Discussion in 'General Discussion' started by Adrianstealth, Apr 30, 2017.
Nope. You’re stuck with it. You can thank oculus.
Although it still runs in the background it closes down the virtual space when a game is launched, i checked my ram usage on RF2 load and sure enough it shows it happening. So whilst the program still sits there its not taking up much ram at all, I've only got 8gb so I'd notice the difference if the main program kept running.
Incidentally i can load a full 60 car grid at Le Mans and ram gets to 7.5gb usage on track load then drops a bit thereafter for racing, so having Oculus home in the background as a minimal task is no issue for me anymore.
with the latest build is it possible to increase the size of the other cars with the world scale option? I've always found that everything is too small in rf2's vr
fantastic, so i just need to increase the VR IPD Scale value?
On my Rift S, with 0.950 for example wheel/cockpit/opponents etc. are more big than 1.050.
I think It will affect wheel and cockpit but will not affect the world outside the cockpit like the opponents car size.
It affects the size of the opponents, I saw the difference
witch value you recommend for rift cv1?
I have rift S, for me good values for the rift S are 0.900/0.950, I think.
0.900 is perfect.
The best thing to do is to take an hour to set the World Scale VR for ALL the official S397 cars (31 cars with the Tatuus), and to record the values precisely .......
Then, do an average of your results and use this number !!!!!!!!
This is what I will do soon ...
thanks guys, I think can exist only one value for any car
This doesn't make any sense. The cars and tracks have correct scaling, if it's wrong in VR then the VR scaling needs fixing - and there'll be one correct value. It's like saying there's more than one correct FOV on screens, when there's always one single correct value for all content (for a particular screen setup).
Agree, CV1 too and 0.900 seems really good
I agree 100% !
But I think the perception may vary slightly from one car to another.
In this case, an average of different perceptions may be useful to fine-tune.
I'm going to do like that.
In the case of sitting in front of screens, I could understand your viewpoint more (and I did). Having the seat in slightly the wrong place has an impact on the view of the cockpit, but on top of that you have your physical wheel in front of you that will hardly ever match the on-screen one (or position in front of the dash).
But in VR, you should be able to somewhat separate where your physical wheel is from your perception, because you can't see it. So really it comes down to eye (seat) position for things to look correct, assuming the VR is set correctly. I think it's better to find that seat position (where needed) in each car rather than change from the only correct VR scaling and make the entire game slightly wrong.
Wrong world scale has to do with wrong IPD settings on the HMD side (the way we perceive size is related to the way our eyes are aligned, google „horopter“ if you’re interested in the topic).
That means that with HMDs that allow a hardware IPD setting, it shouldn’t be necessary to use anything other than 1 in rF2. Some of the new HMDs (Rift S, Reverb, etc.) however have a fixed IPD value of 64mm. If your real IPD differs too much from that value, you might want to play a bit with the SW setting in rF2.
I tend to go the other way and 1.100 - 1.200 with a low 59/60 IPD on the headset.
Undepending of the IPD Setting in the Rift Cv1 the standard world scale is allways to small for me so I suspect that the IPD Setting will not ne accepted in Rfactor 2.
Separate names with a comma.