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@SochilVR @Grocs_Blech Thanks for sharing your experience guys. I did also extensive benchmarking and testing with all combinations of settings.
@Grocs_Blech Thanks for the very detailed explanation. I will try to replicate your settings
Forgot to mention my equipment:
Quest 2 with link cable
Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz 2.81 GHz
Geforce RTX 2070
16.0 GB RAM
Settings:
VR Ultra-Low setting
74% Resolution on SteamVR (1920 x 1936)
@Grocs_Blech questions about your settings?
1 - What are SSW (Steam) and ASW (Oculus)? where I can find out these settings?
2 - How about the oculus refresh rate. Did you keep the recommended 72Hz?
@paulosoaresf SSW is for when you are using the Virtual Desktop application (wireless streaming) in Steam. As you are using Quest 2 with link cable you won't have to worry about that one.
Asynchronous Warp (ASW) can be found in the Oculus Debug Tool (normally abbreviated as ODT). This can be found in the Oculus folders - "C:\Program Files\Oculus\Support\oculus-diagnostics"
Usually this is set to Auto by default, but if you want to benchmark properly you'll need to set this to Disabled. When playing though, it might still be a good idea to leave it on Auto. Keep in mind that whenever you restart the Oculus software this will return the setting to its default settings. Always close and re-open ODT once you've have restarted the Oculus software before making any changes.
Yes, I'm running with the default 72hz. It actually feels smooth when the framerate is hitting that.
Just as a side note - I actually find the performance much better on Virtual Desktop (when set up correctly via a 5ghz internal wifi), though you should have some luck with Oculus Link as well.
Good luck and let me know if you have any more questions.
- 4 years ago
I don't understand how whoever did the VR for this game, didn't realise oculus vr headsets shouldn't be using SteamVR to run their headsets.
the headsets come with their own VR software for link. And it doesn't like sharing with SteamVR.
AC, ACC, automobilista 1 and 2, Pcars 1 and 2, ETS2, ATS2, and so on and so on, none of them require SteamVR to play in VR on Oculus headsets.
you can run both oculus software and steamVR on all of the above listed games, but they take performance hits if you do.
having 2 different softwares trying to control one headset.. is just stupid.
- 4 years ago
I couldn’t agree more with this post although I was quite surprised at how well SteamVR performs with the Quest for this title. That said, I’m left wondering if there is more performance to be had if EA allowed The Quests to use its own Oculus software.
- 4 years ago
Ok so here are my results after way too many hours of testing on a 3080/5800x Ahah. As many people in the forums have mentioned that subtle jittering sensation when moving your head/looking left and right (dirt 2.0 all over again) is present but not as horrible as day 1.
Settings that won't change
Oculus software
Debug tool settings
F1 22 graphics - Running Medium preset
As @Grocs_Blech has mentioned, ambient occlusion must be off and in Video settings, game AA on - TAA as this seems to always render the best performance regarding jitters.
In F1 22, VR settings steam render res is staying at 100% and the bottom 3 settings (god rays, motion blur, and stencil) are all off.
I will not be attempting to use SSW or ASW as I've personally gotten too used to 90hz native playing Iraicng and assetto Corsa.
Our target is 90hz smooth gameplay which is achievable on all other popular sim racing titles 🙂
Link cable oculus runtime results (WORST performer)
I experience no real frame drops with the odd drop to 85 fps, this seems to be the most "jittering experience however the one with the most graphical fidelity.
Most importantly using the link cable seems to promote steam VR crashes in random instances (can't really isolate the reason), hence the need to search for other solutions.
Link cable Steam VR runtime results (Still crashes but much better performance than the oculus runtime)
This is very interesting, the frame drops are rare and only to 87fps with much less jitter, However, link cable still seems to cause crashes particularly as you change from different sessions
In order to use the steam, VR run time head to stream VR settings -> developer tab -> current run time click change to steam VR. HOWEVER you must boot STEAM VR before booting the game up in order for it to use the steam VR runtime, otherwise, it will revert to the oculus run time (regardless of what steam says) this was shown in the Virtual desktop performance overlay.
Virtual desktop Oculus runtime results (Optimal)
Using the High "VR Graphics Quality" in the Virtual desktop settings produced an Ultra smooth experience (so how 10ms lower app latency than the link cable) with the same rare drops to 88 fps.
the jittering its the same as the LINK + Steam VR combo and miles better than the Link + oculus run time. the visual fidelity wasn't as crisp as the link cable.
Ultra quality in VD settings induced frame drops to 83 which increased jittering.
Virtual desktop Steam VR runtime results (CLOSE Second)
Almost Identical results to the Oculus runtime, ever so slightly more frame drops (2-3%) but a little less Jitters.
All in all, this was the most painful experience and EA defiantly needs to fix the jittering and optimization of VR as a whole. Specifically, the random crashes using the link cable :/, once this happens it's going to be a great experience
@Grocs_Blech id love you to try the SteamVR runtime vs oculus runtime on VD and let me know what you think
- 4 years ago@Grocs_Blech Thanks, man! I got the Virtual Desktop yesterday but I could only manage 35 FPS. I will review the settings and the 5ghz wifi.
- 4 years ago@paulosoaresf Running Virtual Desktop on your 5ghz wifi is a must for good performance. Preferably dedicated too - ie other devices aren't connecting to the 5ghz wifi at the same time as your Quest 2.
- 4 years ago
Wanted to show what the game looks and runs like from my POV inside the headset with the settings shown in game. Along with settings via Oculus app, Oculus Debug Tool, Virtual Desktop app, Steam VR settings, and NVIDIA control panel.
I paused the game first turn since I forgot to put on performance mode in Streamlabs OBS during the recording. You'll notice how I'm moving my head around in game, to show what reminds me of tearing. Even without recording this happens usually at the start of the game which you can see happening.
Settings:
Oculus App:
Refresh Rate: 72Hz
Render Resolution: 0.6x
Oculus Debug Tool:
(Services)
Pixels Per Display Pixel Override: 0
Force Mipmap Generation On All Layers: Off
Offset Mipmap Bias On All Layers: 0
FOV-Tangent Multiplier: 0; 0
Use FOV Stencil: Auto
Bypass Proximity Sensor Check: Off
Adaptive GPU Performance Scale: Default
(PC) Asynchronous Spacewarp: Disabled
Frame Drop Indicator: Disabled
Debug HMD Type: Disabled
Pose Injection: Disabled
"Oculus Link, aka Link cable was not used in the benchmark"
Virtual Desktop App:
Connection: 5GHz @ 1200 Mbps
(Settings)
Frame Rate: 60 fps
Desktop Bitrate: 60Mbps
Dynamic Lighting: Disabled
(Streaming)
VR Graphics Quality: Ultra
VR Frame Rate: 60 fps
VR Bitrate: 150 Mbps
Sharpening: 0
Synchronous Spacewarp (SSW): Disabled
Advance Options: Sliced encoding
Steam VR:
Settings
(Video) Render Resolution: Custom PER-APPLICATION VIDEO SETTINGS
Manage Video Settings for: F1 22
Custom Resolution Multiplier: 53%
Advance Settings Advance Super Sample Filtering: Off
Overlay Render Quality: High
NVIDIA Control Panel:
3D Settings
Program Settings: F1 2022 (f1_22.exe)
Settings
Image Scaling: Off
Ambient Occlusion: Not Supported for this application
Anisotropic filtering: Application-controlled
Antialiasing - FXAA: Off
Antialiasing - Gama Correction: Off
Antialiasing - Mode: Override any application setting
Antialiasing - Transparency: Off
Background Application Max Frame Rate: Off
CUDA - GPUs: All
DSR - Factors: Off
DSR - Smoothness: Off
Low Latency Mode: Off
Max Frame Rate: 200 FPS
Monitor Technology: Fixed Refresh
Multi-Frame Sampled AA (MFAA): Off
OpenGL rendering GPU: Nvidia Geforce RTX 3070 Ti
Power management mode: Prefer maximum performance
Preferred refresh rate: Highest available
Texture filtering - Anisotropic sample optimization: On
Texture filtering - Negative LOD bias: Clamp
Texture filtering - Trilinear optimization: On
Threaded optimization: On
Triple buffering: Off
Virtual Reality pre-rendered frames: 4
Virtual Reality - Variable Rate Super Sampling: Not supported for this application.
F1 2022 SETTINGS
Graphics Settings
Lighting Quality: Ultra High
Post Process: High
Shadows: High
Particles: High
Crowd: Low
Mirrors: Ultra High
Car and Helmet Reflections: Low
Weather Effects: Low
Ground Cover: Low
Skidmarks: Off
Sidmarks Blending: Off
Ambient Occlusion: Off
Screen Space Reflections: Off
Asynchronous Compute: On
Texture Streaming: Ultra High
Video Mode
Display Adapter: NVIDIA GeForce RTX 3070 Ti
Resolution: 1024 x 720 Custom
Output Monitor: 3
Anisotropic Filtering: Off
Anti-Aliasing: TAA Only
DLSS Mode: Off
DLSS Sharpness: Off
AMD FSR Quality Leve: Off
AMD FSR Sharpness: Off
Dynamic Resolution : On
Dynamic Resolution Profile: Balanced
Dynamic Resolution Minimum Scale: 80
VR Settings
OSD Distance: 50
Enable Broadcast Pit Stops: Off
Headset Name: Oculus Quest2
Resolution: 2396x2480
Refresh Rate: 60Hz
Override SteamVR scaling values: On
Scale Factor: 80
Bloom & God Rays: off
Motion Blur: Off
Stencil Mesh: Off
- 4 years ago@SochilVR If you're using Virtual Desktop with a SteamVR game you do not need to run the Oculus app at all. So all the Oculus stuff is irrelevant here, and if you are running the app it may be costing performance. So I would try it without. Or go the other way and try it through Air Link instead of Virtual Desktop, to see if that's any better (Oculus app has to be open in this case).
A few other things I would try:
-72 Hz instead of 60 (adjusting settings as needed to run at 72 fps)
-DLSS instead of TAA (major speedup for me)
-Dynamic resolution off
-Override SteamVR scaling off, turning this on seemed to cause problems for me (you can still adjust the scaling through SteamVR itself, just have to restart the game for it to take effect)
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