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Well it's what I did and I don't have any stutters anymore but I had to set my resolution quite low. But that doesn't mean that it works for anyone. This game is horribly optimized and just doesn't seem to work on some hardware.
Amazing, changing to 60Hz in WMR settings fixed it for me! Thanks! @366badb7b3ec9f231a51ab456f40e844
- @ranzwocket This doesn’t work at all.
This doesn’t work, I took the time to try it that’s how I know.
- Try it with SteamVR beta. It's much better for me...
I have the exact same issue on my Oculus Quest 2 using a Link Cable, I've lowered the res and set the refresh rate to 72hz, game on ultra low settings but it stutters like mad when i move my head, and on top of that dreadful fps, especially in the wet, I average 30-40 fps in VR but average 160-180 fps in non vr, my specs are a GTX 1060 6GB, Ryzen 7 2700x and 32gb of ram, I know the gpu is outdated but it shouldn't be this bad.
Any update on resolving this?
This is major, non performance related, bug, that makes VR completely unplayable for me. It happened through Steam and the EA launcher.
Everything is fine up until I am in the car. There is a horrible camera jitter and lag. When I move my head, the camera doesn't move in sync properly. There is a strange jittery delay.
I have a 3090 and this happens no matter what video settings I chose. The game outside the car is buttery smooth, so this is not a performance issue.
The jitter only kicks in when I move my head. This happens every time.
I have a 3090, Quest 2, Logitech g92 and Fanatec CSL Elite pedals with load cell.
This issue is so severe that if it were happening a lot to other people then I'm sure they'd have fixed it by now.
What's the status of this issue? Are there any fixes looming or anything in can do.
after 5 patches and the vr is still unplayable.
no words.
The fact that the pause menu while in a race doesn't have this issue while the game in the background does really shows that this isn't an issue with performance. There is clearly something wrong with the head tracking system in-game causing a massive delay. This was a similar issue that was happening to iRacing which they recently fixed when they switched their whole VR backend to OpenXR instead of OpenVR.
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