Forum Discussion

Re: GAME IS UNPLAYABLE ON VR

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.

https://youtu.be/Ln6EFIsZxrE

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

13 Replies

  • @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)
  • SochilVR's avatar
    SochilVR
    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.


  • @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

  • JustShadowWolfe's avatar
    JustShadowWolfe
    Rising Traveler
    3 years ago

    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?

  • JustShadowWolfe's avatar
    JustShadowWolfe
    Rising Traveler
    3 years ago

    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?

  • Artax04's avatar
    Artax04
    3 years ago

    decrease the resolution, oculus quest native res is a lot slower, you lose fps witout reason bro

  • JustShadowWolfe's avatar
    JustShadowWolfe
    Rising Traveler
    3 years ago

    This is the only VR related game I've played that needs me to change my settings to compensate for its lack of optimization. It's not an issue with the Quest resolution.

  • We shouldn't need to do this though. Not to mention that to get native resolution on the Quest 2, this slider should be maxed out. I'm simply not prepared to lose the visual fidelity by lowering settings from standard. Every other game I have does not require this to be lowered and run's perfectly well. The issue is the game optimisation, not the Quest settings.

    Let's just hope an update is released to address the game, otherwise it's going to be gathering dust for me.

  • @Grocs_Blech @SochilVR How did you guys manage to open your games using Virtual Desktop?. I could once but is not working anymore.
    I do use the Virtual Desktop Menu to open the games. Once I hit PLAY it opens an icon called "OVR Runtime Init". I believe this is the SteamVR services. But nothing happens after that. Game does not open.

    I do have oculus apps installed. Steam and SteamVR installed.
  • TheOGReeceTTV's avatar
    TheOGReeceTTV
    3 years ago
    @paulosoaresf I'm getting a similar issue on the Origin/EA Play app version where it will just load the regular version of the game after selecting "Play F1 22 VR"
  • Grocs_Blech's avatar
    Grocs_Blech
    3 years ago

    @paulosoaresf @TheOGReeceTTV I haven't played F1 22 VR for a few days so I'll investigate tonight with Virtual Desktop. If there is an issue I'll reach out to the Virtual Desktop dev to see if we can sort.

  • Grocs_Blech's avatar
    Grocs_Blech
    3 years ago

    Hi @paulosoaresf @TheOGReeceTTV 

    Tested it quickly before going to work and it is still working fine for me.

    Ensure SteamVR is closed (I'm using the latest beta of this) and load up VD first. Then go to the Origin client and launch from there, selecting F1 22 for VR.

    This worked fine for me - loads up Steam VR and then the game in VR.

    Let me know how you go.

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