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EA SPORTS™ WRC - VR Beta - Known Issues
Hey drivers, Thank you for your support since EA SPORTS™ WRC's launch. What's this post all about? This thread will be used to inform you of known issues that the EA SPORTS™ WRC development team is is actively investigating and working to solve as soon as possible. v1.8.0 Patch Game may crash if the player frequently changes the Display Mode (Alt+Enter) during the “Enabling VR” dialogue screen. Game may crash if the player turns the PC monitor off and on again while VR is active. Game may close abruptly when the player removes and re-wears the headset, during Replays in Time Trial. (Meta Quest 2 + RTX 2070 Super) Performance on Meta Quest headsets will drop for a period of time after enabling or disabling passthrough. This could last for around 30 seconds, though may be longer in specific scenarios. HP Reverb does not launch the game in VR Mode by default. To fix, go to Steam VR settings > OpenXR > Change to Steam VR OpenXR The player’s view may clip through the environment when using the dynamic camera during Replays. Post-stage cutscenes may not focus on the vehicle after completing a Rally School lesson. Codemasters & EA splash screens may not play or get skipped, when viewed from a headset. Down arrow key is pressed by default and highlighter goes down on connecting a VR controller for the first time or with fresh saves. Keep an eye on this thread for more updates in the future.EA_Groguet10 months agoCommunity Manager4.1KViews0likes0CommentsNewest 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 ViveSolved4KViews3likes46CommentsWRC SYSTEM SETTINGS TO REDUCE BLUR IN VR
Add these lines to your Engine.ini file in C:\Users\'your account name here'\AppData\Local\WRC [SystemSettings] r.DepthOfFieldQuality=0 r.SSR.quality=0 r.DefaultFeature.Bloom=0 r.BloomQuality=0 r.DefaultFeature.MotionBlur=0 r.MotionBlurQuality=0 r.MotionBlur=0 r.DepthOfField=0 r.EyeAdaptation.LensAttenuation=0.45 r.MipMapLODBias=-1 r.SkeletalMeshLODBias=-1 r.StaticMeshLODDistanceScale=0.25 r.MaterialQualityLevel=1 r.LandscapeLODBias=-1 r.SkeletalMeshLODRadiusScale=0.25 r.LandscapeLODDistributionScale=3 r.LandscapeLOD0DistributionScale=3 r.ToneMapper.Sharpen=2.2 r.LODFadeTime=1 r.grass.CullDistanceScale=2 r.LevelStreamingDistanceScale=2 r.foliage.DensityScale=0.3 r.grass.DensityScale=0.3 r.foliage.DitheredLOD=1 r.foliage.LODDistanceScale=0.9Sokittoya76A9 months agoRising Scout2.7KViews0likes4CommentsVR 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.DKay11410 months agoSeasoned Rookie2.4KViews4likes49CommentsEA SPORTS™ WRC - VR Beta Details and FAQ
Experience a new way to play EA SPORTS™ WRC with the addition of VR Beta to PC, coming soon in the Version 1.8.0 Update. Check out the details below for further information on what you can expect to see when the update releases. Availability & Release Dates When will VR Beta release? The VR Beta for EA SPORTS™ WRC will release as part of the Version 1.8.0 Update. At the time of writing, the release date of v1.8.0 is expected to be on April 30. Keep an eye on our social media for the latest news. Is VR Beta a separate DLC or purchase to the main game? No, it is directly integrated into the main game as an additional boot mode, and released as a free update. Why is it called a beta? Our implementation of VR into EA SPORTS™ WRC is referred to as VR Beta as it is a new project for our development team. Previous VR implementations (like those seen in DiRT Rally and DiRT Rally 2.0) were built with the help of external partners, whereas for EA SPORTS™ WRC, Codemasters have been developing VR in-house for the first time. Due to the wide range of VR headsets available in the market, on top of the wide range of PC hardware specs in general, we currently cannot test for all possible scenarios and configurations. Is VR Beta time-limited, and does it require a separate branch of the game? VR Beta is integrated into the main EA SPORTS™ WRC game on PC, you will not need to join a separate beta branch on Steam for example. There is no time limit or restriction on when VR Beta is available, any PC player with compatible hardware can launch EA SPORTS™ WRC in VR, and VR will not be removed from the game going forward. When we are confident enough to say that VR is in a fully completed state, we will no longer refer to it as VR Beta. Where is VR Beta available? EA SPORTS™ WRC VR Beta is available on PC (Steam, Epic, EA App), through compatible headsets. If you have a compatible VR headset connected, you will be asked whether you want to play in VR or non-VR mode when you boot up the game. Will VR Beta come to console? There are currently no plans to add VR to EA SPORTS™ WRC on console in any capacity, Beta or otherwise. Hardware Support What VR headsets are supported in EA SPORTS™ WRC? Using OpenXR technology via Unreal Engine, a wide range of headsets should be compatible with EA SPORTS™ WRC. Additionally, we have tested and can confirm the following headsets are supported: Meta Quest 3 Meta Quest 2 Meta Quest Pro Valve Index Oculus Rift S Oculus CV1 HTC Vive The following are considered “partially supported” at this time: HTC Vive Cosmos HTC Vive Pro 2 OpenXR based Headsets not listed above (and not on the “not supported list” below) may work, but we cannot guarantee full functionality at this time. What VR hardware is NOT supported in EA SPORTS™ WRC? The following headsets are not supported: PlayStation VR PlayStation VR 2 Apple Vision Pro 3D tracked controllers are not officially supported, we recommend people drive with the same peripherals they would use in non-VR (steering wheel, controller, keyboard etc.). What are the minimum and recommended PC hardware requirements for playing in VR? The “minimum specs” for playing in VR are equivalent to the “recommended specs” for non-VR. You can find those here but for clarity: Operating System: Windows 10 CPU: AMD Ryzen 7 3700X or Intel i5 10600K GPU: AMD Radeon RX 5700XT or NVIDIA GeForce RTX 2070 RAM: 16 GB DirectX: Version 12 (“DX12”) Storage: 95GB, SSD preferred Network: Broadband internet connection (to download updates, game is playable offline) Other hardware: Monitor and keyboard Additionally, below are some configurations we have tested and confirmed to achieve optimal performance during gameplay. Configuration 1: 90+ fps achieved Headset: Meta Quest 2 CPU: Intel i9 13900K GPU: NVIDIA GeForce RTX 4080 (4090 also tested) RAM: 32 GB In-Game Upscaler Setting: DLSS Quality In-Game Graphics Preset: Ultra Configuration 2: 90+ fps achieved Headset: Meta Quest 2 CPU: AMD Ryzen R9 7900x GPU: AMD RX 7900XT RAM: 32 GB In-Game Upscaler Setting: FidelityFX Quality In-Game Graphics Preset: High Configuration 3: 80+ fps achieved Headset: Meta Quest 2 CPU: Intel i9 10900K GPU: NVIDIA GeForce RTX 3080 RAM: 32 GB In-Game Upscaler Setting: DLSS Quality In-Game Graphics Preset: High Any higher spec hardware than this will result in a more performant experience, and give greater freedom to use more demanding graphics settings. Getting Started How do I launch the game in VR while using a Meta Quest device? Turn on the headset. In the Oculus app, go to Settings > General > Set Meta Quest Link as active OpenXR. Connect the cable between your headset and PC. Open Notifications from Quest device, and select Enable Quest Link. If a dialogue box pops up on the headset, click Enable to start playing. If not, enable manually via the Oculus Home screen: Quick Settings > System > Quest Link > Launch Quest Link. Alternatively, again via Oculus Home screen: Quick Settings > Launch Quest Link > Select PC > Connect. Once your headset is connected, launch EA SPORTS™ WRC. What are the optimal launch settings when using the Meta Quest App? We recommend using a USB 3.0 cable in order to experience better performance. Please note that we currently do not support Air Link. We also recommend you set your refresh rate to 90hz within the Oculus App, this can be done via Devices > Advanced > Graphics Settings. How do I launch the game in VR while using an HTC device? Ensure all wired connections are done correctly. Make sure the base station can see the headset. Open Vive Console and let it detect the headset. Go to Vive Console > Settings > Advanced > OpenXR > Steam OpenXR and ensure Application Experience is set to VR Open Steam VR and select Update Permissions if/when prompted. Launch EA SPORTS™ WRC from the PC, or via Steam VR home in the headset. How do I launch the game in VR while using an HP device? Ensure all wired connections are done correctly. Download and open Mixed Reality Portal. A popup may appear saying that “Windows Mixed Reality is not set up to run OpenXR apps”. If so, select Fix It. Alternatively, launch SteamVR and select Update Permissions if/when prompted. Launch EA SPORTS™ WRC from the PC, or via desktop available within the headset. What are the optimal launch settings when using the Mixed Reality Portal? We recommend adjusting the Frame Rate and Display Resolution to the best quality available. To change these settings, go to Expand > See More > Settings > Mixed Reality > Headset Display. What are the optimal launch settings when using SteamVR? We recommend disabling automatic resolution scaling and setting headset Resolution Per Eye manually. This can be done by setting Render Resolution to Custom and then adjusting the slider beneath. Ideally, Resolution Per Eye should be set to match the values your headset provides, though you can increase it beyond that until you see performance issues, in order to experience super-sampled anti-aliasing. To improve performance you can try lowering the Resolution Per Eye setting until you achieve a frame rate you are happy with. Should I enable Motion Smoothing when using SteamVR? If you are experiencing inconsistent frame rates, you may want to try enabling Motion Smoothing via the SteamVR settings. To learn more about Motion Smoothing in Steam VR, please see this article on the Steam website. Motion Smoothing is a feature that attempts to insert frames if EA SPORTS™ WRC drops a frame. This causes an impact to overall FPS however it ensures a smoother, more consistent experience, albeit at a lower framerate. Additionally, this may cause some visual effects or assets to take on a corrupted appearance. Should I enable Asynchronous Spacewarp when using a Meta Quest device? If you are experiencing inconsistent frame rates, you may want to try enabling Asynchronous Spacewarp via the Oculus Debug Tool. To do this, head to C:\Program Files\Oculus\Support\oculus-diagnostics, open OculusDebugTool and look for (PC) Asynchronous Spacewarp. Asynchronous Spacewarp is a feature that attempts to insert frames if EA SPORTS™ WRC drops a frame. This causes an impact to overall FPS however it ensures a smoother, more consistent experience, albeit at a lower framerate. Additionally, this may cause some visual effects or assets to take on a corrupted appearance. Settings & Comfort What Graphical Settings are available in VR Beta? VR players will have access to a number of settings to help further optimise their playing experience. Below are some settings we recommend players start with as a baseline, and then adjust to match the capabilities of their specific headset and PC hardware. If framerates and performance are good on your system, try setting some of these higher for a more detailed visual experience. Depending on your hardware, some Basic Graphics settings may not be adjustable when playing the game in VR. Motion Blur setting is also mirrored in the Accessibility menu, the setting applied in either location affects both. Basic Graphics: Resolution: Varies based on headset used Display Mode: Matches the player’s non-VR mode preference (Windowed etc.), to be applied to the PC monitor feed outside of the headset Anti-Aliasing Quality: Low VSync: On Anisotropic Filtering: x4 Main Menu Framerate: Off Upscaler: Off Foveation Strength: 3 Advanced Graphics: Shadows: Low Fog: Off Particles: Low Weather: Low Crowd: Ultra Low Ground Cover: Ultra Low Trees: Low Dynamic Objects: Low Car Reflections: Ultra Low Post-Process Quality: Ultra Low Mirrors: Off Skidmarks: Off Track: Low Textures: Low Shaders: Low Motion Blur: Off What is a good refresh rate and resolution to aim for when playing in VR? A smooth and consistent framerate will be the most comfortable and enjoyable when you play. As a baseline, try to aim for a consistent 90hz, and change graphics settings if this cannot be achieved with the default configuration. Headset resolution is not set in-game, you will need to make adjustments via your specific headset’s settings to find a good balance between visual fidelity and performance. Resolution settings in-game affect the 2D display on your PC monitor. Reducing the 2D monitor’s resolution via in-game settings may result in slightly improved headset performance. What gameplay and comfort settings are available in VR Beta? A number of VR settings are available to help players find a comfortable balance and reduce the potential for motion sickness. Settings that are known to have the most significant impact on comfort also display a warning message within the menu. On/Off Settings: 3D Location Reveal: This sets whether the location reveal is presented in full 3D or displayed on the virtual monitor. Recentre View on Boot: This sets whether the headset view is automatically re-centred when VR mode is first engaged Recentre View on Stage Start: This sets whether the headset view is automatically re-centred before the stage countdown begins. Toggle Driver Avatar: This sets whether the driver's body can be seen whilst racing in the driver's eye camera viewpoint. All Driving Views: This sets whether the camera can be changed to a view other than the driver's eye viewpoint. Toggle Car in Bonnet View: This sets whether the car model is visible when driving in bonnet view. 'All Driving Views' must also be set to 'On' to make this camera available. Fixed Horizon: This sets whether, when driving, the view of the world remains fixed and level, or whether it rotates with the position of the vehicle. Manual Camera Control: This sets whether the camera orientation can be affected by any other means than moving the headset. Toggle Look Back: This sets whether the option to look backwards, while driving, is enabled. Slider Settings: Crash Vignette: This changes the intensity of the vignette effect that covers the outside edge of the view during significant crashes. '0' turns the effect off completely. HUD Scale: This changes the overall size of the 'heads-up display' during racing. All components that make up this display, scale with that change. The larger the number the larger the size of the display. HUD Position: This changes the position of the 'heads-up display' during racing, up or down, in the view. The larger the number the higher the display will appear. HUD Distance: This changes the position of the 'heads-up display' during racing, towards or away from the initial view point. The larger the number the further away the display will appear. Virtual Monitor Scale: This changes the overall size of the 'virtual monitor' that displays the game when not driving. All menu components, within this display, scale with that change. The larger the number the larger the size of the display. Virtual Monitor Position: This changes the position of the 'virtual monitor', that displays the game when not driving, up or down in the view. The larger the number the higher the display will appear. Virtual Monitor Distance: This changes the position of the 'virtual monitor', that displays the game when not driving, towards or away from the initial view point. The larger the number the further away the display will appear. Can the camera view be reset? Yes. The functionality varies depending on the headset used, but there is an option to Reset VR View to the default position. This can also be mappable via the Input Bindings menu, the default keyboard key is F9. Additionally, as mentioned above, there are also settings to automatically recentre view on boot, and at the start of every stage. Are there any additional comfort features? A “take a break” reminder message is displayed in a number of non-driving areas of the game after 60 minutes of continued VR play. This can be dismissed each time, or alternatively dismissed for the rest of your play session. Additionally, as mentioned in the settings section above, there are a number of settings that can help improve comfort levels, the most notable being Fixed Horizon and Crash Vignette. View Modes & Features Are any non-driving scenes rendered in 3D? Yes, players will be able to view the location reveal scene of each rally stage in a full 3D view. This provides a fully immersive experience similar to standing by the road on a real stage. It can also be disabled in the Options & Settings menu for those who wish to proceed to the Service Area more quickly. All other non-driving scenes and menus are rendered in 2D via a Virtual Monitor and viewable from within the headset. Is there a complementary 2D render on the PC monitor when playing in VR? Yes, when playing in VR the PC monitor will display a representative 2D version, including menus. This is useful for menu navigation without needing to wear the headset, and also for players who wish to record or broadcast their game on Twitch or YouTube. Please note that the displayed resolution of the 2D render on the PC monitor may differ from the 3D view rendered within the headset. In all 2D scenes, the Virtual Monitor from within the headset is replicated on the PC monitor. For 3D scenes (ie: when driving and during stage reveal if enabled), the view from only one eye is displayed on the PC monitor. Can VR players play in multiplayer modes with non-VR players? Yes. Are any features not available in VR? Due to technical limitations, Photo Mode is not available at launch when the game is booted up in VR mode. We are currently investigating ways to implement Photo Mode into VR, and if we find a solution will enable Photo Mode in VR via a future update. Are there any “known issues” with VR Beta at launch? As of v1.8.0’s release (and at the time of this FAQ’s publication), these are the issues we have been investigating and will aim to resolve as soon as possible: Game may crash if the player frequently changes the Display Mode (Alt+Enter) during the “Enabling VR” dialogue screen. Game may crash if the player turns the PC monitor off and on again while VR is active. Game may close abruptly when the player removes and re-wears the headset, during Replays in Time Trial. (Meta Quest 2 + RTX 2070 Super) Performance on Meta Quest headsets will drop for a period of time after enabling or disabling passthrough. This could last for around 30 seconds, though may be longer in specific scenarios. HP Reverb does not launch the game in VR Mode by default. To fix, go to Steam VR settings > OpenXR > Change to Steam VR OpenXR. The player’s view may clip through the environment when using the dynamic camera during Replays. Post-stage cutscenes may not focus on the vehicle after completing a Rally School lesson. Codemasters & EA splash screens may not play or get skipped, when viewed from a headset. For a more up-do-date list of known issues as we progress through VR Beta, please visit the WRC Technical Issues (VR Beta) forum on EA Answers HQ. Where can I report or troubleshoot issues with VR? You can report bugs and technical issues on EA Answers HQ. If you would like to chat with other VR players and share experiences or settings, join our Discord server and visit the #wrc_vr channelEA_Groguet10 months agoCommunity Manager2.1KViews1like0CommentsDeferred 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=k3qPfVOcrq2kmmPr1.9KViews11likes11Comments1.9 Update - Where is the option to play in VR ???
On Quest 3 but there does not seem to be any option to play in VR. I feel like I have tried everything but is the option now hidden somewhere ? Does anyone have any clue how to turn on VR ? I tried putting -vr in the properties command line but that does nothing. Surely they have not removed VR already, it was very average but still it was playable and was hoping for some nice improvements in this new version 1.9 !1.6KViews0likes5CommentsAfter 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 lineShearersHedge7 months agoRising Adventurer1.6KViews2likes51CommentsObjects and Shadows Pop-up and shimmering
Blurry anti-aliasing and the shimmering of trees are a problem, but the pop-up phenomenon of visible objects and shadows is an immersion breaker. Is there any possibility that this situation will improve? This was also a problem in Assetto Corsa Competizione, which shares the same engine, but I hope it will be improved in WRC.1.6KViews2likes6CommentsDLSS/ FSR Causes artifact in vr
Anyone else having issues with dlss/fsr? Im getting wierd artifacting with it enabled. Doesnt matter whether foveated rendering is on or off. Temporal works but fps suffer greatly. What I cant understand is why the UEVR mod woks with dlss/fsr perfectly so what did u guys do?Sokittoya76A10 months agoRising Scout1.6KViews3likes5CommentsWRC VR doesn't work ingame, only menus
WRC's VR doesn't work ingame AT ALL. The menu's work (after it crashed 2 times) but once I get ingame I get a 2D cinema like image and everything moves/wobbles like I'm in the sea, the tracking is completely messed up and so are the visuals and when I look left or right then there is only "black", so the image is only in front of me. It's a completely bugged/unplayable image. And in on the monitor I saw the picture as is attached here. Please fix this or advice me on how I can get this game to run. UEVR mod DID work (in a terrible way, but it was fully stereo 3D). I have a Pimax Crystal + a 4090 and I use PimaxXR + OpenXR toolkit. ALL (100+ VR titles) work properly with my setup, and ALL sim racing titles play fine in OpenXR here (mostly by using OpenComposite). I tried fully disabling OpenXR toolkit and this made ZERO difference.1.5KViews0likes4CommentsNative 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.1.5KViews1like23CommentsVarjo Aero Issues and Workarounds
I am having same issues as reported in the other thread posted by @DKay114. I tried to reply to same thread, but Message would not go through -hence new thread. So did bunch of testing to hopefully help devs and other people having issues with Varjo Aero So to get the game running at all I run the Varjo Base 3.10.3.25. Also in the Varjo Base settings "Compatibility: OPEN XR" must be enabled ( I have enabled both OPEN VR and OPEN XR - that is fine). If you don't enable OPEN XR the game will launch through OPEN XR and there the tracking is VERY stuttery and unplayable even in menus. When downgrading Varjo Base - after removing the newest version I had to manually delete all the Varjo USB drivers with USBDeview and only after that install the Varjo Base 3.10.3.25. I was also having issues with Eye tracking on first launch of Varjo Base after downgrade @Pumo_fin , but after getting that error and restarting computer it started to work for me. Additionally you must download and install the OpenXR-InstanceExtensionsWrapper just like @DKay114 mentioned in previous post. If you don't do this you will have a black box in front of your view. This disables Varjo Quad view rendering (Quad views rendering would be great if it would work. It works in DCS with some tinkering and the clarity and the performance is great!) Last step - if you use OPENXR Toolkit unselect WRC executable from the list or disable OPENXR Toolkit completely. With all above you should get game running. Now I did bunch of tests to see if OPENXR toolkit would work and it actually seems to partially work and would be very beneficial for the performance here. Following is my observations for any game devs reading this: If I enable OPENXR toolkit and launch the game I can navigate the menus just fine. In OPENXR settings in-game I can also enable Eye tracking and foveated rendering and that works flawlessly. The issues start when I start loading stages. First I would get a full game crash when I start loading a stage and the "3D stage reveal" would load up. When I disable "3D stage reveal" I can enter the service area like normally and start the stage. I can also start driving the stage just fine (Note: My view would be above the car at start and shortcut to center VR view would not work. Only by pausing the game and using "Reset VR view" button would work. However when I would pause the game I would get full game crash so at the point when the Pause menu would load. Few times after starting the stage I could enter the PAUSE menu once and resume driving, but on the second pause the game would crash. When finishing the stage the game would crash fully. So effectively I would get a game crash reliably after loading into a stage and trying to open a menu. Another note about menus. When disabling OPENXR Toolkit and running a stage and opening the PAUSE menu the menu would interact with the blurred background in a weird way. There is a video clip here. Seems like the menus are rendered in some way in the VR environment that causes issues (after loading in to stage, before and after stages menus work flawlessly). General note about foveated setting in WRC settings: When enabling the setting the accurately rendered areas seem to point slightly in opposite directions. When I look directly ahead the accurately rendered area should be the road ahead. However with left eye I see accurate area bit to the left of the road and with right eye I see the accurate area on the right side of the road. For both eyes there is a bit of road that is accurate and most of it not. this leads in a unnatural weird feeling as one eye sees accurately and second does not and the whole image looks slightly off. The foveated render areas should overlap more with the view ahead. I would recommend contacting Matthieu Bucchianeri (mbucchia in github) who is the author of OPENXR Toolkit. If we can get compatibility with that software, you could remove the existing foveated render option and have a working foveated rendering though OPENXR toolkit and even better eye tracking for headsets that support it. All that works already now for one stage perfectly until a menu is opened. Hopefully this helps someone and I am looking forward of seeing improvements on next VR update!1.5KViews5likes4Comments- 1.4KViews2likes15Comments
WRC 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 GregSolved1.3KViews0likes7CommentsRendering quirks + other feedback
-Trees - Can you stop them from constantly changing shapes/morphing? Just let me use the low-quality renders and don't change their shape all the time, super distracting/annoying. -Driver's Wheel - still low framerate, can this be smoothed out? Looks fine with ASW/Motion smoothing constantly on. -Please add a separate CAS sharpening slider. -I'm using a Valve Index and Quest 3 (with 3080ti) -Quest 3 - Fixed Foveated rendering is occurring in the inner-eye and it reaches pretty far towards the center of the view, pretty annoying. -Using FFR - sometimes it seems the car reflections "travel" left/right, but this may be due to using always-on spacewarp. -Index - since it's lower resolution, Low/Med AA looks awful due to shimmering foliage. I can stomach it on Quest 3, but still not great. Is there a way to get rid of all of that noise/shimmering, or settings in the back end/engine.ini? TAA is too blurry/performance heavy, but with a nice sharpening slider/other settings it could be good (or just MSAA). -FSR Upscaler - weird issue where moving my head makes everything over-sharpened until I keep my head still again. -All of the upscalers are not working well. I know some games where people use UEVR can use DLSS well, but I don't think it's worth using any of them at this point. -I'm sure it was mentioned, but the brightness levels on some tracks are way too high, but the .ini lensAttenuation setting really dulls the image...we need something that can tweak min/max brightness during daytime/nighttime, just like the Kegetys eye accommodation fix for DR 2.0. Other items: -Can you allow us to permanently start in VR instead of pressing "start in VR" button every time? -Consider adding a "g-forces" camera setting like other sims, where you can tweak a bit of "artificial" camera movement to get in-between "lock to horizon" and "lock to car" settings. -Still missing the VR Replays from DR1. It's way too fun watching "me" go by from the side of the road. Love the feel of the game, but the visuals are a letdown and not immersive.1.3KViews2likes4CommentsAnti-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