Yes. I'm using GTX980, i7-4790K, 8GB RAM, and with the Open OVR .dll mentioned in this thread, rF2 is now running smoothly for me with my Oculus Rift with supersampling at 1.5.Quick question:
Should i even try VR with gtx1060 6gb, i5 4460, 8gb Ram?
Thanks
Yeah same , for me it's as long as they line up and are adjustable (not like same of the latest vintage F1 cars) I'm happyFor me Dynamic Mirrors are not a high priority, the main thing to remember is that a drivers head is tethered to the HANS device via the Helmet, then there's Head Rests either side so the drivers in many modern racing cars can't actually move their head that much anyway. Of course for older racing cars and even road cars there is much more head movement, but from the vast amount of VR racing I've now done in Sims not supporting this feature I can personally easily live without it.
Having said that of course should S397 bring it to the table it would be a cool feature to have![]()
Yep , it only goes to 45 if I Ctrl 3 to lock it there .
I choose Ctrl 1 to unlock anyway![]()
Yeah id love a really smooth 90 fps in rF2 like i can for pC2 and AC ! But as it stands its a mixed bag of smooth and not so smooth . Some car / track combos are perfect yet others i need to muck around with settings again so i just avoid those tracks and tend to stick to the same combos all the timeFor me locking ASW (or using the auto setting) only works sometimes and if it works it only works for a few minutes until the fps go to 50-70 and I get bad stuttering. This happens with the new dll and also with SteamVR and only with rF2. So there seems to be a problem with ASW on rF2. I hope the devs can look into this.
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?
I did some tests at High resolution and manage pretty well .You're' right about that. But I wonder how well either will do in rF2 since it is so graphically demanding. SweViver did mini-run with rF2 on both models but I'm looking forward to learning more. At first I was disappointed to be at the end of the backer's line. But now, maybe not so much...
I did some tests at High resolution and manage pretty well .
I think this boads well for the 5k+
My second report: it's working great (except for the missing loading screens already noted) but I found today that it forces the audio to my Rift even if I'm using the monitor. Re-install the original DLL and audio is back under Windows control.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?
enableAudio - boolean, default enabled. Should OpenComposite redirect the game's audio to the Rift builtin audio. This means you
don't have to set the Windows default audio device. This doesn't always work and can sometimes cause crashes, see below for
more information about it.
no doubt, that would be great,the mirrors in movements will remove many fps.I would much more want to see "rear in mirror" working. Meaning that I can see the back of my car in the mirrors. This would be so great.
Especially since it works with some mods...
But the new official content does not implement this at all...
For me the same problem.I have also got something wierd going on with rF2 and AC, if I don't have Oculus loaded then my Rift display is black. I'm sure I didn't use to have to load Oculus.
I have also got something wierd going on with rF2 and AC, if I don't have Oculus loaded then my Rift display is black. I'm sure I didn't use to have to load Oculus.