Rfactor2 The VR thread -settings & tips

Discussion in 'General Discussion' started by Adrianstealth, Apr 30, 2017.

  1. Adrianstealth

    Adrianstealth Registered

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    Think that base is for their UI
    Steam/oculus

    Default for in - app is 1.0
     
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  2. Kokomo

    Kokomo Registered

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    No, the Rift has a higher target scale for 1.0 too.

    Vive: 3024x1680
    Rift: 2700x1600
     
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  3. PaulG

    PaulG Registered

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    Yeah. I don't really totally understand it, but I guess it has to do with the way the optics warp things. They render at a higher resolution because there's a greater cluster of pixels in the center of your view. So they say it's done to match the pixel density there. I think the DK2 was 1.4X like the Vive is. See by Kokomo's post, Oculus lowered that a bit with the CV1.

    It's the same principle for each. Although you can adjust the UI resolution to a different multiplier by changing the targetrenderresolution for the compositor (in Steam VR).

    EDIT:

    http://www.eurogamer.net/articles/digitalfoundry-2016-is-your-pc-really-vr-ready

    Included a more recent article. Valve is quoted in that article talking about how the 1.4X is the base because of AA. Honestly, this makes more sense to me. But I know for a fact (since I read it), that the old Oculus DK2 Developer Best Practices handbook went into detail about how this was in regard to warping and higher pixel density in the center. Never truly made sense to me how this would truly address that, but that was the official line.
     
    Last edited: Jun 5, 2017
  4. mclaren777

    mclaren777 Registered

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    I just tried rF2 in VR for the first time and I rather liked it.
    However, I felt like my FFB was different in VR and it also remained weird-feeling after I went back to normal 2D
    Has anybody ever experienced this? Perhaps it's all in my head...
     
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  5. MarcG

    MarcG Member

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    Unless it is a bug there shouldn't be any difference in FFB, check again in case that is in your head :) At first it felt OK to go back to 2D Driving, but eventually and after a lot more VR driving it became harder & harder to the point I simple couldn't do it any more.
     
    Last edited: Jun 7, 2017
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  6. vegaguy5555

    vegaguy5555 Registered

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    Yes!

    I know physics have not been touched but I'm having a similar problem here with DX11 as I am with AC. Lack of weight transfer or what ever you want to call it. The wheel is dead over rises and ice skid into corners.

    Reinstalled DX9 with triples and everything is back. I haven't driven DX9 for a while and rF2 floored me once again. What beautiful rich physics.

    It helped me get Pcars working very well but nothing can get the historic cars right like rF2 DX9.

    AC is better but more or less the same. With rF2's DX11 weird physics thing gives me hope for AC.

    I mean no disrespect to AC. I bought their DLC and encourage everyone to support this great hobby, even when it's not working 100%.
     
    Last edited: Jun 7, 2017
  7. MarcG

    MarcG Member

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    This thread is about VR not your constant need for AC Satisfaction :rolleyes:
     
  8. TheMattyOnline

    TheMattyOnline Member

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    6/6/2017 (2) Build ID : 1868941
    - Fixed FFB issue in VR mode
    - VR Reset view (CTRL+SPACE) resets also Yaw angle and it works anywhere in the game

    So did this beta release relate to this issue, or was it just the no FFB if launching SteamVR first issue?
     
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  9. vegaguy5555

    vegaguy5555 Registered

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    What is your problem man. We are troubleshooting software. It's not about who is better. It's about getting it to work.
    Can you please stop with your immature feedback and stick to facts that can help move development forward.

    The fact that AC and rF2 DX11 feel simular is curious. Some kind of latency?
     
  10. vegaguy5555

    vegaguy5555 Registered

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    No. There is feedback but washed out and unresponsive.

    Did you say rF2 has VR reset now??:)
     
  11. MarcG

    MarcG Member

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    SteamVR FFB issue, you shouldn't now need to load that first any more although I haven't checked personally.
     
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  12. Eddy

    Eddy Member

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    I did @MarcG and i can confirm it working
     
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  13. vegaguy5555

    vegaguy5555 Registered

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    I had to enable Steam VR first last night to get FFB to work. Maybe its fixed now?
     
  14. Bruce0440

    Bruce0440 Registered

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    Now It is working perfetc.
     
  15. mike.m

    mike.m Registered

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    Yes, it works now, but somehow with the latest update(s) the FFB feels different (lighter?). I'm using the Brabham on Monaco. I didn't have time to play for a while, not sure how many updates were in between. Does anyone have the same issue?
     
  16. vegaguy5555

    vegaguy5555 Registered

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    Yes!

    Lighter here for sure. I have nothing over hills and icy brakes and plowsteer. Reverted back to DX9 and everything works fine so I know it's not on my end.
     
  17. mike.m

    mike.m Registered

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    I'm not sure it's the same thing as I had it working fine in VR a while (1-2 weeks) ago...
     
  18. lockzar

    lockzar Registered

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    Dont you guys got a massive performance boost since last patch ?

    Im playing almost everything maxed out even shadows at 1.7 SS :D
     
  19. The Iron Wolf

    The Iron Wolf Member

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    Yes, last weeks patch indeed improved performance!
     
  20. Adrianstealth

    Adrianstealth Registered

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    ffb should be exactly the same VR - nonVr , dx9 - dx11 , is it different ?
     

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