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@GmoLargey wrote:VR beta currently has horrific performance issues and ungodly requirements to present a usable image in VR.
This is not VR headset specific, I have access to rift cv1, quest 2, quest 3, neo 3 link and Pico 4 and have been in VR since dk2 headset.
Firstly, deferred rendering in unreal engine for a VR title is just a development sin, it will forever have performance issues due to higher VR resolutions and always present a muddy, blurry image that's impossible to solve the horrific aliasing without adding further blur from the only option of UEs temporal Anti aliasing.
...
Attempted corrections and tweaks are useless, forcing dx11 is no better, I've tried everything I can but sadly the only way I see this getting better is simply scrapping the idea of deferred rending in the VR mode.
The same issues have all UE titles like ACC and we can see the same problems with deferred rendering also in the beta Rennsport title.
This means to change to forward rendering usually another game engine is needed. What as we know e.g. Kunos does for the next ACC EVO.
But nevertheless there is a lot of needed optimization with the current VR implementation what also would help the flat screen performance.
- 10 months ago
@Peter_Mathenue can do forward render, there are very few ue games made for VR using deferred.
You can go way back to robo recall to see what ue forward render looks like, it looks great.- 10 months ago
Man, I wish they switched to forward. At first glance I don't see why they need deferred, it's not like this game has hundreds of realtime lights or anything. Just give us sharp forward renderer with MSAA.
- 10 months ago
I do play ACC and EA WRC on Quest3-Link (12900K and 4090) and ACC is significantly less blurry. So there is definitely a lot to do with that implementation... I do play now without Upscaling, AA on EPIC, most adjustments on Ultra, 1.5 oversampling in the Quest app, its quite smooth, but compared to ACC it is really blurry...
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