Discussion in 'General Discussion' started by Adrianstealth, Apr 30, 2017.
PPI Comparison 460 vs 858
This is why I'm happy with the decision to start out with a DK2.
It only cost me £99 and will do nicely until better screens are available.
Is there any trick to get simvibe running with VR?
RF2 is the only sim where i'm not having any vibration, AC/ETS/Pcars are working fine.
I don't know if i have a wrong configuration on the simvibe launcher button, or it's a SteamVR related problem , like non having wheel FFB without SteamVR.
I'm running SImVibe with rf2 no issues, you need to start steam 1st, then Steam VR, then launch rf2 via SC4 or launch rf2 launcher and then just launch again from SC4 and then choose SP/MP from the launcher. You need to have Steam VR up and running before you start the rf2 launcher otherwise you will not have any wheel ffb. Also make sure you have the SC4 plugin placed into the rf2 bin64/plugins folder
I loved my dk2, for £99 BARGAIN ! CV1 is only a refined version really
Thanks Magus, i think i do not have the plugin, will check at home later.
In case i don't have it, where can i get it from?
As far as i remember, we were asked to delete all our plugins to move to DX11, am i right?
Go to where you have installed the SC4 software
:\SimXperience\Sim Commander 4\Plugins\GameFolderPlugins\rFactor2
When rf2 initially went beta, there were a number of DX9 plugins that were causing the game not to load, that is why we deleted all the plugins. The SimXperiencePlugin_2_0_64bit.dll plugin is fine. I think it effects performance somewhat but doesn't seemed to be something that is widely discussed. There is a thread in the SImExperience forums about it.
You may or may not be aware (I wasn't myself until just a couple weeks ago) that there IS a pretty decent 4K headset out there: The "Pimax 4K". It's available in the US from Amazon for just $399.
Why so cheap? It doesn't offer any sort of room-scale type movement tracking, ala Rift/Vive...but for what it DOES do, it apparently offers a substantial quality improvement in the view itself. For those who contemplate using VR in only a "simulation" capacity--sitting in a fixed seat, as when driving or flying, it may offer all you need...
...IF it can be made to work via Steam. I've read that it IS recognized (as a Rift) and does work in some Steam titles, but when I read here about failure to navigate setup menus I am unsure...but still intrigued. If anyone can find a way to test one of these, it would be appreciated. Might even be me, but not for a few weeks yet (PC parts are still trickling in, so I have no usable race box yet).
See YouTube for these (and some other) demo/review videos:
(there is some driving/incar footage in the second video)
careful as this I believe doesn't have positional tracking by any outside cam thus it only tracks gyro movements just as the dk1 did
also I think the refresh is 60hz? , really best hold off
WOW looks very good.much less SDE...i wonder how much ..and if rift or vive will use these lenses....and if current GPU [gtx 10 series ] can handle this
Ideally these next gen headsets will also use foveated rendering/eye tracking to cut down on the rendering requirements.
That's also ignoring the fact that most people tend to use lots of super sampling on current headsets to get rid of the awful jaggies. So it's not like most aren't already rendering (or trying) at absurd resolutions already. Only difference is now we'll actually get to see all the pixels we're rendering.
These really low res screens are actually a bit frustrating about this so called first gen because the image quality without supersampling is just unacceptably bad. Everybody is pretty much forced to use supersampling which is very inefficient way to improve image quality.
Agreed , but at least we have the super sample feature to improve things
When headsets come with pixel counts that match those super-sample pixel settings image will be much better
In the meantime enjoy what we have hey
1/6/2017 Build ID : 1859720
- VR Mirror mode selectable in Launcher config
- Further VR performance optimizations
- General improvements
This update has improved my shadow performance a lot.
Before I could only use "low shadows", now medium setting is possible.
VR support is getting better and better.
The only important thing that is missing is a "lock to horizon" option.
Latest ------ 1/6/2017 (2) Build ID : 1861183 (Hotfixes)
Wow , last two updates seriously good , running 6 AI before , now 21 A1 and performance is rock solid using official content , sweet stuff
This is very, very nice!
I overcame my laziness and took a measure with same settings as before, and where I had 47 at start of the race, today it was 61FPS (Karts, Atlanta A).
Also, had Enduracers race at Silverstone GT. 40 AI, middle of grid, solid 45FPS at start, and during the race it is 90FPS most of the time. More importantly, it never went below 45FPS, so ASW could be used without much problem. Experience was smooth and enjoyable.
Thank you very much S397 for saving rF2 and helping VR users to be part of the party. This is awesome.
"VR Mirror mode selectable in Launcher config"
Somebody have more information about this (utility, setting outcome etc...)
They are doing an amazing work, thank you S397, very very much.
Great update indeed, great boost!
Hope some work will be done on the driver 3dmodels in the future too.
For 2D display it's completely irrelevant imho,
but in VR the virtual body, arms and hands become part of you...I look funky!!
Separate names with a comma.