues. Does not work with ACC although it did before.

I7 12700k
RTX 4070 ti 12gb vram
16 ram 3200mhz
1tb msi m371 for o.s
2tb sad for apps.
Rift s (gonna try that dpvr e4 on Sunday if it sucks I’ll send it back).

I have the same issue:(
Yesterday it was fine, today but wouldn't start.
Was there an update for RF2?
 
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New pc and fresh install a few days ago. Downloaded opencomposite system wide. Switched to open composite in launcher and enjoyed a smooth frustration free RF2 for a few days. Today I went to launch (steam) RF2 and I get this

opencomposite Error- info in log

openXR call failed. Aborting
C\projects\openovr\ blah blah blah….

Would anyone know what this means? Am i suppose to be running open beta rf2? I’m ruining the vanilla. Point me in the right direction. Fwiw opencomp. Works with ams2 no issues. Does not work with ACC although it did before.

I7 12700k
RTX 4070 ti 12gb vram
16 ram 3200mhz
1tb msi m371 for o.s
2tb sad for apps.
Rift s (gonna try that dpvr e4 on Sunday if it sucks I’ll send it back).
I have thecsame issue:(
Yesterday it was fine, todaybit wouldn't start.
Was there an update gor RF2?

Oculus v59 broke open composite.
needs dirty roll back to v57 to get it working again, and oculus traffic blocked in firewall to prevent update back to v59
https://drive.google.com/file/d/1SwGQ9vB8KBOWpPv_83GqZRYZsYnjgokX/view
more info on open composite discord
https://discord.gg/8mqCkXSK
 
BEWARE!! some people did the roll back without the blocked traffic, and when oculus updated back to v59. the rollback didnt work anymore!!!
Oculus/Meta hates these dirty rollbacks so i suspect it might be even intentional from them to try to prevent this after second update to v59.
I have experince of this shit from CV1 times.
So do not waste time. and remember to do the firewall blocks!!!!

And fuck you oculus!!!!
 
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You are mistaken, Openxr Toolkit, is much better than SteamVR, if you have an WMR or OpenXR device. You gain performance compared to SteamVR, also you have a lots of tools in the VR menu to optimize the games, that you don´t have in steamVR.

I used to think like you, but 15 days ago, i tried again openxr and it was an "eye opener".

3800 12GB with HP G2 and 5800x3d.
I know about openXR and performance increase also I know about the tools ;-) I used openXR and tools for reducing the "shiny" track surface on some tracks as known until - I think - mid of last year.

But I reacted that way and asked about SteamVR because I am running a 3080 with no probs using a Pico 4 and (yesterday) a Pimax 8kx with high details - so using a 4070ti (which is about 25 to 30% above a 3080) should not make any problems using SteamVR with the same settings just for testing ...
 
I know about openXR and performance increase also I know about the tools ;-) I used openXR and tools for reducing the "shiny" track surface on some tracks as known until - I think - mid of last year.

But I reacted that way and asked about SteamVR because I am running a 3080 with no probs using a Pico 4 and (yesterday) a Pimax 8kx with high details - so using a 4070ti (which is about 25 to 30% above a 3080) should not make any problems using SteamVR with the same settings just for testing ...

Yes runs OK for me in Steam vr too, but I liked the performance boost in open vr:(
 
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