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