Rfactor2 The VR thread -settings & tips

Thanks Gentlemen, I reinstalled the driver and software for Oculus and seem to have resolved this issue for now. o_O Not sure what went on but hasn't happened since reinstall. Fingers crossed. ;)
 
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Using rift CV1, just installed the native google earth, had been using the steam version before. The native one is so much smoother to use...can only imagine what benefits a native oculus version for RF2 would bring us...too bad no effort seems to be put towards that.
 
Using rift CV1, just installed the native google earth, had been using the steam version before. The native one is so much smoother to use...can only imagine what benefits a native oculus version for RF2 would bring us...too bad no effort seems to be put towards that.

We'll see how the upcoming performance updates help although I fully agree dedicated Oculus support would be better than SteamVR, for now add your name to the list below, the more the merrier and the more means S397 may consider it a future thing to do.

https://forum.studio-397.com/index.php?threads/direct-oculus-sdk-support.59427/
 
Holy crap was waiting for this..I thought if it's $600.00 canadian I might reluctantly pull the trigger..but $999.00 !! WTF..forget that..just not worth it..HTC has put a premium on for early buyers..my original vive headset will do just fine
 
happy with my CV1, looking forward to more news on this potential new google headset using a 120hz OLED screen with a super high resolution I think 14k ( we can reduce the pixel , so it will be like 0.6 instead of 1.5 etc ) , they are developing software tech that renders fully the center only to save on PC load , exciting times

giving the vive pro a miss, awaiting a bigger jump in specs to move from my trusty CV1
 
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happy with my CV1, looking forward to more news on this potential new google headset using a 120hz OLED screen with a super high resolution I think 14k ( we can reduce the pixel , so it will be like 0.6 instead of 1.5 etc ) , they are developing software tech that renders fully the center only to save on PC load , exciting times

giving the vive pro a miss, awaiting a bigger jump in specs to move from my trusty CV1
With this on the horizon there must also be something in the works from Oculus ,so the future of VR is bright indeed .
 
I am suspect if we will see anything big come from oculus going forward, I have a feeling they're just going to go more gimmicky and social media based now.
 
Lock To Horizon. Is it more than setting these options to zero to get rid of head movement? That's what I use.
Code:
        "Graphic Options": {
          "Car Vibration Mult1": 0,
          "Car Vibration Mult2": 0,
          "Car Vibration Mult1#": "Primary engine vibration multiplier affects position of cameras attached directly to the car",
          "Cockpit Vibration Mult1": 0,
          "Cockpit Vibration Mult2": 0,
          "Cockpit Vibration Mult1#": "Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)",
          "Exaggerate Yaw": 0,
          "Exaggerate Yaw#": "Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve \"feel\")",
          "Head Physics": 0,
          "Head Physics#": "Fraction of head physics movement applied to cockpit view (position AND rotation)",
          "Look Roll Angle": 0,
          "Look Roll Angle#": "Angle to lean head (roll) w\/ controller in radians (= degrees \/ 57)",
          "Look Up/Down Angle": 0,
          "Look Up/Down Angle#": "Angle to look up\/down (pitch) w\/ controller in radians (= degrees \/ 57)",
 
Lock To Horizon. Is it more than setting these options to zero to get rid of head movement? That's what I use.
Code:
        "Graphic Options": {
          "Car Vibration Mult1": 0,
          "Car Vibration Mult2": 0,
          "Car Vibration Mult1#": "Primary engine vibration multiplier affects position of cameras attached directly to the car",
          "Cockpit Vibration Mult1": 0,
          "Cockpit Vibration Mult2": 0,
          "Cockpit Vibration Mult1#": "Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)",
          "Exaggerate Yaw": 0,
          "Exaggerate Yaw#": "Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve \"feel\")",
          "Head Physics": 0,
          "Head Physics#": "Fraction of head physics movement applied to cockpit view (position AND rotation)",
          "Look Roll Angle": 0,
          "Look Roll Angle#": "Angle to lean head (roll) w\/ controller in radians (= degrees \/ 57)",
          "Look Up/Down Angle": 0,
          "Look Up/Down Angle#": "Angle to look up\/down (pitch) w\/ controller in radians (= degrees \/ 57)",
thank you, i agree it is more than just freeze everything, but I rather have less movement than having the horizon jumping. hopefully, with the new management in place, we will eventually get LTH, but meanwhile I will try those settings.
 
Big SteamVR Update came to the default branch yesterday, all the details here:
https://steamcommunity.com/gid/103582791435040972/announcements/detail/1658889109634914493

Just in case anyone was concerned that SteamVR screwed up their SS setting (they have reset it), the old way does equate to %, so if you had it on 3.0 = 300%
Official response:
Alex Vlachos [developer] 10 hours ago
Marc - if your old SS setting was 3.2, the new setting would be 320%
@MarcG what specs is your PC and what settings do you use for rF2 and is that 3.2 really your Steam SS ?
 
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