Forum Discussion

cazman321's avatar
9 months ago

Rendering quirks + other feedback

-Trees - Can you stop them from constantly changing shapes/morphing?  Just let me use the low-quality renders and don't change their shape all the time, super distracting/annoying.

-Driver's Wheel - still low framerate, can this be smoothed out?  Looks fine with ASW/Motion smoothing constantly on.

-Please add a separate CAS sharpening slider.

-I'm using a Valve Index and Quest 3 (with 3080ti)

-Quest 3 - Fixed Foveated rendering is occurring in the inner-eye and it reaches pretty far towards the center of the view, pretty annoying.

-Using FFR - sometimes it seems the car reflections "travel" left/right, but this may be due to using always-on spacewarp.

-Index - since it's lower resolution, Low/Med AA looks awful due to shimmering foliage.  I can stomach it on Quest 3, but still not great.  Is there a way to get rid of all of that noise/shimmering, or settings in the back end/engine.ini?  TAA is too blurry/performance heavy, but with a nice sharpening slider/other settings it could be good (or just MSAA).

-FSR Upscaler - weird issue where moving my head makes everything over-sharpened until I keep my head still again.

-All of the upscalers are not working well.  I know some games where people use UEVR can use DLSS well, but I don't think it's worth using any of them at this point.

-I'm sure it was mentioned, but the brightness levels on some tracks are way too high, but the .ini lensAttenuation setting really dulls the image...we need something that can tweak min/max brightness during daytime/nighttime, just like the Kegetys eye accommodation fix for DR 2.0.

Other items:

-Can you allow us to permanently start in VR instead of pressing "start in VR" button every time?

-Consider adding a "g-forces" camera setting like other sims, where you can tweak a bit of "artificial" camera movement to get in-between "lock to horizon" and "lock to car" settings.

-Still missing the VR Replays from DR1.  It's way too fun watching "me" go by from the side of the road.

Love the feel of the game, but the visuals are a letdown and not immersive.

4 Replies

  • Agree on all points.
    With this I can help though:
    -Can you allow us to permanently start in VR instead of pressing "start in VR" button every time?
    Just add -vr switch to the Steam launch options, the game will default to VR mode.

  • If you had tested you would know that does NOT work and -vr is ignored by the game.  You only have option to Start and then click VR after the introduction screen has finished playing.  There is no good reason why that parameter is not recognised for users who only wish to play in VR.  

  • "All of the upscalers are not working well.  I know some games where people use UEVR can use DLSS well"

    Yeh, here after a lot of tweaks and research, I'm happy with the quality. Here what I can do to achive:

    TAA is too strong, so, I tweak the weight of this AA, with this engine.ini codes:

    [/Script/Engine.RendererSettings]
    r.TemporalAA.HistoryScreenpercentage=100
    r.DefaultFeature.AntiAliasing=2
    r.TemporalAAPauseCorrect=1
    r.TemporalAA.Upsampling=0
    r.TemporalAACatmullRom=1
    r.TemporalAA.Algorithm=0
    r.PostProcessAAQuality=4
    r.AntialiasingMethod=2
    r.TemporalAA.Quality=2
    foliage.DitheredLOD=1
    r.TemporalAACurrentFrameWeight=0.40
    r.TemporalAAFilterSize=0.1
    r.TemporalAASamples=1

    And it's important: ENABLE DLSS ON AUTO MODE. The image only achieve clarity if activate on AUTO MODE! And of course you need to tweak the rest of settings to achive the framerate, because on this mode you don't have "upscaler". Why I do this? Because the game without AA its a complete shimmering. And this combo achieve stable image and clarity.

    below the code above, include this lines too: 

    r.NGX.Enable=1
    r.NGX.DLSS.Enable=1
    r.NGX.DLSS.DilateMotionVectors=1
    r.NGX.DLSS.EnableAutoExposure=0
    r.TemporalAA.Upscaler=1
    r.Reflections.Denoiser=2
    r.NGX.LogLevel=0
    r.NGX.EnableOtherLoggingSinks=0
    r.Velocity.ForceOutput=1
    r.BasePassOutputsVelocity=1
    r.BasePassForceOutputsVelocity=1
    r.VelocityOutputPass=1
    r.Velocity.EnableVertexDeformation=1
    r.VertexDeformationOutputsVelocity=1

    And with another few tweaks on engine.ini (see below) it's possible to run with a good quality on a 4070Ti.

    [SystemSettings]
    r.EyeAdaptation.LensAttenuation=0.5
    r.EyeAdaptationQuality=2
    r.Color.Mid=0.40
    r.Color.Max=0.90
    r.TonemapperGamma=2.20
    r.Tonemapper.Sharpen=1.5
    grass.DisableDynamicShadows=1
    r.SkeletalMeshLODBias=-1
    r.LandscapeLODBias=-1
    r.StaticMeshLODDistanceScale=0.25
    r.SkeletalMeshLODRadiusScale=0.25
    r.FilmGrain=0
    r.Tonemapper.GrainQuantization=0
    r.DepthOfFieldQuality=0
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.DefaultFeature.LensFlare=0
    r.BloomQuality=0
    r.SSR.Quality=0
    r.RefractionQuality=0
    r.ReflectionEnvironment=0
    r.FogStartDistance=-5000
    r.VolumetricFog.VoxelizationShowOnlyPassIndex=1
    r.TextureStreaming=0

    On Quest 3 I'm playing via Virtual Desktop on Ultra setting ( 2688x2784) on 72 Hz.

  • LanausKone's avatar
    LanausKone
    6 months ago

    Hi, I have tested and been using the -vr switch successfully (my steam cmdline string is "-fileopenlog -vr". Running Oculus Rift S. Game starts in VR mode and does not require clicking VR after intro. Just FYI.

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