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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!
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!
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