Recent Discussions
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After 1.9, no longer allows VR on WMR HMD's like HP Reverb and Samsung Odyssey
I'm on a Samsung headset and I'm reading from HP Reverb users that they can longer play in VR either. Why do we have to wait for a prompt? Why can't EA WRC just see if an OpenXR runtime exists on the system and, if so, add an option in the menu to switch to VR? Or allow us to force via command lineShearersHedge10 months agoRising Adventurer1.8KViews2likes51CommentsVR crashes with Varjo Aero
Ok, looks like no WRC VR soup for me for now. Game crashes with Varjo set to handle OpenXR after the first screen where it's asking if I'd like to play in VR. With SteamVR set to be OpenXR game manages to start, with horrible stutters when turning head, and crashes when I try to start a time trial. In both cases the crash is silent, with no pop-up window messages, simply goes back to Steam. AMD 5900X, 64G RAM, and a 4090. Both DR and RD2 work fine as they used to; so hopefully it's not a problem with my setup. Update: Managed to get it working in SteamVR OpenXR. Horrible stutters when turning head but otherwise it runs, although doesn't look very good. I think disabling the OpenXR Toolkit globally is what did the trick. It still crashes when Varjo Base is set as the OpenXR runtime which is where I'd like it to actually work, as I'm guessing having SteamVR in the middle is the cause of the very bad stutters when turning head.DKay1142 years agoSeasoned Rookie2.5KViews4likes49CommentsNewest patch completely broke VR (not exaggeratin, it's now actually unplayable)
This newest update completely broke VR. It wasn't great before, but it was at least playable prior to the update, but now everything is completely misaligned and weirdly warped on my right eye. The left still works as it should. WTF man? Did no one playtest this update? VR is now quite litterally unplayable... This needs an immediate fix. Edit* I use the original HTC ViveSolvedCapPeanut10 months agoRising Scout4.2KViews3likes46CommentsNative HMD OpenXR
For owners of headsets from Varjo, Pimax, HP and possibly others too their native OpenXR runtimes are not working correctly. Currently the only way for us to get the game running is by switching runtimes and this is sub-optimal for performance. For me using a Pimax Crystal this can result in up to a 20% loss in performance. This also requires a dance of option changes between the different apps I run just to get WRC working and to get everything reset after use. What I would hope is for OpenXR to not be specific to just Steam and Meta. Everything else I run that is OpenXR based works as expected with all OXR runtimes and layers. For what it's worth here are my findings trying to use the native runtime for the Pimax Crystal: The game will start and menus etc in the floating theater show correctly, this actually runs 90fps compared to Steams XR which can be around 70fps and stuttery in this mode, native is far better for these theater modes. When a stage is started the hmd will switch into stereo 3D BUT will flicker between eyes and not react to head position movement with what looks like a window within a window.1.8KViews3likes27CommentsNATIVE OPENXR SUPPORT
Good day E.A. It has been some time since my last unanswered question, among many others, who are getting an E.A unanswers for this particular question. Would you please take 5 seconds out of your busy schedule to confirm whether there will be native support for openXR hmds? This question has been circulating since the game was released. I have no idea why you blocked the openxr.dll, though whatever the reason it will never be good enough for those with openxr hmds. At the very least put us out of our misery! Please upvote this thread, maybe then it will get some well-deserved attention. Your truly in good faith. Concerned openxr hmd consumer....Sokittoya76A2 months agoNew Adventurer443Views2likes18Comments- 1.4KViews2likes15Comments
Strange VR frame rate behaviour
Just posted to the reddit as well but figure its a big enough bug to post here too: I have micro stutters and performance issues at 90hz on VR headset that aren't there at 120hz. There are no changes to the graphics levels (medium) between framerates and I'm using reprojection. There are stutters at 90hz and its butter smooth at 120hz. I'd like to bump the graphics up and run at 90hz if the stutters are fixed. I've found that if I slow down during the stage to a stop then the micro stutters disappear for the rest of the level. Anyone have suggestions on how to fix this or experience this before? Computer - i7 10700k, RTX 4070, 96GB ddr4, Quest 3 (Virtual Desktop - VDXR, Ultra, H264+, Wifi 6, ASW), Game has DLSS swapped and 'Auto' select on.Solvedm0nk3yofdoom2 months agoRising Novice173Views0likes13CommentsDeferred rendering is the wrong choice.
VR beta currently has horrific performance issues and ungodly requirements to present a usable image in VR. This is not VR headset specific, I have access to rift cv1, quest 2, quest 3, neo 3 link and Pico 4 and have been in VR since dk2 headset. Currently, the obvious choice for my own use right now is neo 3 link due to higher resolution than the cv1 and the all important display port capability compared to quests and Pico 4. This is a native steam vr headset, no extra runtime involved, steam vr as openXRruntime performance is near identical to using VDXR from virtual desktop with the heaviest game there is being msfs2020, so this is not a system, runtime or headset issue. No matter the quality that can be achieved with any headset in any other vr situations, the WRC VR beta is woeful in its presentation. Firstly, deferred rendering in unreal engine for a VR title is just a development sin, it will forever have performance issues due to higher VR resolutions and always present a muddy, blurry image that's impossible to solve the horrific aliasing without adding further blur from the only option of UEs temporal Anti aliasing. Upscaling in VR is also just not suitable, as even in the best case situation of making stable 90fps and a high resolution, it will always produce artifacts which undo any of the benefits it may give to lowering frametimes. The issue is twofold, deferred rending the biggest issue, secondly, even if people are currently sacrificing every last bit of visuals to run this title at 90hz, there is a constant stutter presented as GPU framedrop in VR, this seems to be shader compilation or something along the lines of streamed assets as this can be cleared and smooth if restarting the stage and driving the exact same distance. If you back out to main menu and back into same stage, the stutter is still present, this happens in non vr mode also and was a reason I returned game for on release. So right now, I seriously can't recommend anyone ever play this title in VR given the serious optimisation issues with the deferred rendering method and ontop of that, frame drop issues even when running in horrible low resolution, low settings and low refresh rates. My system is a 12700k and 3080ti and as mentioned, no matter which headset and which render resolution set, the VR mode is just unusable visually and not enjoyable, any game settings above ultra low will fill all 12gb of vram for a native render resolution of quest 2 / pico neo 3 link. Attempted corrections and tweaks are useless, forcing dx11 is no better, I've tried everything I can but sadly the only way I see this getting better is simply scrapping the idea of deferred rending in the VR mode. Rant video already made, some swearing but after the fantastic work done elsewhere it's incredibly disheartening to know it's practically doomed if continuing in current state https://youtu.be/c3AQ_S7tvT0?si=k3qPfVOcrq2kmmPr1.9KViews11likes11CommentsVR still does not work with Reverb G2 in new Patch
I expected the latest patch to fix proper OpenXR (without SteamVR) for WMR headsets but it appears to still be broken. This whole game has been a scam that I can't even get a refund for. Bought it for the announced VR support and played on deck to tie me over and now VR doesn't work for months and it doesn't even work on Steam Deck anymore either. can't even get a refund for this unplayable pile of junk.gu3steezy7 months agoNew Rookie1.1KViews4likes10CommentsOpenXR motion compensation not working
I'm using a motion platform controlled by SimHub, which incorporates motion compensation from an OpenXR API layer. Enabling this layer crashes the game to desktop before it starts. Everything else works, only the OpenXR motion compensation layer doesn't. It's an OpenXR API layer, which works flawlessly in all other titles I've tried it in, so this could likely be an issue with the OpenXR-implementation of WRC. Is the game compatible with OpenXR API layers? Using a Meta Quest 2.1KViews1like9CommentsFishbowl effect/misaligned stereoscopic view
When entering a stage, the stereoscopic view is badly misaligned. It looks like the two views for left and right eye are not overlapping correctly - like looking through a fishbowl. The problem occurs when using any upscaler (temporal, fidelity FX, DLSS). Does not occur with uspcalers off. When I use OpenXR Toolkit, I can use upscalers without problem. But the game crashes often, particularly when opening the menu on stage.661Views1like9CommentsWRC on HP Reverb G2 - Distorted view on left eye.
Dear All, I have an really strange issue on HP Reverb G2 when trying to play WRC, I run the game and after loading it asks me to switch to VR -> I Confirm that and it works fine. But when the first real preview or cockpit is shown I am getting really strange distortions like looking through a broken glass. I have noticed that distortions are only visible on left eye and only within WRC - the rest of the time headset work perfectly. Do you have any clue what could be an issue? My setup should be quite good (i9-10900k / RTX 4090 / 64 GB RAM), I would be grateful for any hints. Many Thanks GregSolved1.4KViews0likes8CommentsOpenXR Toolkit Works When it Feels Like It
Hi, I've been enjoying this title in VR but it takes a fair bit of fiddling to get it to look right. Without OpenXR Toolkit my system struggles to run at 80fps with settings in low. When I have OpenXR running it looks amazing. So far I've found that OpenXR Toolkit runs when I am doing tutorials and when I come out of the tutorial it usually allows me to enter a tine trial stage. After completing a stage I quit and the game crashes. I then re-launch the game and it crashes when I'm loading into a stage. I close the game and repeat and one in three tries will load the stage but it crashes when I finish and quit. Why is this? The game can clearly run OpenXR Toolkit but it's just not working properly. It's a shame because without it the game looks like a PSVR1 title. I'm struggling to play it whilst it's this bad. Do we know if there is any kind of update/patch coming to fix the issues? My PC is a 7900XTX GPU and a 7800X3D CPU with 32gb DDR5haylescab2 years agoSeasoned Rookie895Views0likes7CommentsWe shouldn't have to use the keyboard in VR
First, we have to select that we want to play in VR, and can only select this with the keyboard it seems; is there no way to default to VR? Then when we get to the first screen, we have to hit Enter to proceed and can only hit Enter. This should be possible with our default input device; wheel button for instance. Thanks!moogleslam2 years agoNew Scout520Views1like7CommentsAnti-Aliasing >= High Makes Game VERY Blury
Issue With anti-aliasing set to low or medium, the game is harsh looking and shimmering is visible along the edges of assets, especially apparent with trees and foliage. With anti-aliasing set to high or greater, everything becomes incredibly blurry. Hardware GPU: 4080 CPU: 13700K Headset: Valve Index Relevant In-Game Settings Anisotrophic Filtering: 4x Foveated Rendering Strength: 1 Upscaller: Off Relevant SteamVR Settings Overall Resolution Per Eye: 100% WRC Resolution Per Eye: 190%1.2KViews6likes7Comments