VR and Sim Racing: A Guide to Setting Up

Paul Jeffrey

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Oculus Rift Parts.jpg

As requested by some of our readers, we take a closer look at what is involved in getting the most from your VR setup in racing simulations.

Following a recent article here at RaceDepartment I've been asked by a number of our community to create a quick guide on setting up VR and my experiences with the technology in sim racing.

First thing's first I need to let you know that this guide has been created using my experiences with the Oculus Rift CV1 on PC. Different manufacturers may have different processes and what works in my scenario may well not work the same for you. Please keep in mind this is a loose guide on some hints and tips from my own experience. If you have further advice or wish to challenge any of my own experiences please let us know in the comments section at the end of the article.

In this piece I will attempt to share with you some idea on how easy or difficult it is to set up a number of the more prominent racing / driving simulations on PC and share some of the useful hints and tips I employ within my own setup.

The PC
GPU: Nvidia GTX980ti
System: Windows 10 64 bit
CPU: Intel Core i7-6700K
System RAM: 32GB Kit (2x16GB) DDR4-2400 RAM
System Storage: 500Gb SSD, 4Tb HDD
Case: Cooler Master CM Storm Trooper

The Rift
Oculus Rift CV1
Oculus Rift Box.jpg


Setting up VR on PC
As a bit of a technology noob, I found setting up the Rift a much easier and pain free process than initially expected. From the moment you open up the box it is clear that plenty of thought has gone in to ensuring significant familiarity with computers and technology is not an essential requirement for getting the headset up and running on a PC.

Things are secured neatly in the shipping box and everything you need (cables, controller, remote, wireless adapter for controller) etc are all in a nice and obvious place, offering confidence from the outset. Interestingly no specific setup instructions come with the Oculus Rift CV1, all you get is a little placard inside the lid directing you towards the Oculus setup webpage, which again is setup in a clear and easy to understand format.

Once you have installed the setup software and hit run you are informed which leads to plug into which slot (even though it's pretty obvious anyway) and tells you where to best place your sensor (I have mine on a table next to my wheel, so it faces me but is about 1 foot or so off centre).

All that is left is to run the software that will take you through a number of steps such as informing the software if you will be seated (which for a sim racer will be yes of course) and other things such as adjusting your lens spacing on the headset (via a slider on the underside of the headset), locating the distance to the floor (putting it on the floor and pressing next) and that's pretty much it.

If using SteamVR you will have to go through another very simple setup process found within SteamVR (again very simple and it's actually quite entertaining to watch) and then you are ready to get yourself into a game!

Before launching a game you will need to open up the Oculus software (which takes you to the living room looking scene) and open Steam and select Steam VR mode. Once this is done you will be presented with a Steam image (blank screen in black and white). You will need to click the select button on the Xbox One controller that comes with the rift (the little one of the left hand side) and this will bring up your in headset Steam menu. From here you can navigate (using the controller) to your game of choice.

Assetto Corsa
Assetto Corsa.jpg

Assetto Corsa is for me one of the best experiences a sim racer can have in Virtual Reality. Fortunately setting up the game for use in VR is a relatively simple affair and you can do a few little tricks to help improve the visual experience. Before going in to the physical act of setting up the game I'll share a couple of useful tips I use to get best performance.

  • PP effects take a toll on performance and should be considered as a last addition to your setup when looking for best performance.
  • The Oculus.ini file (found under "Assetto Corsa/cfg/oculus.ini”) can be adjusted from the standard 1.0 setting to increase resolution. I have mine set to 2.0 and suspect I could push that higher if wanted. This makes a significant improvement to the visual quality of the game and works like AA.
  • Set resolution in game to Oculus before powering up AC with the Rift.
  • The "look left" and "look right" buttons pressed together will let you re centre the view when in car.
  • Ensure "lock to Horizon" option is selected to reduce motion sickness.
  • Due to the ASW technology in the Rift, 45 FPS is fine for a quality experience.

After making the adjustments you feel happy with then you simply need to fire up Assetto Corsa and head out on track. At present (17.3.17) Oculus support in game is in it's infancy. When finishing a race you might not be able to see the game menus from your headset and you will have to take off the Rift and select the next server / car / track etc from the monitor view. This doesn't happen every time and will no doubt be addressed as part of future updates. It's an annoyance at present but a small price to pay.

For those of you who are interested my in game graphics settings can be seen below. With these settings I get a constant 45fps which with the technology included in the Rift offers a perfectly smooth and clean visual experience. At these settings I can run offline races with 30 cars no issues and have taken part in full grid online events without stutter or issue.

AC settings 1.jpgAC settings 2.jpg AC settings 3.jpg

Project CARS
Project CARS.jpg

Project CARS was a launch title for Oculus on PC and does one of the best jobs in the business of offering up an incredibly smooth and satisfying VR experience. As one would expect from an Oculus launch title the game benefits from all the bells and whistles including a well implemented UI, easy to fire up in SteamVR and strong FPS in most racing conditions.

To launch the game you will need to right click in Steam Library and select Oculus mode. Then go to Options > Virtual Reality and set "Recenter View at Race Start" to "Always".

Graphics setting are as usual down to personally preference and PC performance. These should be tested gradually until a satisfactory solution is found. I feel it is important to attempt to raise AA settings as high as possible as this will help reduce flickering and pixilation. Visual extras such as 3D grass you may want to drop if struggling for those last few frames.

DiRT Rally
DiRT Rally.jpg

DiRT Rally in VR is quite simply an experience not for the faint of heart. It's spectacular. It's also pretty nausea inducing so be prepared to have to put some time and effort into getting used to the experience, even if you have already served your apprenticeship in other games and earned your VR legs.

Sadly some of the famous Codemasters lack of attention to detail are noticeable once you get in game, but we'll come to that a little bit later on...

So actually getting the game to work with the Oculus was another fairly pain free experience, and it seems like the VR implementation have been well optimised and runs strongly on a variety of different graphics settings. Which is a big relief for those of us don't feel like spending ages making a small tweak here, little adjustment there. It works pretty much out of the box. With full VR implementation across all game modes (rally, rallyx and hillclimb) and a fully working VR menu it's a very well put together process. Impressive.

Sadly as briefly mentioned at the top of this section, Codemasters have dropped the ball a bit with the car models in DR using VR. If you turn around to look behind you, you'll find they haven't made the back of the car! You just see a blank wall and no rear end at all... that's the same attention to detail they apply to F1 games when your grid crew wear shorts and t-shirts regardless of if it's the middle of a thunderstorm or not...

A couple of tips to get VR working at it's best in DiRT Rally include turning off MSAA and lowering resolution may also improve framerates, as it is rumoured that resolution only effects the view pushed to the game monitor. I personally haven't tried this yet (DR made me feel unwell at first try then I got sucked in to Assetto Corsa and haven't found my way back yet... must make time to give it another go).

American Truck Simulation / European Truck Sim 2
European Truck Sim 2.jpg

Disclaimer - VR is both games is still very heavily in beta stage.
Honestly this one is still a bit of a mystery for me and I've still not really gotten to the bottom of it yet. If you check out one of the many "best VR driving games" posts found all around the internet many people quote ATS / ETS 2 as a firm top five entry. Now don't get me wrong I love both games, but I've simply never managed to get either game working remotely satisfactory using the rift. I've struggled to get half decent frame rates and the experience remains choppy at best. Alongside that I still personally find the visual quality of the VR experience comparison to something like Project CARS or Assetto Corsa rather underwhelming, which is a shame because these games could be immense with Beatles Radio playing along to your road trip across the many excellent road networks in each title.

In terms of physically getting the headset to work, SCS Software haven't made the process as easy as some of their racing game counterparts. If one was to want to access VR in either ATS or ETS2 you will have to become a member of the beta programme within Steam. Simply right click on game in you steam library > proprieties > betas > oculus 1.3 Beta. Once this has been done you will need to add "-openvr" (without the " ) in proprieties > Launch options and disable the 'Theatre Mode' in proprieties > General. It is worth noting that you will only need to follow this process once, then you can fire up the game as normal in SteamVR.

When you load the game the first thing that is immediately noticeable is how SCS have made a nice job of incorporating the loading screens and menus within the headset (unlike is sometimes the case with Assetto Corsa), giving off reasonably solid framerates throughout the front end of the game.

As is the case with any VR game you will need to make adjustments to your graphical settings to get the best FPS experience for you and your hardware. Unfortunately as mentioned at the beginning of this section I have so far failed to find a satisfactory setting for performance vs graphical quality. One would expect VR implementation to improve with time.



Summary
Going on my own personal experience with the Oculus Rift CV1 in connection to just the above mentioned racing / driving games (I haven't tried LFS or iRacing using the headset) I would generally argue that setup and performance tweaks have been considerably easier than I would have initially expected from a complex piece of hardware such as a VR headset. I've been quite fortunate in the fact I have a reasonably new PC with solid specs which has no doubt helped considerably in my quest to find a good framerate vs graphics setting in the games, despite my troubles with American Truck Sim / ETS2!

I agree that the early VR implementation in Assetto Corsa is a pain, having to take off the headset occasionally between track action, but I have no doubt that future updates will rectify this issue going forward with a bit of luck. Additionally with VR set to arrive in rFactor 2 very soon and Automobilista in the future, for me at least all my "go to" racing games will be covered off with some level of support by the close of this year. RaceRoom already has impressive VR implementation but for various reasons I haven't been able to spend time on my rig since it came out, so other than a very quick two minute check my experience with it is far too low to be worthy of writing about in this article.

Another thing I have found during my time with VR, and this is something I believe one finds with any new technology, is that the vast majority of fellow VR users across the different sim racing forums are exceptionally helpful and usually more than willing to offer advice and support on any areas in which I found myself struggling to work out. At present you can find one or two very decent blogs and forum posts on the subject of VR and sim racing around the internet, plus it feels like the community in general have a solid understanding of the ins and outs of getting the most from your experience. For someone of limited technical knowledge this is incredibility reassuring for me and is a resource I have made use of on a number of occasions.

It is also worth stating that some players take a while to get accustomed to VR and may feel unwell initially. This is perfectly normal and could take some time to adjust. For me I did three or four 15 minute sessions spread out over the day, and in three days I got used to it all and can now use VR for hours on end with no negative feelings.

I hope that by writing this article, and the comments that are sure to follow, some useful advice and guidance can be shared amongst the community. For those of us who already have a VR device I'm sure between our combined experience we can help each other get the most from the hardware and software, and for those curious as to how VR and sim racing work together and the different advantages and disadvantages of the equipment will find some of what has been said useful in helping form opinions in your own mind about if this is something you may consider investigating more in future.

Either way it has been an interesting topic to write about, and something I feel passionately about myself, and I hope you've enjoyed reading it and maybe found something useful in what I have had to say...


Current racing / driving sims that support VR headsets include: American Truck Simulator, European Truck Simulator 2, Assetto Corsa, iRacing.com, Project CARS, RaceRoom Racing Experience, Live for Speed and DiRT Rally.

If sim racing equipment is your thing or you just want some advice before making a purchase, head on over to our Sim Racing Hardware sub forum here at RaceDepartment and engage with the often knowledgeable, and always helpful community members on a wide range of sim racing related equipment.

Have you found our article useful in your own VR setups? Do you have any further advice or experience you could share? Considering VR yourself? Let us know in the comments section below!
 
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Go to.. documents/ac/cfg/oculus ini. set pixel per display to 1.3...please note you must do this in DOCUMENTS ..not steam /steam apps/ac/cfg/oculus ini.as it does not work from there..if i where you i would use ppd at 1.0 and work up from there as a 1060 is the minimum for vr...hope this helps you:)
ta....think i did this in steam...i'm a little bit annoyed as i read min spec was 970.
 
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ta....think i did this in steam...i'm a little bit annoyed as i read min spec was 970.
yes i know what you mean i had 970 but it really is the absolute minimum .upgraded to 1070 and the VR experiance is much better but post processing still had to be off .so upgraded again to 1080ti now can use post processing
 
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I tried world detail at low... It's better. It's playable but in no ways perfect. Things are blurry. I find if I pull the headset forward slightly off my forehead things get clearer...
Sounds like you have not set your eye spacing.in oculus correctly this is MOST important to find the sweet spot..make sure the rear strap sits as low as you can get it and the side straps are loose so there is no pressure on your face
 
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Sounds like you have not set your eye spacing.in oculus correctly this is MOST important to find the sweet spot..make sure the rear strap sits as low as you can get it and the side straps are loose so there is no pressure on your face
Will do tomorrow after work. Forgot to mention I have overclocked my i5 6600k to 4.4 from 3.5...assume this has helped performance... I don't know if I should go any higher!
 
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Will do tomorrow after work. Forgot to mention I have overclocked my i5 6600k to 4.4 from 3.5...assume this has helped performance... I don't know if I should go any higher!
4.4 is good..re do the eye spacing i find i have to tilt the headset down all the way then up a little to get the horizontal lines clear then ajust the slider for clear vertical lines
 
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90fps Guide

Since I spent a lot of time going through the sims I own with the Oculus Performance Monitor testing different graphics settings, I thought I would put together my settings and hopefully save others some time.

So a few general things, 3D grass kills performance in all of them, this would be the first thing to turn off if you are struggling for performance. Another big performance hit is anything to do with lighting with each game handling it slightly differently, reflections will also need to be right down.

Finally get your expectations in check about what your card is capable of in VR as it's a whole different ball game to flatscreens, performance wise games ported over are the equivalent of trying to run the standard game at a fairly solid 4k/60fps with downsampling which not even a 1080Ti can do on max settings in most modern games.

My Hardware: i7 3930k 4.2GHz, 32GB 1600Mhz DDR3, GTX 980Ti 1280Mhz GPU/7400Mhz Memory.

All my testing was done as stress tests to hold 90fps in normal gameplay and only drop under real stress (starting in last with max grids [and rain in the case of project cars] is rare and not part of their normal content), if you are only doing solo races then higher settings can be used.

In SteamVR settings, accessed by opening steamvr and then on your desktop clicking on the pop-up, go to developer options and change supersampling to 1.5. I haven't checked to see if this actually works on games which use Oculus Rift SDK yet or if it's exclusive to OpenVR which in the case of these games only on Vive. I'll update once I've checked but anybody with a Vive getting much lower performance this could be why, then just set it back to 1.0 (Doesn't work when using OculusSDK). Additional testing, turn off interleaved reprojection in performance settings, it was used before SteamVR had ASW built in and simply locked the FPS to 45fps, turning it off seems to drastically reduce stutter in Assetto Corsa when it can't hit 90fps and brings it in line with PCars.

Assetto Corsa (24 cars, Spa)
First thing you will want to do before launching is go and find: Documents/assettocorsa/cfg/ and open the oculus.ini, there change Pixel_Per_Display form 1 to 1.5 which really helps with distant object clarity. Secondly with post-processing effects off the benchmark crashes so don't waste your time with it if you are fine tuning.

Another useful tip, you can open the steamvr overlay menu and select the desktop to see the Assetto Corsa menu rather than having the take off the headset to start a race. Make sure you close it as you launch the game though, as on my Rift at least, I can't open the steam menu in game and it ends up staying open in the background which is super annoying because it thinks my throttle peddle is selecting things.


Display
Anisotropic Filtering - 4x (Unusually high performance drop but the difference between 4x and higher is only visible when not moving, moderate performance cost)

Anti-Aliasing - 2x (Even with 1.5x supersampling it still needs AA, similar performance cost to AF)

World Detail - Medium (This is basically the 3D grass setting, higher and 3D grass is used and kills performance)

Shadow Resolution - Medium (Any lower has very noticeable shimmering and blockiness, moderate to high performance cost)

Effects
Smoke Generation - Low
(Very high performance cost on start grid with multiple cars on higher settings)

Smoke in mirrors - On (Minor Performance cost)

Post-processing Effects - Off (Probably the single biggest FPS killer other than maxed reflections, even with only glare effects 90fps is not happening unless you drop AA and supersampling which personally although a nice effect with the added blur and aliasing it isn't worth it.)

Reflections
Mirror Resolution - Normal
(Minor Performance Cost)
High Quality Mirror - Off (Minor Performance Cost)
Reflection Quality - Low (High Performance Cost)
Reflection Update Frequency - Static (Major Performance Cost)

Dirt Rally (Haven't tried Rallycross where reflection/car quality may need reduction)
This one is actually surprisingly difficult to get decent performance considering there is only one car on track except in Rallycross, there are basically only two settings which have any serious impact on performance and you can pretty much max the rest.

Video Mode
2xMSAA
(Minor Performance Cost)

Quality Settings
Night Lighting - Ultra
Shadows - High
Advanced Fog - On
Particles - High
Weather- High
Crowd - High
Cloth - High
Ambient Occlusion - Ultra Low
(Doesn't seem to work in VR)
Advanced Ambient Occlusion - Off
Mirrors - Medium

Ground Cover - Off
(This is your 3D grass setting your choice is either no grass/small brush or absolutely no lighting: see Shader Details)

Vehicle Details - High
Track - Ultra
Trees - Ultra
Objects - Ultra
Vehicle Reflections - High
Water - High
Skidmarks - On
Texture Detail - High

Shader Details - Low
(Second big one, turn this off completely and say goodbye to decent quality lighting, turn this off as a last resort)

Anisotropic Filtering - Ultra
Smoke Shadows - Off

Advanced Blending - Off
(Pretty sure this is an intel integrated graphics specific option that runs like crap on anything else vr or not)

Project Cars (32 cars, Spa, Dry & Thunderstorm)
This one has quite a bit of aliasing and shimmering and isn't quite as clean as the other track racers but the weather and post-processing effects really make it a sight to behold in motion. Very demanding to pump up the graphics settings which is a shame as I bet full rain reflections would look incredible, however performance is surprisingly good even with rain in career races with less cars especially.

EDIT: Different settings, I've now removed in-game aliasing and added pixel density at 1.5 which has the same performance cost as DS2X, similar AA coverage but greatly improved image clarity. Go to Documents, Project Cars, oculussettings.xml and the change <prop name="ResScale" data="1.0" /> from 1.0 to 1.5. Also bumped reflections up to medium as performance cost is not much more than low but much nicer reflections.

Visual FX
Sun Flare Interior - Minimal (Gets rid of the annoying camera lens effects but still allows god rays and blinding glare when combined with other effects which I personally find realistic YMMV)

All other effects on

Performance
Anisotropic Filtering - 8x (I wouldn't recommend any lower otherwise you can see the wall of blur just ahead, minor performance impact)

Anti-aliasing - Off (Major performance cost)
Reflections - Medium (Moderate performance cost)
Environmental Map - Low (Moderate performance cost)

Car Detail - Low (Unfortunately with this one on low it makes the brake lights of cars in front only appear when fairly close, however upping it one notch kills the framerate with multiple cars, major performance cost)

Track Detail - Low
Shadow Detail - Off
Enhanced Mirror - No
Detailed Grass - Off
(3D grass, major performance cost)
Render Frames Ahead - 1
Particle Level - Medium
(Nice for things to get kicked up off the track (performance minor to moderate)
Particle Density - Medium (Moderate cost with multiple cars and weather)

In one of the menus I think VR options there is a Hide Crowd option which defaults to yes, it has a small performance cost but I like to set it to no to have crowds for extra atmosphere rather than feeling like a track day.

Troubleshooting: Black screen in Oculus but can hear the game in background and see on monitor - set fullscreen mirror option in vr options menu to no and restart.

Raceroom Racing Experience (36 cars, Bathurst)
This one is hilariously CPU bound, the GPU was showing less than 1ms response at times with the CPU being the only culprit for framedrops. With this one I actually didn't target 90fps around a full lap which I'll explain below but basically the difference in FPS between a full grid and none was fairly minor as long as you don't overload the CPU.

So to get this one started just got to the games properties, launch options and add "-vr" without the quotes, at default it has 1.5x supersampling if you want more or less at 1.0 or 2.0 etc. after vr. On another note if you use globally force v-sync or for any reason force v-sync via control panel, turn it off otherwise it will lock the game to 45fps.

Custom Settings
Toggle Mirror - On

Track Level Of Detail - High
(Ok this is the big one which seems to peg the CPU in different locations around the track, I can't tell if it's the crowds or what, unfortunately unlike the other sims it groups everything together which has the unwanted effect of removing lots of environmental effects like trees and buildings which annoyingly still cast shadows. I therefore chose to forego a completely solid 90fps as there were only 3 corners on this track where it dropped because I found the aforementioned issue more jarring again YMMV, Moderate to Major Performance Impact)

Car LOD Distance - Medium
Particle Detail - Medium
Tyre Marks - On
Specular - On
Car Reflection Quality - Low
Track Animations - On
(Still seemed to animate even when off)
Shadows - Low (Don't go any lower otherwise shadows don't look anything like backgrounds.
Car Shadows - Low
Contact Shadows - 12
Shadow Split - On
Anti-aliasing - 4x MSAA
FXAA - Off
Bloom - Off
(Some of these are forced off or turn back off if you try to turn them on)
DOF -Off
Motion Blur - Off
Lightshafts - Off
Lens Effects - On
Track Texture Quality - High
Car Texture Detail - High
Rear View Mirror Quality - Medium
Shader Quality - Medium
Visible Cars - 36
Opponent Cockpits - Off

Troubleshooting: Black screen potentially in both oculus and monitor but menu/music working. You will need to assign a button to reset view to get the menu to pop-up in view and may also find it useful to assign a button on your keyboard to toggle monitor view to be able to see the menu and game on your monitor.

Ok that is my baseline guide for getting 90fps on the sims I own, hopefully it is useful to someone.

Additional info for your own testing, you can use an in-game HUD built into Oculus to see where you are losing performance, this can be found in:

Program Files/Oculus/Support/oculus-diagnostics/OculusDebugTool

You then want to select the drop down option in Visible HUD and change from none to performance. In performance hud mode you have two useful options the standard performance summary which will show how much headroom you have or how far past it you currently are and then app render timing which will show individually whether you are CPU or GPU bottlenecked, 11ms being 90fps, anything higher will activate ASW.
 
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My PC: Core i7 2600k @ 4.4 GHz, 16 GB RAM 2133 MHz, nVidia GTX 1080 (no ti).
Assetto Corsa: 8x AF, 4x AA, world detail: very high, shadow resolution: high, mirror resolution: normal, high quality mirror reflection off, refection quality medium, reflection rendering frequency medium. smoke generation normal, show smoke in mirrors on, post processing effects on (only glare, quality low, other effects off).
Pixel density at 1.5 (with a 1080ti you should be able to set this at 1.7 I guess).
With these settings it hardly ever drops below 90 fps, only at the start of the race (12 AI).
I have tested a lot of AA and PD settings, but for my 1080 PD 1.5 and AA 4x is the sweet spot: best graphics and performance.

Regarding your VRAM usage: do you use BigScreen perhaps?
Thanks, will try these as baseline to test, though only have 980Ti. To clarify re PP, quality is slow for BOTH PP (overall quality) and glare, or only glare quality?

I guess I've testing w/ too much AI, 15? Any idea what's optimum amount, as 15AI (Mugello/Siverstone) might be useless/excessive to test? With this, I get 90 only when there no longer is any AI in sight (behind or front), but still drops to 45 at certain areas of the track even when away from the pack. Will try 12AI too.

Very rarely I use Bigscreen (beta in Oculus Home), usually straight from CM, as Bigscreen is sometimes finicky w/ my triples. Run Afterburner to monitor CPU/GPU usage and temps, and this is where I see VRAM reach 100%. Will try Virtual Desktop but I remember it wasn't too clear too.
 
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Thanks, will try these as baseline to test, though only have 980Ti. To clarify re PP, quality is slow for BOTH PP (overall quality) and glare, or only glare quality?

I guess I've testing w/ too much AI, 15? Any idea what's optimum amount, as 15AI (Mugello/Siverstone) might be useless/excessive to test? With this, I get 90 only when there no longer is any AI in sight (behind or front), but still drops to 45 at certain areas of the track even when away from the pack. Will try 12AI too.

Very rarely I use Bigscreen (beta in Oculus Home), usually straight from CM, as Bigscreen is sometimes finicky w/ my triples. Run Afterburner to monitor CPU/GPU usage and temps, and this is where I see VRAM reach 100%. Will try Virtual Desktop but I remember it wasn't too clear too.
PP: only switch on glare if you need brake lights and if you do, set quality to low. Keep all other PP effects off.

If I race with more than 12 AI I get fps drops too.

BigScreen keeps hogging the cpu while racing and it uses a lot of VRAM. Virtual Desktop does not have this problem. But to be sure: test without BigScreen and Virtual Desktop. Turning world detail down will help dropping VRAM usage too.
 
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I tried world detail at low... It's better. It's playable but in no ways perfect. Things are blurry. I find if I pull the headset forward slightly off my forehead things get clearer...
Don't get me wrong, but are you wearing glasses normally and do you wear them in the Rift too? I'm nearsighted and it looks blurry if I do not wear my glasses in the Rift. The Rift's lenses are focused at 1.2 meters, so if you need glasses to see sharp at 1.2 meters normally, you'll need them in the Rift too.
 
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...
BigScreen keeps hogging the cpu while racing and it uses a lot of VRAM. Virtual Desktop does not have this problem. But to be sure: test without BigScreen and Virtual Desktop. Turning world detail down will help dropping VRAM usage too.

Weird, while running Afterburner stats in the background, I run Virtual Desktop (VD), VRAM spiked to 100%. Something might be messed up in my system.

BTW, is VD supposed to be in Steam? I dont see it under my games nor under VR, though I have it on my desktop.
 
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Don't get me wrong, but are you wearing glasses normally and do you wear them in the Rift too? I'm nearsighted and it looks blurry if I do not wear my glasses in the Rift. The Rift's lenses are focused at 1.2 meters, so if you need glasses to see sharp at 1.2 meters normally, you'll need them in the Rift too.
Nope.. I don't wear glasses and have perfect vision.. Got a feeling I'm wearing the headset wrong.. Pull it slightly off my forehead and it fine
 
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90fps Guide

Since I spent a lot of time going through the sims I own with the Oculus Performance Monitor testing different graphics settings, I thought I would put together my settings and hopefully save others some time.

So a few general things, 3D grass kills performance in all of them, this would be the first thing to turn off if you are struggling for performance. Another big performance hit is anything to do with lighting with each game handling it slightly differently, reflections will also need to be right down.

Finally get your expectations in check about what your card is capable of in VR as it's a whole different ball game to flatscreens, performance wise games ported over are the equivalent of trying to run the standard game at a fairly solid 4k/60fps with downsampling which not even a 1080Ti can do on max settings in most modern games.

My Hardware: i7 3930k 4.2GHz, 32GB 1600Mhz DDR3, GTX 980Ti 1280Mhz GPU/7400Mhz Memory.

All my testing was done as stress tests to hold 90fps in normal gameplay and only drop under real stress (starting in last with max grids [and rain in the case of project cars] is rare and not part of their normal content), if you are only doing solo races then higher settings can be used.

In SteamVR settings, accessed by opening steamvr and then on your desktop clicking on the pop-up, go to developer options and change supersampling to 1.5. I haven't checked to see if this actually works on games which use Oculus Rift SDK yet or if it's exclusive to OpenVR which in the case of these games only on Vive. I'll update once I've checked but anybody with a Vive getting much lower performance this could be why, then just set it back to 1.0.

Assetto Corsa (24 cars, Spa)
First thing you will want to do before launching is go and find: Documents/assettocorsa/cfg/ and open the oculus.ini, there change Pixel_Per_Display form 1 to 1.5 which really helps with distant object clarity. Secondly with post-processing effects off the benchmark crashes so don't waste your time with it if you are fine tuning.

Another useful tip, you can open the steamvr overlay menu and select the desktop to see the Assetto Corsa menu rather than having the take off the headset to start a race. Make sure you close it as you launch the game though, as on my Rift at least, I can't open the steam menu in game and it ends up staying open in the background which is super annoying because it thinks my throttle peddle is selecting things.


Display
Anisotropic Filtering - 4x (Unusually high performance drop but the difference between 4x and higher is only visible when not moving, moderate performance cost)

Anti-Aliasing - 2x (Even with 1.5x supersampling it still needs AA, similar performance cost to AF)

World Detail - Medium (This is basically the 3D grass setting, higher and 3D grass is used and kills performance)

Shadow Resolution - Medium (Any lower has very noticeable shimmering and blockiness, moderate to high performance cost)

Effects
Smoke Generation - Low
(Very high performance cost on start grid with multiple cars on higher settings)

Smoke in mirrors - On (Minor Performance cost)

Post-processing Effects - Off (Probably the single biggest FPS killer other than maxed reflections, even with only glare effects 90fps is not happening unless you drop AA and supersampling which personally although a nice effect with the added blur and aliasing it isn't worth it.)

Reflections
Mirror Resolution - Normal
(Minor Performance Cost)
High Quality Mirror - Off (Minor Performance Cost)
Reflection Quality - Low (High Performance Cost)
Reflection Update Frequency - Static (Major Performance Cost)

Dirt Rally (Haven't tried Rallycross where reflection/car quality may need reduction)
This one is actually surprisingly difficult to get decent performance considering there is only one car on track except in Rallycross, there are basically only two settings which have any serious impact on performance and you can pretty much max the rest.

Video Mode
2xMSAA
(Minor Performance Cost)

Quality Settings
Night Lighting - Ultra
Shadows - High
Advanced Fog - On
Particles - High
Weather- High
Crowd - High
Cloth - High
Ambient Occlusion - Ultra Low
(Doesn't seem to work in VR)
Advanced Ambient Occlusion - Off
Mirrors - Medium

Ground Cover - Off
(This is your 3D grass setting your choice is either no grass/small brush or absolutely no lighting: see Shader Details)

Vehicle Details - High
Track - Ultra
Trees - Ultra
Objects - Ultra
Vehicle Reflections - High
Water - High
Skidmarks - On
Texture Detail - High

Shader Details - Low
(Second big one, turn this off completely and say goodbye to decent quality lighting, turn this off as a last resort)

Anisotropic Filtering - Ultra
Smoke Shadows - Off

Advanced Blending - Off
(Pretty sure this is an intel integrated graphics specific option that runs like crap on anything else vr or not)

Project Cars (32 cars, Spa, Dry & Thunderstorm)
This one has quite a bit of aliasing and shimmering and isn't quite as clean as the other track racers but the weather and post-processing effects really make it a sight to behold in motion. Very demanding to pump up the graphics settings which is a shame as I bet full rain reflections would look incredible, however performance is surprisingly good even with rain in career races with less cars especially.

Visual FX
Sun Flare Interior - Minimal (Gets rid of the annoying camera lens effects but still allows god rays and blinding glare when combined with other effects which I personally find realistic YMMV)

All other effects on

Performance
Anisotropic Filtering - 8x (I wouldn't recommend any lower otherwise you can see the wall of blur just ahead, minor performance impact)

Anti-aliasing - DS2X (Major performance impact)
Reflections - Low (Major performance cost)
Environmental Map - Low (Moderate performance cost)

Car Detail - Low (Unfortunately with this one on low it makes the brake lights of cars in front only appear when fairly close, however upping it one notch kills the framerate with multiple cars, major performance cost)

Track Detail - Low
Shadow Detail - Off
Enhanced Mirror - No
Detailed Grass - Off
(3D grass, major performance cost)
Render Frames Ahead - 1
Particle Level - Medium
(Nice for things to get kicked up off the track (performance minor to moderate)
Particle Density - Medium (Moderate cost with multiple cars and weather)

Raceroom Racing Experience (36 cars, Bathurst)
This one is hilariously CPU bound, the GPU was showing less than 1ms response at times with the CPU being the only culprit for framedrops. With this one I actually didn't target 90fps around a full lap which I'll explain below but basically the difference in FPS between a full grid and none was fairly minor as long as you don't overload the CPU.

So to get this one started just got to the games properties, launch options and add "-vr" without the quotes, at default it has 1.5x supersampling if you want more or less at 1.0 or 2.0 etc. after vr. On another note if you use globally force v-sync or for any reason force v-sync via control panel, turn it off otherwise it will lock the game to 45fps.

Custom Settings
Toggle Mirror - On

Track Level Of Detail - High
(Ok this is the big one which seems to peg the CPU in different locations around the track, I can't tell if it's the crowds or what, unfortunately unlike the other sims it groups everything together which has the unwanted effect of removing lots of environmental effects like trees and buildings which annoyingly still cast shadows. I therefore chose to forego a completely solid 90fps as there were only 3 corners on this track where it dropped because I found the aforementioned issue more jarring again YMMV, Moderate to Major Performance Impact)

Car LOD Distance - Medium
Particle Detail - Medium
Tyre Marks - On
Specular - On
Car Reflection Quality - Low
Track Animations - On
(Still seemed to animate even when off)
Shadows - Low (Don't go any lower otherwise shadows don't look anything like backgrounds.
Car Shadows - Low
Contact Shadows - 12
Shadow Split - On
Anti-aliasing - 4x MSAA
FXAA - Off
Bloom - Off
(Some of these are forced off or turn back off if you try to turn them on)
DOF -Off
Motion Blur - Off
Lightshafts - Off
Lens Effects - On
Track Texture Quality - High
Car Texture Detail - High
Rear View Mirror Quality - Medium
Shader Quality - Medium
Visible Cars - 36
Opponent Cockpits - Off

Ok that is my baseline guide for getting 90fps on the sims I own, hopefully it is useful to someone.
Thanks so much for this... I will use this as a reference point. So you have ASW off?
 
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Weird, while running Afterburner stats in the background, I run Virtual Desktop (VD), VRAM spiked to 100%. Something might be messed up in my system.

BTW, is VD supposed to be in Steam? I dont see it under my games nor under VR, though I have it on my desktop.
I not a fan of Afterburner as well. I have read a lot of stutter problems when people are using Afterburner. Might try to uninstall that...
VD is available on Oculus Home and Steam.
 
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