Ok, I had some USB conflicts that I resolved . Now it works. Thankshttps://support.oculus.com/guides/rift/latest/concepts/rgsg-3-ts-setup-troubleshooting/
Also check your windows security —-see if it’s blocked (in quarantine )
Are you using the beta?
Thank you... only USB conflicts resolved already.Last update of what Wajdi?
I haven't tried it in OpenVR, just know it works in direct Oculus mode, for example pCars over steam. rF2 is the first game I played over SteamVR that's why I think the problem is somewhere there.I could be wrong, but as far as I know this is controlled by what is driving your VR set, not the simulator or game.
Have you already tried the same test in OpenVR and see how it behaves then?
My guess is it will be working as it should, at least that is what I experience.
Well VR locks it to 90 by itself but i do have a cap of 93 in RTSS and use Ctrl 1 to remove ASW so framerate can drop as needed without going all the way back to 45 . What would cause a PCI-E bottleneck and how to check that ?@2ndLastJedi Ok so I was wrong, those CPU numbers are great, lots of headroom. GPU should normally be at 100%, but I can think of two reasons why not. One is that you have FPS locked to 45 or 90 in VR and there is extra power left in the GPU that won't be needed due to the frame rate lock. Second would be a PCI-E bottleneck.
I haven't tried it in OpenVR, just know it works in direct Oculus mode, for example pCars over steam. rF2 is the first game I played over SteamVR that's why I think the problem is somewhere there.
I pretty much sit in high 80's or solid 90 so when it does its ASW thing it fell instantly worse and has artifacts that I don't like .I think that feels even worse personally. I mean I am aiming for a constant 90+ as it's a racing game and more FPS is just better obviously, but ASW is a nice safety net, so it would be cool if it worked how its supposed to. On Sebring for example with some optimized settings it would only really kick in at the race start. From lap 2 on it's at a constant 90 as the field stretches out. That's imo what ASW is for, buffering those worst case situations.
And the dips into 45 fps shouldn't be as bad as they currently are, what you can check if you force 45FPS ASW on, way smoother, than ASW auto. Which really is my only niggle![]()
Whats is ASW?
I don 't have VR but triples. Neverthless it is interessting to get a better fps and get rid of the envorimental stuttering.
I'm quite late with this. Sorry.... but just to clarify, do I copy openvr_api (32-bit) to bin32 or just to rf2 folder? I understand openvr_api (64-bit) would be to bin64.
Or should it be:
for 64-bit, copy only 64-bit version to both folders: rF2 and bin64,
for 32-bit, copy only 32-bit version to both folders : rF2 and bin32?
https://uploadvr.com/openvr-for-oculus-vr-lets-you-play-steamvr-games-through-oculus-runtime/
Would this work for us oculus folks on RF2 to avoid having steamVR run?