Discussion in 'General Discussion' started by Adrianstealth, Apr 30, 2017.
Thanks MarcG, I do it. Do you have the same problem? Or is right now for you.
Not tested todays Build yet
same here (htc vive)
edit: Tested with new saopaulo dx11 and no black rectangle
This now appears resolved in the latest patch
So, I'm hoping to do my first league race in VR this weekend, but I get occasional 'whiteouts' where the HMD seems to stop tracking for a split second.
Is this a performance issue? What's the most effective way of improving performance? Do I need to run reprojection in Steam / Oculus or both?
Sorry if this has been already covered but I couldn't find it using search.
see posts #192 & #199 (Page 10) in this thread, they may help, also try different USB ports for HMD & Sensor. I've tried pretty much everything but the flashes/whiteouts come back from time to time then don't happen for ages.
How do you lock to horizon in RF2?
Don't think it's implemented yet
Although I find it's only really needed on the very poor 3rd party mod tracks that feel as if some fire fighter has left their water hose's across the track in various places causing strange bumps
One more thing to add is power drain on the chipset. I got the Oculus touch and plugged the extra senser into my last open usb port, which happened to be a 3.0. This crashed my computer and sent it into restart or disabled the head set. Got a powered 3.0 hub and everything is good now.
Also, when I have my triples in with my senser in the back peaking over the top. If I move my head down to look at something, which is now blocked by the triples, I get a white screen. Everything comes back as soon as I lift my head in senser line of sight.
Thanks for all your tests.
So now I have VR locked at 45fps in rF2 somehow. I can run AC at 1.5 SS with a solid 90fps. Is there a way to unlocking VR? I didn't think any one software could be locked without all being the same?
Mine runs at 89/90fps @ 1.6 pixel
Not locked , check your settings
Make no sync on in your gpu control panel & rf2, make sure you've started rf2 with min settings before raising them
@Adrianstealth have you been following the developments over on THIS thread?
It seems for best performance & results not using Oculus's Pixel Density is the way to go at the moment. Using Steam VR SS solely seems to reap the best results, so not sure when you say 1.6, whether that is in Steam or Oculus (as 1.6 in steam = 1.3 in oculus).
The dashboard and steering wheel seems too small, in my HTC Vive,
Is there a way to increase the scale
thx for the help
yes using steams pixel, of course
BTW VR users, as I understand that Trackmap still isn't working in DX11 (wish S397 fixes it...soonest), what HUD's do you use in VR?
Personally, None! Only ones that come in car as designed (on their little screens), otherwise I leave them off unless I'm really desperate then bring up the default HUD to quickly look at stuff/pit menu. Using Crew Chief helps lessen the requirement for a HUD and is a superb tool for VR driving.
For me it's all about the realism, no Virtual Mirrors, no HUD and even No Crew Chief in the classics!
No hud here also
I see. But is it possible, at the least the track's map (w/c I need for tracks I'm not familiar with)?
Afaik not for now but s397 is looking into it. Not sure tho if trackmap will ever be back again as it was 3rd party and developer left the building
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