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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
- 3 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)- 3 years ago
The Oculus app section is not "irrelevant," how else are you supposed to set the Oculus presets for refresh rate & especially rendering resolution? Do those settings not apply when you load up steam VR?
Debug tool section from what I understand loads that into the device, i'm not 100% sure on that. However if you are using Link cable the debug section will 100% make a difference depending on the settings.
I have tried it at 72Hz 80Hz 90Hz and 120Hz the tearing is much worse as I go up. I haven't tried upping the FPS with 60Hz. From what I understand about frame rate having 60Hz refresh rate with high FPS is using resources where they are not needed. The 60Hz translates into FPS, so 60 FPS is where it should be, around the 60Hz.
- 3 years ago
@SochilVR wrote:The Oculus app section is not "irrelevant," how else are you supposed to set the Oculus presets for refresh rate & especially rendering resolution? Do those settings not apply when you load up steam VR?
It's only irrelevant when you're using Virtual Desktop, because VD has its own software that runs on the PC independently from the Oculus programs. It has its own settings for refresh rate and resolution (for resolution it's ultra/high/medium/low). If you're using Link cable or Air Link then the Oculus app and debug tool settings will apply.
I'm just suggesting different things to try to work around the game's weird issue. I'm able to get smooth performance with proper head tracking and everything on a Reverb G2 running at 90 Hz, as long as the framerate is locked at 90 fps. If the framerate drops at all, even just a few fps, I start to see the weird stuff. I also have a Quest 2 which is why I'm familiar with those programs, but I haven't tried it with this game.
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