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EA_Kent's avatar
EA_Kent
Icon for Community Manager rankCommunity Manager
3 years ago

Re: VR Head Tracking not 1:1 - Delay / Latency when moving head

Hey everyone, 


Thanks for sharing your details on this. 

I'd like to gather some additional info so we can pass this on to the team. Please reply with the following info when you have the chance: 

- With which headset(s) have you experienced the movement delay? 

- What is your current game version (you can see this at the bottom left of the Start screen)? 

If possible, can you also attach a DxDiag to this thread? For more info on how to pull one up check out the EA Help website. Please attach the full text file here. 

Thank you! 

23 Replies

  • EA_Kent, my guess is your going to find the issues are with the Quest2 or even older headsets. I have tried both Reverb2 and Quest2. The Quest2 was unplayable but Reverb 2 was awesome fun. Quest2 just isnt made for this stuff. People want a buttery smooth experience using the quest2 which is meant as a self contained device meant to play beatoffsaber or whatever low graphics, low quality game they play.

    Yea, I am little perturbed, I held off on this because of the complaining here and I almost missed out and its as good if not better then PC2 in VR This is such a big issue when making VR games, so many variables, so many people with garbage hardware want to complain. I am having a good time in VR.

    If I were EA I would say Quest2 or any other junk facebook headset need not apply.

  • Possibly an issue with Oculus CV1, could be a setting, but hardly noticeable. Much better/stable framerate and framtetime, but a much lower quality display. 

    Primary issue with the headset HP Reverb G2 v1 (I haven't had any cable issues, so I found replacing the it with a v2 cable a lower priority)

    Currently Using F1 22 Game Version 01.11.918016

    Using the HP Reverb G2 with the recommended 2240x2188 @90 (although I have tried hundreds of different combinations in the attempt to make this work with F1 22)

    Getting Average 61fps with Average frametime of 16.39 using lowest VR setting of Ultra-low (the frametime number has gotten worse with each F1 22 update)

    If I hold my head still it looks great, but when I move it side to side or up/down, there's a Delay/Latency (for lack of better term) in the headset visuals.

    My best way to describe it would be if the headset display went on pause and then un-paused for a split second repeatably as you move the headset in any direction.

    F1 22 is impossible to play with my vr headset, and can only be experienced in very small doses while testing without getting ill.

    dxdiag.txt attachment included.

  • zakus1's avatar
    zakus1
    Seasoned Newcomer
    3 years ago

    I also have issues on the rift S regarding the "jittering" or "delay".

  • SEXY-L0U's avatar
    SEXY-L0U
    3 years ago
    @rockman834 We're talking about different things here. I made this thread to call attention to the delay in head tracking. Stuttering is a different subject although I appreciate that they could be somehow related. We need a separate thread to talk about the delay that causes nausea.
  • I've tested it on my Oculus CV1, Reverb G2 and Quest 2. All headsets have a delay in head movement but the amount of delay varies per headset and also which runtime you use, I have tried the following combinations:

    CV1 with SteamVR

    CV1 with OpenComposite

    G2 with SteamVR

    G2 with OpenComposite

    Q2 with Virtual Desktop

    Q2 with SteamVR

    Q2 with OpenComposite

    All of the above show some form of head movement delay compared to every other VR game in existence. Frametimes are fine, there is only tiny dips in frametime when moving your head.

    Specs:

    12700K

    RTX 3070

    WIN 10

  • To add to this I have also tested in on my second system which is a AMD 3600 with a 1080TI and this exhibits exactly the same head movement delay.

    It's quite simple everyone has this but depending on the headset/runtime used it can either be acceptable to you or vomit inducing.
  • @furfoots This is interesting. Can you tell us which runtime / headset combo gave you the worst / best head tracking delay?
  • Not sure about EA, but, of course, everyone at Codemasters knows the head tracking is broken. It is broken on every headset. For whatever reason, the 3rd party that did the VR implementation will not or cannot fix it. That's where we are at.

    I just wish EA Kent would do the one thing I need him to do, which is to tell me how to get a refund, so I'm not held hostage by this game anymore. Steam won't give me a refund because I spent 7 hours the first couple of days trying every conceivable setting change to fix the head tracking and the horrific AA options they decided to use.

    I opened a case here at EA and they said they would let the team know. Yay.....worthless. Just give me a refund.

  • I have spent hours after hours testing and I have it now "cross fingers"  a nice fun time in VR. Between no mouse support, having to get use to using buttons to get around the menu, figuring out steam VR resolution and all the darn settings in game, this is not plug in play. EA did do some nice things in VR, gave some good settings, gave personal options its a shame there is a fatal flaw. The most important thing I found, hope it helps some.

    1- The framerate can not dip below the hz you have set on your VR headset. If it dips 6 or 7 frames much less 15 or more below your hz setting you get that jerky movement even if your running at 72 fps if your hz is set say on 90hz.

    2- So what does that mean, your probably going to have to set your headset at 60hz or 72hz and run on mostly low settings. If your a high fps person or have to have better clarity you are out of luck in VR on f122 the way it is implemented now.

    Conclusion: Something in the way EA has implemented VR does not allow it to handle drops in frames compared to the hz settings in the headset. Its always been somewhat important but in F122 you just get the over the top jerkyness compared to other games. The issue is most of us just dont have hardware that allow a constant 90 fps or more in a racing game that would allow us to set our headsets to use the 90hz or higher.

    EA if you care this is where you need to start investigating why you have such an issue here where PC2 or MFS does not.

  • nicka117's avatar
    nicka117
    3 years ago

    I have a monster computer. The problem is the head tracking, not jerkiness or jittering, or stuttering. I have 90 hz easily, 5 gig cpu, 3080ti oc, etc with valve index. The head tracking is broken. That is the problem. It’s also the blurriest vr racing game on the market, that’s another problem. And many objects in game are not rendered properly in 3d. That’s another problem. But the main problem of out of sync head tracking makes the game unplayable, so the other stuff doesn’t even matter.

  • EA_Kent's avatar
    EA_Kent
    Icon for Community Manager rankCommunity Manager
    3 years ago

    Thank you everyone! I appreciate the info. 

  • nangu22's avatar
    nangu22
    3 years ago
    @nicka117 I agree. I dialed the settings to get always 90 fps without framedrops, and the head tracking issues are still there.

    Best way to test it is when sitting in the car at the garage or driving in/out the pits. Looking right or left is weird, the image "lags" your head movement with a kind of "pause" effect. It's really weird and it happens only on this game.

    On the track, the issue is lag but without that weird "pause" effect, which is nausea inducing, so it's worst in the end.

    I think filling this thread with hardware specs and game version is irrelevant, CM testers only have to sit on the garage with any headset to realize the magnitude of the issue, because there are reports of this very problem with nearly all major consumer headsets, all runtimes, and all game versions (since launch)
  • @nangu22  Bingo. Codemasters already know about it because it would be impossible to not know about it. They developed the game. Now, maybe they are waiting for the 3rd party to fix it, or maybe it can't be fixed, which they would never tell us...but maybe we are getting the answer by the radio silence itself. Which is fine--just give me a refund since the VR feature is un-functional and that is a promised feature.

  • @nicka117 It sounds like they 'outsourced' the VR implementation to a different studio, like they did with Dirt Rally 2. That game had the same tracking issues and It took them two years to get around to fixing it. I believe it was just randomly fixed out of the blue, which is why we need to call more attention to it now.
  • furfoots's avatar
    furfoots
    3 years ago

    Luckily I was able to use the 10 hour free trial with Xbox Game Pass. I used 7 hours of that to test all the patches up till 1.10 and none of them really changed the head tracking.

    Again to chime in with the earlier posters this issue has nothing to do with performance or not hitting the required frame rates as I am locked at the refresh rate of my HMD it's just the head tracking does not behave like basically every other VR game in existence, it lags behind the actual head movement.

    For me the best combination so far has been using OpenComposite on my CV1 but that does not FIX the issue as it is still lagging behind.

  • @furfoots What does "locked in refresh rate" mean? Your always locked into a refresh rate. This is kinda of why EA cant fix the issue because people are coming on here and clouding the issue.

    Once again I would love to know the hardware where people are getting a constant 90fps with no drops in VR, not on the monitor but VR.
  • furfoots's avatar
    furfoots
    3 years ago

    @57c8f68321dc240fI meant to say that my framerate is locked at the refresh rate of my HMD. So my FPS is not fluctuating below the refresh rate of the HMD.

    CV1 is at 90hz

    Q2 is at 80hz

    G2 is at 90hz

    3090ti and 12900K

  • I was hoping that this VR issue would be resolved over the summer break. Unfortunately, it has gotten even worse. Before you had the opportunity to lower the details. Since it was halfway, that you could drive something. Now that doesn't work either. 

  • Ofcourse not ☹️ 

    EA, please fix this! It's so bad and why are you not doing anything to fix this problem? So frustrating that EA does not give a single F about it's customers. Just bring in the money and screw everybody...

  • furfoots's avatar
    furfoots
    3 years ago

    1.15 any better? so glad I didn't buy this game and only used the trial from game pass.

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