Discussion in 'General Discussion' started by Adrianstealth, Apr 30, 2017.
I use openVR and no problems here. I agree with MaD_King.
Yep I used it all weekend with no issues.
thanks. The version "OpenComposite_tiwm_220.127.116.11_Release" do it perfectly. Thanks for all coments.
Hi i changed the pc to a another one who have more power. When i was driving i put all in full settings and in rfactor my cpu use are %20 and the gpu is on %60 more o less.
I like to put all nvidia rfactor2 perfil perfectly to play in the sim. Have anybody tell me what i have to put it here?
I only wish the OTT's debug tool didn't totally dominate the screen. Is there a way to shrink it or move it aside?
fpsVR does work with Oculus, but you have to run SteamVR on top of Oculus Runtimes. Or, I should say, it works in ACC running Steam VR. See no reason why it wouldn't run likewise with rF2.
I only wish that Oculus had a better way to run their software to get VR working. I've paired it down some (Oculus small) but the thing seems very intrusive. I'm not interested in Oculus Home (bloatware), and can't seem to get it to not start when I run VR.
BTW, I do have a Rift S. I still have the basic Rift, too, with an extra sensor. I'll stick with the Rift S. It is better than the Rift visually and performance-wise, and there's no hassle with sensors, as they are built in.
Thing with rF2, also, is no track map. Anyone know of one that works in VR?
(Want to sell the Rift, if there's any interest. )
Do you think I will win some FPS if I start rf2 with "HMD" checked, rather than "HMD + Mirror" checked ?
As Iron Wolf already knows, because I reported it in the Pimax forum, I have a ticket open with Nvidia that's been escalated. They've been working on it for a couple weeks now. Here's the last status update I received today:
"The QA team is still working to reproduce the issue. From other videos it appears to not be specific to VR. We will need some time to investigate."
I think that anybody experiencing the low GPU utilization issue should report it to Nvidia to make sure they continue working at resolving the issue.
With regard to the opencomposite VR - does anyone know if the single screen issue on startup was resolved/improved? TIA
Nope , I’ve never notice any difference .
Well this got me by surprise today , 397 have in game settings for (World Scale Vr ) have to try this out later .
Nice one , and a big THANK YOU.
This is amazing they done this , now some of the car I used to think were to small -scale wise- can now be adjusted to a scale the user feels correct .
I remember asking for this well over a year ago , never thought you would do it .
And it works flawlessly — @Marcel Offermans cheers you crazy dude .
update RIFT S FIRMWARE (sound,...)
@Narrowbackwing Could you indicate where the setting is, as just had a quick look and...…….. :-(
Control settings— miscellaneous
Thanks, found it
With the Oculus Rift S, there is a SOFTWARE IPD SETTING, so if it is correctly set (69 for me), do I have to touch the "world scale IPD" option in the game ?
World scale is just a tool to play around with , if you feel rf2 Scale looks correct when in game you don’t need to do anything———— now for me there are a few cars that can look to small in scale (inside the cockpit ) assigning a button or dial knob allows me to increase or decrease the size of the car — Try it , you have nothing to loose
I've just come back to rf2 after a break of a month or so - the old Oculus v1 workaround now appears to be broken and Steam VR (1.5.9) is reporting that the Oculus driver 'appears to be out of date'.
I can't find any reference in the forum to this end-of-the-line situation - what's the recommended workaround (latest Oculus files, or.....?)
@Narrowbackwing Could I just check what you see when you try these adjustments [Worldscale VR]? Just tried for the first time and the only thing that I noticed was that 'my' arms got very thin and the steering wheel also a lot smaller. Should it affect anything outside the car? TIA
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