The same VR Jitter issues in every F1 game, and why they occur :
Alright, here is my uneducated diagnosis of the issue:
Many users have reported persistent 'jittering' issues in ANY F1 game when using PCVR, particularly during head movement. Despite widespread frustration, Codemasters has yet to address this since the game's inception.
From what i've dived into, the root cause appears to be related to GPU frame time exceeding the optimal threshold for the headset’s refresh rate, leading to performance instability and jittering. For instance, on my Pimax 5K Super, the maximum frame time to maintain a 90Hz refresh rate is 11ms. When the GPU frame time surpasses this limit, frame drops and jittering occur. Monitoring performance using fpsVR or the SteamVR overlay can help users identify exactly when frame-time impacts performance.
Interestingly, other VR titles like iRacing or ACC do not exhibit this problem, it could be linked to an underlying API or engine-related limitation. Or such that the VR implementation is tied directly to the "pancake" d3d12? I'm not sure, but its obviously an underlying issue due to the half-baked port for VR, and potentially why its not on console.
Using Oculus space warp or fixing a 1/2 render rate in the HMD's setup tools help 'smooth' the issue, but effectively creates crazy ghosting or blur of objects in game (as they are rendered in game at a much lower fps but allows the headset to smooth the motion) gross.
you can play around with settings, monitoring that the GPU frame times remain well below the threshold seems to limit the issue, By NOT using DLSS, minimising graphical settings and placing some of the workload onto the CPU (disable async compute), giving headroom to the GPU, but older gen cards may struggle.
What do you think?