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- @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.
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
- @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) 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.
Frame rates aren't an issue for me, its the constant crashing every 5 minutes
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 (Best performer **if it stops crashing**)
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 (Similar performance to oculus)
This is very interesting, the frame drops are rare and only to 87fps with more 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 (worse than link cable but doesn't crash)
Using the High "VR Graphics Quality" in the Virtual desktop settings produced a smooth experience 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 (not as clear as oculus run time)
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
@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.
I simply gave up. Since 28th I'm trying everything to make this playable in VR. I gave up. Gonna play in a regular screen.
Virtual Desktop I could get only 35 FPS
Link Cable: 70 FPS
- JustShadowWolfe4 years agoRising Traveler
Quest 2 user here. I've had issues as well, unfortunately. Can't remember the VR settings off the top of my head, but I'll list my specs down below. I should also mention I've benchmarked in the wet conditions, even on High at one point, which gave me a relatively stable 65-72 FPS, since I know it wouldn't be any more intensive than rain. Apparently that didn't work either and I'd have to double check settings and such since I haven't even tried to touch VR for a few days now.
Issues I've had:
- Menu strobing randomly, or because of changing graphical settings - really hurts the eyes
- The game causing SteamVR to crash - a lot
- Insane lag on the pre-race grid for no particular reason - adjusting graphics does nothing to fix it, only restarting the game
- Occasional lag spike at the Marina section in Miami on Medium in the rain - went away after a while for whatever reason
Specs
- EVGA SuperNOVA 850 Ga Gold
- Ryzen 7 3700x
- EVGA NVIDIA RTX 3070
- ASUS ROG Strix B350-F Motherboard
- Corsair Vengeance 32GB RAM 3200MHz (Running at 3200)
- Oculus Quest 2 via cable
VD I don't entirely trust in this instance to run fine without a cable, but it works very well
Air Link - for me - has some instability and lag in comparison to VD
A bunch of rhetorical questions here: I wonder why they didn't add the Oculus VR option? Why not if Oculus headsets are included in what was tested? And was only the Rift S tested? Why a Rift S and not a Quest 2? - JustShadowWolfe4 years agoRising Traveler
So a good thing for me, I turned off Asynchronous Compute, as well as turning off Ambient Occlusion, and it drastically improved my VR performance on VR High. A few seconds of tearing/jittering, but nothing as severe as before.
- Quest 2 w/ Link Cable
- Resolution at 2704x2736, 72FPS - can't edit in-game
- Override SteamVR Scaling Values is off - with a scale factor of 100 that I can't edit in-game
- Bloom & God Rays on
- Motion Blur and Stencil Mesh off
Unrelated, what the heck is stencil mesh?
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