OpenComposite (see above) Oculus Supersampling: 1.6 Oculus ASW: Auto Resolution: 1920x1080 Toggle Mirrors: On Track Level of Detail: High Tiremarks: On Specular: On Shadows: Medium Car Shadows: On Contact Shadows: 20 Shadow Split: On Multi-Sampling: 2xAA Track Texture Quality: High Car Texture Quality: High Shader Quality: High Visible Cars: 20 Getting a solid 90 fps on above settings. 32 cars various tracks. i7 7700k 3.5ghz titan x pascal.
Yeah I even play without ASW because it always seems to overreact to every single framedrop and do more harm than good for me...
I asked because in order to measure perf impact of settings, it is better to disable ASW and remove 45FPS lock. That way you can see exact FPS impact of each setting, but it seems you got it covered
Thanks for this, @Thomas Jansen. Not sure if related, but would ASW 2.0 work fine? It's shown improvements in others (ex. ACC) and might be nice to have if we can improve graphics content.
By the sounds of it ASW 2.0 would fix a lot of the issues in driving sims, as we mostly rotate, which ASW 1.0 can’t handle. But this would require the game to send depth information to oculus so I highly doubt it’s possible for raceroom..
Not sure about that actually, if you press the home button it show the game in the background & that is supposed to be a indication of it giving depth data. Regardless ASW 2.0 doesn't look any different to me than the original version on the games i have tried, I still see all the artifacts & ghosting.
The depth data they need would be of the different objects in the game i would assume, as that is what they need to know to be able to extrapolate rotational and forward/backwards movement
Well, I tried this again now that all the instructions are in one place, but it still won't work for me. It's really weird. Once in the game my monitor clearly shows what I should be seeing in my headset, tracking my headset's movements etc perfectly. Yet in the headset itself all I get is a plain black screen. Oculus is all set up and working fine, and I can open the Oculus menu without issue. But R3E is just blackness, despite the picture being shown successfully on my monitor. Makes no sense to me whatsoever.
Multiple people had this when they didn’t have the .ini file set up correctly, so triplecheck that it’s in the x64 folder and as I listed
So now I've could test your settings and I'm happy on one side and unhappy on the other.My System has 5 Ghz and a 2080 and I've exactly the framerate like you... Buit, okay, so I have shadows now and yes, this looks better with shadows. It's more immersive and that is, what I wanted to have. One last question: You wrote: SS on Oculus 1.3, I have it in the ini and nothing changed on oculus. So I've 1,5 x 1,3 SS is that right? Or 1,0 x 1,3? You have with your setting 1,3 x 1,0? Or how does it work?
I'm not so sure how the SS in the opencomposite settings works, @The Iron Wolf might know more, I believe it is supposed to feed that value through to Oculus and set it there, so maybe your own Oculus setting is overwriting it or something. Because I don't know I just have the opencomposite setting at 1.0 and set my oculus setting in the batch file i use to launch raceroom
Thanks for the tip, but my ini file is literally a copy and paste of what you posted. For whatever reason, OVR just doesn't want to work on my headset.
Works here without problems although I do not see any difference with this solution compared with the “normal” VR setup.
PPD is passed directly to oculus API via ovr_GetFovTextureSize. I never used oculus debug tool to set PPD, there was no need. I'd guess however value passed works exactly as debug tool.
Where do you check when you say '...nothing changed in Oculus"? Tried briefly OTT Hud for Pixel Density and it showed the SS I set in the .ini file. I understand opencomposite uses the absolute value (like Oculus). Its SVR that computes it exponentially. So with SS=1.5, Oculus uses 1.5, while SVR would use the equivalent of 1.5 x 1.5 (2.25).
This would be Strange. In SteamVR I had a setting of 190 Percent and in the INI I have 1.5 with same settings and same CPU and GPU Power. (After Thomas Tweaking Tipps, I have only 1.3 to have some Shadows - a bit less performance than before) So this means, SteamVR was a lot better? What I would like to know is: Which setting affect GPU and which the CPU. Thougt that SS in any way use only GPU, but seems to destroy my CPU, too. And the in Game Options... I don't really know.
Shadows hammer the CPU, which is why they are so hard to run in raceroom. I also found the SS in the config file to be less efficient somehow, which is why I just set it in oculus directly
You use the Debug tool or do you use tray tool for that? Sorry for asking so much questions in this moment, but I fiddle the last month with those parameters and I'm ultrahappy to have this thread now.
That is rhe drawback of VR.. All the fiddling. You never will be satisfied with the result. Other than that VR is the way to go for..