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EuanK1's avatar
4 years ago
Solved

VR Fullscreen Issue

Currently got an issue where after testing different video settings for VR due to it currently being very poorly optimised. I've run into another bug which I can't seem to fix. Previously the game was running in "Fullscreen" mode and VR Low Graphics. This was giving me a steady 90fps however, I was wanting to improve the quality to possibly VR Medium (currently around 20fps). so looked to change the Anti-Aliasing option in video mode from TAA + AMDFSR 1.0 Upscale to Nvidia DLSS.

Since that change, the game is unable to run in Fullscreen mode with it just showing a black screen on my actual monitor and an output only being shown within my VR Headset, however, this runs at around 2fps. A workaround at the moment to restore usability is to use Alt+Enter to force the game back to Windowed mode which returns a picture to my monitor and fixes the 2fps issue for my headset. 

Now, I would be ok with just running in Windowed mode however, F1 22, seems to rely on the application being in Fullscreen mode to deliver maximum performance, as using the same settings as before (VR Low + TAA + AMDFSR 1.0 Upscale.) I'm now only seeing an average of 45fps. 

Any help with this would be greatly appreciated!

Also for anyone who's not quite sure on VR as of yet. David Williams' release date expectation in terms of optimisation, where VR Low would be suitable for a GTX 1660TI and VR Medium usable with a RTX 2070, is way off at this point in time so might be worth waiting for further patches.

PC Specs


VR Headset - Oculus Quest 2 (with Link Cable)

CPU - Ryzen 7 5800x

GPU - RTX 3070 Ti (Latest GeForce Game Ready Drivers Installed - Version 516.59)

RAM - 32 GB Corsair Vengeance 3000MHz DDR4  

  • Hey EuanK1,

    I've actually tried Oculus Link as well (I also have a 3070 RTX, non Ti) and found it to be pretty choppy too. I'm not sure it is optimised for the Oculus renderer, as it is better but not amazing on Air Link too.

    If you want to, you could try subscribing to the PTC (Public Test Channel) under the Beta options with the PC Oculus app. The other thing to try is setting TAA only in AA, not combined with DLSS and FidelityFX. Make sure you have ASW (asynchronous warp) turned on to Auto in the Oculus Debug Tool (found in the Oculus install folder).

    Failing that what really works well for me is using the Virtual Desktop app, which can be purchased on the Quest 2. It actually uses OpenVR and I find I get much better performance using that application. It has SSW (like ASW but better - Synchronous Space Warp). If you want to find out more here is the website - vrdesktop.net. There is a discord site as well. You don't have to buy this of course, but if you decide it is worth trying make sure you buy the Quest 2 version (not the Rift one).

    There is still some stuttering in the pits across all methods of VR I've tried, but on Virtual Desktop (what I use now) during racing it is smooth as silk and running at about 2500x2500 per eye roughly with max in game VR settings. I can say that it looks gorgeous when working properly.

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