Rfactor2 The VR thread -settings & tips

I had to create opencomposite.ini and put it with each dll in rFactor 2\ and rFactor 2\Bin64\
Not sure which one (of either file) rF2 is using but opencomposite.ini is working.
 
@2ndLastJedi I found that I had to download the 32 bit and 64 bit versions and replaced both in the relevant folder. Ensure that you 'move' the versions already there [so that you have the originals] before doing this.

Everyone else - the download instructions indicate that on startup, the dll looks for opencomposite.ini, and if not found uses the default settings. The instructions then indicate that you can specify a number of options in this ini file. However, no such file exists on my system. Has anyone else seen this file?
Im totally GPU limited (1080Ti) atm while my CPU (7700k) seems to be using the 3rd thread mostly up to around 35% so im not sure any of this will help anyway ! What this reduce CPU and RAM (16GB 3200) load only ?
 
2ndLastJedi I am running a 980 Ti and i5 @4.2 GHz with no real issues and 90 FPS [most of the time] with Steam VR. My track, opponent detail etc was on medium, but running steadily. If you are GPU limited with your 1080 Ti, something else is going on in your system. I cannot say that I have seen much difference with the OpenVR, but I have only just started and have put my track detail to High with no impact. I use that PC only to run rF2, so have very little else running in the background.

I have found the advice contained in the following to be useful:
Game should be run on borderless mode for more stability under ALT+TAB and it is also less vulnerable for pop-ups (there are some people who perform better on fullscreen, do take this and all below as suggestions not rules)
  • Ingame FPS should always be limited to 5-15% below your minimum measurable framerate. Without the limit, your PC is much more vulnerable for any interruptions by other programs and also actions ontrack, plus simply varying frametime from corner to corner, making the experience unsmooth even if running high FPS.
    Most importantly, if you are CPU or memory bandwith bottlenecked, you will experience serious stutters and going out of real time if you reach 100% CPU usage. Plus its simply a waste of electricity if you are pumping out over 200 frames per second. Just like you can tell a difference between 60hz and 120hz but not really between 120hz and 144hz monitors, you will hardly notice if your FPS is 150 or 550. Just keep it over your screens refresh rate and generally above 100 for good frametime.
    FPS limit along with other tweaks can be adjusted ingame via the player.json, located in /Steam/steamapps/common/rfactor2/userdata/player, openable by notepad
    Command for FPS limit is "Max Framerate":[number]
    Here are several more settigns in player.json that you cannot change ingame
  • "Repeat Shifts":1, - even with a new wheel, its still good to apply a small doubleclick protection to not blow up your engine etc.
  • "Head Physics":0,
    "Head Rotation":0,
    "Cockpit Vibration Freq1":0,
    "Cockpit Vibration Freq2":0,
    "Cockpit Vibration Mult1":0,
    "Cockpit Vibration Mult2":0,
    Any additional simulated head movement that is not your own VR head tracking is a gimmick and distorts the feeling of the car.
  • "Load Opponent Cockpits":false, - if you dont use driver swap, then this saves a bit of loading time and memory, few FPS
  • "Garage Detail":0.01, - lowers the detail of garages, so reduces the fps drop when passing them
  • "Max Headlights":2, - self explainatory. Some people like to run headlights even in daytime, you dont need to see any of that, except for the 2 cars around you at most.
  • "Max Visible Vehicles":10, - big boost, set the number half of how many people you think you want to divebomb in the race.
  • "Pitcrew Detail Level":1, - shows only your pitcrew in the pits, saves few fps and makes spotting yours easier.
  • "Rearview_Back_Clip":65, - limits mirror render distance with the number being meters. WARNING - HUGE FPS BOOST
  • "Steady Framerate Thresh":0 - something you dont need
  • "Soft Particles":0,
    "Spark Flow":0,
    "Smoke Flow":false,
    "Special FX":0,
    "Sun Occlusion":false,
    "Tire Emitter Flow":false,
    "Wind and Crowd Motion":false,
    "Lightning Probability":0,
    "Rain Drops":false,
    "Raindrop Flow":0,
    "Rainspray Flow":0
    A bunch of effects, but you dont need effects for performing in high level simracing esports
  • For races, I suggest disabling every unneccesary ingame plugin, like Motec data acquisition. Also disable replay saving which uses disk and memory bandwith and can create instability in highly populated and long races. Its good form even to disable the message centre from ingame display settings to not get disrupting chat and join messages during practice and qualifying, it also removes most of join lag when people enter the server.
  • I am not going to stop long on anything outside of the game, but obviously its a prerequisite that your operating system is completely stripped of anything unneccesary, processes, services, scheulded tasks, additional firewalls etc.
  • If you are running anything other than Windows 10, then stop and upgrade ASAP
  • If you are running rf2 on anything other than SSD, then stop and change ASAP
  • 1) Optmizing your OS

    Straight to the point: if you cannot keep 0% CPU activity on your PC for an indefinite time when you are not doing anything, you are not ready for simracing!

    If you have a fresh install of Windows 10, you close everything and open only the hardware monitor, you will see your CPU spiking more or less every once in a while. PC checking updates, installing updates, doing scheduled maintenance, antivirus, bla bla, this is all unacceptable and in many cases what will destroy your race.
    Keep an eye on the monitor, when you see a spike, open task manager and see what is hogging you. Windows own "resource monitor" is great for this too.
    Most activities can be disabled from windows own "task scheduler"

    Even if you are clueless, enable system restore and play away. Thats how you learn, testing and googling. Repeat until your CPU usage is an absolute flat 0% when not engaging in any activity.

    2) Making sure you are not thermal throttling or experiencing other hardware problems.

    Especially this summer there were several guys here in GPVWC who were sitting in a 40c room with decent hardware, but it was throttling itself down because it was reaching dangerous temperatures. Software like MSI afterburner is perfect because it is always minimized and running, you can game away and when experiencing problems, you open it and see from the graphs what went wrong.
    Google your hardware and its thermal throttling points, usually for modern hardware 85c+, up to 99c on GPUs, but some old CPUs already throttle from 65c.
    You can easily tell this also by turning on the clock speed graphs, if they drop during gaming then the situation is critical and changes required.
    For your 65+W CPU you should always be running a non-stock cooler, for incredibly better cooling and also noise. How to optimize your airflow in the case etc you can google and find million YT videos about.
 
Im totally GPU limited (1080Ti) atm while my CPU (7700k) seems to be using the 3rd thread mostly up to around 35% so im not sure any of this will help anyway ! What this reduce CPU and RAM (16GB 3200) load only ?

If you have even one CPU thread at 100% or close to 100%, you are CPU limited. rF2 should in almost every case be CPU limited with a GTX 1080 Ti unless you add pixel density to some ultra high number.
 
This is something new & perhaps a must

I’m kind of thinking studio397 may be giving this some consideration to “hard wiring in” to rfactor2 when they can fit in

Watching closely in the meantime if it’s fairly easy to implement then it’s a must for post 1 in this thread for the benefit of the oculus users

Ps I know there’s more users that never ever visit the forums so importance on getting important & worthy things imbedded into rfactor2
 
This should indeed be implemented somehow.
Such an easy fix for many issues I was having and don't have anymore.
This is at least stable.
Hope it will fit in easily and options will be added to the UI to generate the .ini
 
If you have even one CPU thread at 100% or close to 100%, you are CPU limited. rF2 should in almost every case be CPU limited with a GTX 1080 Ti unless you add pixel density to some ultra high number.
Well I do run 1.6 SS in Steam but drop to 1.2 for Aussie Legends ! But in MSI AB my GPU is mid to high 90 % area while CPU is 25 - 40 % .
In Task Manager my CPU idles at 2% with no spikes unless i instigate it ;)
 
I just got my VR headset and noticed that head movements are inverted in rf2 (but roll, yaw and pitch are fine). Does anyone have a possible solution?
EDIT: I found that after reinstalling rf2 the trackIR plugin was on, which caused this strange behaviour
 
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Yes, just created my own opencomposite.ini file and added the lines enableAudio=off and supersampleRatio=1.2 and now have sound through speakers. The only location that I have used for the ini file is the Bin64 folder.
Could you attach your file to the forum to take it as example?
 
Well I do run 1.6 SS in Steam but drop to 1.2 for Aussie Legends ! But in MSI AB my GPU is mid to high 90 % area while CPU is 25 - 40 % .
In Task Manager my CPU idles at 2% with no spikes unless i instigate it ;)

Yeah but as I wrote, you can't look at the total CPU usage and draw any conclusions from it, because an i7 has 8 or 12 threads, which rF2 cannot utilize. You should only look at one core and see if it goes to 100%. With one thread at 100% you have theoretically only 12% CPU usage but would still be CPU limited.
 
Yeah I got that but I never see high usage from CPU on any core using MSI AB or Task Manager ! I think max is about 40% ! While GPU is rocking high 90's . That makes me think my CPU is working fast enough for the GPU to be working at max .
I'll have to make a vid showing usage .

Playing ACC I get another story , my CPU.is at 60% on all cores yet my GPU is also in the 60's if I try to simulate VR by running 1920x1200 and the same Ai (19) and only getting 90 odd fps while all cars are in view ! So i feel I'm being limited by CPU here because my GPU is sitting at a relaxed 60% but if i increase resolution my GPU load increases to 99% taking the load off CPU .

Ive never played rF2 at 1920x1200 on a single screen so haven't got comparable numbers .
 
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Yeah but as I wrote, you can't look at the total CPU usage and draw any conclusions from it, because an i7 has 8 or 12 threads, which rF2 cannot utilize. You should only look at one core and see if it goes to 100%. With one thread at 100% you have theoretically only 12% CPU usage but would still be CPU limited.
Here is a vid showing my usages in rF2 . Please tell me what you think !
 
Hello everyone. I just signed up because I noticed something that seems to have been discussed already two years ago but is still there.

We had a Sebring endurance event on Saturday and the experience in the Rift got really stuttery when the sun set. Today I checked why ASW didn't catch that and found an odd behavior between ASW Auto and forced 45FPS ASW on. Reprojection is unchecked in SteamVR settings as it should be.

FPS was measured with the Oculus performance HUD enabled. The test scenario was a rolling start with formation lap at Sebring in LMP2s, 20 AI cars, starting P10 at night. With ASW forced off I had FPS between 70-80 throughout the whole formation lap. Which means ASW should kick in all the time, and only after the field stretches out go back to 90 FPS.

What it did was periodically going up from 45 to 60-70, then back down again, in something like a 3s rhythm. Halfway into the second lap FPS jumped to 90 and stayed there, so that worked. FPS looked like this and it felt super laggy (couldn't get it recorded properly sorry):

upload_2018-10-1_17-5-32.png


With forced 45 FPS ASW on, it worked like it should, FPS were a constant 45 FPS throughout the formation lap and the experience was smooth, what I would expect from ASW.

So the question is, where does this odd periodical behavior come from and why doesn't the framerate stay at 45? ASW seems to work, even through SteamVR, and forced on it felt really smooth, but auto is nearly unplayable. Is this something on rFactor or SteamVR side?
 
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