Hi @MaXyM : With regards to your first point I mapped two buttons in secondary menu: key bindings to world scale increase and decrease. Then it resizes and e.g. changes the size of the wheel (btw also mapped two keys to headmovement) Others keybindings are seat up/down/left/right Not sure about second point but I think this is also solved with world scale? Yep brake lights are not always very bright. That's known by the devs (as far as I know) GFX visibility --> I start with -vr 2.0 in the Steam executable (not sure if your GPU is powerfull enough? So maybe -vr 1.6) === I thought I posted this answer yesterday but it was still in 'wait' mode because the lid of my laptop was closed. Luckily SBTM and M.Bohlken already replied with the same answers
Thanx to all for responses. World-scale is s scale of whole world. So cannot be car depended. I set it to a value letting me to feel car interior matching my expectation about in-car space. Unfortunately often it doesn't match expectation about steering-wheel/hands, which usually are too small. If I set world scale to get expected hands size, then interior is way too big I don't know if it is possible to show this issue with screenshots. Hope so. I'm going to provide some. What is worse, it differs from car to car. It seems like interior models are not modeled precisely after real world counterpart. Instead are rough extrapolation. The perspective - it shouldn't be affected by world-scale. Technically such relationship is possible (depending on how world-scaling is achieved) but if yes, I would consider it a bug. World-scale should make the world bigger or smaller without affecting sense of perspective. In fact, I feel the perspective wrong even for default world-scale. -vr 2.0 provides super-sampling as far as I know. It might improve overall quality of the image getting rid of aliasing. But in my case, LCD is unreadable even if I move my head very close do LCD. So objects/digits are really big, but still unreadable. As far as I remember I was unable to read anything in some Porsche. I'l try to make a screenshot. But it might be more readable than what I can see in VR.
@MaXyM Have you ever seen a 3D movie (or.... P0rn *cough*) with the oculus? Persons etc seem smaller as usual but the thing is that on a 2D screen everything appears bigger than it is. So maybe also the difference between 2D and 3D confuses our brain a bit. And you should remember that racecars just have small steering wheels. I had a car with a 32cm wheel and it looked ridiculously small. And the hands seem to look so small because the modelled gloves fit like a second skin, and of course the hands in general can be modelled incorrectly.
Racing steering wheel might be small (but Audi GT3 has huge thick wheel), but you have to be able to set hands size and interior size both matching your "memory" from real life. Yes, I saw porn 3D movies.. but those sux from technical point of view. I'm comparing R3E VR experience to ProjectCars2 and DirtRally. Although second one has no world scale, both titles are consistent regarding size of objects visible on a scene. What I'm pointing to is, that in R3E a size of steering wheel/hands doesn't match size or the rest of cockpit. This is my feeling.
Is it a special car in which you notice that with the hands? If I remember right, some car-Models still have an older Driver 3D-Model which has smaller hands - DTM92 and Touring-Classics for example. Maybe you can do a screenshot by activating the Screen-Mirror...
Honey Select seems about to scale , lol so ive been told And Dirt rally you need to turn hands off or the wheel doesn't turn full rotation . I was driving the GTR3 Corvette and the car is totally too big from an interior pov .
Hi all, SteamVR has a settings tab where SS can be adjusted per app. What is the best thing to do adjust SS via SteamVr or by using -vr xx ? Thx
It is the same thing, -vr 2.0 is the same as 200% SS in the settings. the launch parameter overrides the steamVR setting, so the SteamVR setting is only used if you only use '-vr' or launch using the new VR launch option in steam for RaceRoom
Just to recall, wasn't it suggested not to use SteamVR's SS per app for R3E, as it was found to not work correctly?
I believe this may have been fixed on the steamVR side, it wasn’t a problem with raceroom. Though I haven’t tested it myself
I also don't know. I was just giving a heads-up from @Thomas Jansen's post here: https://forum.sector3studios.com/index.php?threads/openvr-support.7109/page-50#post-154880
Ok it sounds it's a problem of scale. Don't notice anything wrong with steamvr settings but i am on 120%. I will test with more SS to see.
I tried this again today on the latest SteamVR beta and it still causes problems with the UI scale being offset for me. Interesting that you say it's ot a RaceRoom issue, yet i don't have this problem anywhere else. I just leave the settings at 100% as anything else seems to cause various issues with RaceRoom. A new / updated engine can't come quick enough. DX9 is falling way back now in comparison to other sims.
I have an unusual issue that I’m hoping that someone can help me with. Tried playing RaceRoom with my Oculus for the first time today. When I eventually got it to launch and started a race I get a view looking back from the rear of the vehicle. I’ve tried everything I can think off from resetting view, change of camera, set up room in Steam VR but nothing works. I even tried launching this to my monitor in non vr mode and it was the same there. If anyone can suggest anything before I have to admit defeat Many Thanks
Any chance your using the McLaren fanatec wheel? I’d remap glance left, right and back. Had this issue and that’s all it was. Assuming you hit the vr center once seated.