Forum Discussion
VR in general is a crap shoot across all racing titles from my experience. Quite the rabbit hole! It takes a lot of messing around to get things "acceptable" which is quite subjective. But I can't go back now!
I have it looking surprisingly good on my modest system. (specs below) I get a steady 70-72 fps with occasional stutter on race starts with low graphic settings on a Quest 2. As good if not a bit better than AMS2 but way better than ACC!
I use 72hz at 1.5x resolution in Oculus Link resulting in 5408x2736 and 100% in Steam VR. But... I will randomly get different resolutions in Steam VR after quitting and restarting which throws everything off in game! It straightens out after restarting Steam VR.
All that being said... it is a major PITA to have to spend so much time troubleshooting just to spend a few hours a week driving! I think most of these developers are flying by the seat of their pants with VR.
T
i7 10700
RTX 3060ti
32g Ram
Graphically and if you don't move your head up and down, I agree I can make it look good (for comparison I have a 5600x and a 3080ti) and generally stable with no stutter, it's the motion, when you move your head, the entire cockpit briefly moves with you, in particular up and down movements, general performance is, I'd agree, graphical pound for pound better than ACC , I'd personally disagree with the AMS2 comparison but graphical fidelity isn't in complaint here.
In ANY other racing VR sim/game (AMS2, ACC, AC, iRacing) the cockpit stays still on any head movement, totally stable, totally still, when I drive a real car, the car doesn't move when I move my head, it stays still, in F1 the car moves briefly when you move your head, that's my primary complaint. I moved from a 3060ti which needed the graphics setting pretty low and I was unwilling to accept that and kept trying to set things higher and unlike other VR racers (which work ok with the various VR warp things) you pay dearly if you try and push beyond your equipment.
There's been loads of people with various solutions and comments that it's ok now that I've done that (not dismissing your comments) but the developers need to understand that all of us have tweaked to the nth degree and are 'ok' with the results, but it's not right, no matter the hardware, no matter the tweaks, the VR implementation needs some smoothing. Just a little tweak here and there along with people accepting their hardware limits and we'd probably all be much happier! 🙂
- 3 years ago
I agree! We shouldn't have to spend so much time and energy trying to get something acceptable.
VR is not going away anytime soon so they should be taking this seriously!
- 3 years ago
As an early Christmas present, I recently upgraded my system to a 13900k/4090/Windows 11 (Oculus Rift S and Quest 2 headsets) and was pretty shocked to see head judder was still a problem. I decided to fire up the Oculus debugging tools and see if I could make any improvements. I know there have been a lot of "this fixed it for me" style posts, but these steps did actually manage to fix it on my system. And I don't mean "make it less annoying", I mean "100% fixed".
The TLDR is that if you're dropping frames it is going to be a terrible experience. On Oculus at least, this game seems to interact very poorly with asynchronous spacewarp which introduces an extremely jarring non-linear judder, on top of the regular stutter you might expect from a dropped frame. If you use Oculus and can't hit the frame rate target, I recommend you disable asynchronous spacewarp while playing.
Here are the steps I took:
1. Switch to using the Oculus Public Test channel
2. Disabled Windows 11 "Hardware-accelerated GPU scheduling" setting
3. Set the texture streaming F1 22 graphics setting to "very low".
4. I also did switch to using OpenComposite (and set Oculus as the OpenXR runtime) to skip SteamVR, but I don't think it is necessary.
I know step 3 sounds ridiculous on an Nvidia RTX 4090, but without it there were often single frame drops every couple hundred milliseconds, especially when looking around the garage. Every other in-game graphics setting is still on the ultra setting.
Anyway, with these tweaks entire races now run with only 2 or 3 dropped frames, as reported by the Oculus diagnostic tools. I get that we shouldn't have to hack around to make the game work, and these changes might not work for you, but I'm just throwing it out there for anyone who is interested in trying. Good luck!
About F1® Franchise Discussion
Recent Discussions
- 2 days ago
- 2 days ago
Weekly Warrior Trophy
Solved12 days ago- 16 days ago