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.