Share your VR graphic settings

Could anyone please test the following settings and tell me, if TAA is disabled and 4x MSAA is enabled?


[ConsoleVariables]
r.Streaming.Boost=1
r.simpleforwardshading=1
r.MSAAcount=4
r.Streaming.FullyLoadUsedTextures=1
r.TemporalAACurrentFrameWeight=0.15
r.TemporalAACatmullRom=1
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=4
r.Tonemapper.Sharpen=1
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
r.BloomQuality=0
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=3
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=48
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.DetailMode=1
r.RefractionQuality=2
r.MaterialQualityLevel=1
sg.ShadowQuality=2
r.MipMapLODBias=-0.8
 
Last edited:
Could anyone please test the following settings and tell me, if TAA is disabled and 4x MSAA is enabled?


[ConsoleVariables]
r.Streaming.Boost=1
r.simpleforwardshading=1
r.MSAAcount=4
r.Streaming.FullyLoadUsedTextures=1
r.TemporalAACurrentFrameWeight=0.15
r.TemporalAACatmullRom=1
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=4
r.Tonemapper.Sharpen=1
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
r.BloomQuality=0
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=3
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=48
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.DetailMode=1
r.RefractionQuality=2
r.MaterialQualityLevel=1
sg.ShadowQuality=2
r.MipMapLODBias=-0.8
Have used these settings, not sure what to check though.
 
Hi, checked it myself today, but MSAA doesn't work. It is another anti-aliasing technic, that uses less graphics power then Temporal Anti-aliasing. MSAA also is not that blurry like TAA. MSAA can enabled if Forward Rendering is activated. But Kunos uses defferred renderer and this Rendering technic just allows FXAA or TAA for anti-aliasing. FXAA is very shimmering and useless. And TAA is not weil enough for ACC, in my opinion, because of blurriness and ghosting effects.
 
Hello again,

here are my final settings. Really. Everything ist sharp and ghosting is very limited. For me now i can drive completely smooth in Practice. Within Race it gets some stocking at the beginning of the race, sometimes here and there, but for me it`s not that big deal (Early Access, you know...) I activated bloom and lensflare, cause i like it a lot. You should drive at 19 o`clock at the Nurburgring. It`s a brilliant thing!

My PC Specs are AMD Ryzen 2600, 8GB DDR4 Ram, SSD, Nvidia GTX 1070ti and my lovely Oculus Rift.

Ingame i`ve got following settings:

Resolution = 1920x1080
Fullscreen = enabled
VSync = disabled
Resolution Scale = 100
View Distance = High
Shadows = Mid
Anti Aliasing = Epic
Anti Aliasing Type = Temporal
Effects = High
Post-Processing = Epic
Sharpness = 0
Foliage = Low
Texture = Mid
Frame Limit = off
Mirror quality = Mid
visible opponents = 20
motion blur = Disabled
Saturation = 100

These are my variables for the engine.ini. Vive users should set vr.pixeldensity to 1.0.

[ConsoleVariables]
vr.InstancedStereo=1
vr.PixelDensity=1.3
r.Streaming.Boost=2
r.SimpleForwardShading=1
r.Streaming.FullyLoadUsedTextures=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.LensFlareQuality=1
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=1
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
 
Last edited:
Can you please help me. How do you save the setup in VR?!! I mean how do you reach the bottom part of the menu to Load/Save the setups? Thanks!

NM, I got from their forum it's a bug, I guess a huge one and I dont understand why they dont fix it right away before ranking goes live in 2 weeks or so.

Considering Kunos' reputation, the fact they dont test the UI before releasing it, it's unconceivable.
 
Last edited:
Can you please help me. How do you save the setup in VR?!! I mean how do you reach the bottom part of the menu to Load/Save the setups? Thanks!

NM, I got from their forum it's a bug, I guess a huge one and I dont understand why they dont fix it right away before ranking goes live in 2 weeks or so.

Considering Kunos' reputation, the fact they dont test the UI before releasing it, it's unconceivable.
you have to make changes for controls by opening game in non VR, save them then restart game in VR
 
I can`t stop reediting my settings...

This evening i stumbled upon an interesting website for optimizing UE4 graphics for VR. I copied and edited some aspects from that website. These settings are not almost for increasing graphics, but more for increasing performance in VR overall. There were some interesting variables called earlyzpass, tileddeferredshadingmininumcount or occlusionquerylocation.... Can`t tell you at all, what it does exactly, but, man, loading times and refreshing frametimes increased a lot! Even on ASW with 45fps. You can read it here by yourself: http://gamasutra.com/blogs/LeszekGo...zing_the_UE4_renderer_for_Ethan_Carter_VR.php

The settings for the engine.ini got a bit more, but it`s worth trying it!! I promise you! In addition to the consolevariables i added from the link above the engine.renderersettings.


[ConsoleVariables]
vr.PixelDensity=1.3
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=1
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0

[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.EarlyZPass=1
r.EarlyZPassMovable=True
r.BasePassOutputsVelocity=False
 
To be clear, I can save all buttons on my wheel and navigate in VR. What I can't do is to save or load any custom setup when in VR because I can't reach the menu at the bottom of the setup page. I tried loading one and then go back in the game, but doesn't work.
 
I can`t stop reediting my settings...

This evening i stumbled upon an interesting website for optimizing UE4 graphics for VR. I copied and edited some aspects from that website. These settings are not almost for increasing graphics, but more for increasing performance in VR overall. There were some interesting variables called earlyzpass, tileddeferredshadingmininumcount or occlusionquerylocation.... Can`t tell you at all, what it does exactly, but, man, loading times and refreshing frametimes increased a lot! Even on ASW with 45fps. You can read it here by yourself: http://gamasutra.com/blogs/LeszekGo...zing_the_UE4_renderer_for_Ethan_Carter_VR.php

The settings for the engine.ini got a bit more, but it`s worth trying it!! I promise you! In addition to the consolevariables i added from the link above the engine.renderersettings.


[ConsoleVariables]
vr.PixelDensity=1.3
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=1
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0

[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.EarlyZPass=1
r.EarlyZPassMovable=True
r.BasePassOutputsVelocity=False
I can`t stop reediting my settings...

This evening i stumbled upon an interesting website for optimizing UE4 graphics for VR. I copied and edited some aspects from that website. These settings are not almost for increasing graphics, but more for increasing performance in VR overall. There were some interesting variables called earlyzpass, tileddeferredshadingmininumcount or occlusionquerylocation.... Can`t tell you at all, what it does exactly, but, man, loading times and refreshing frametimes increased a lot! Even on ASW with 45fps. You can read it here by yourself: http://gamasutra.com/blogs/LeszekGo...zing_the_UE4_renderer_for_Ethan_Carter_VR.php

The settings for the engine.ini got a bit more, but it`s worth trying it!! I promise you! In addition to the consolevariables i added from the link above the engine.renderersettings.


[ConsoleVariables]
vr.PixelDensity=1.3
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=1
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0

[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.EarlyZPass=1
r.EarlyZPassMovable=True
r.BasePassOutputsVelocity=False
This causes me bad stuttering unfortunately.
 
This causes me bad stuttering unfortunately.

Some guys say, it`s great. Some guys say, it`s stuttering. Can`t get it, what the problem is. Those who say, that the settings are good have a 1070ti or higher. It may be problems with 1070 and lower. I have an AMD Ryzen 2600, 8Gb Raam and a 1070ti. I tested these settings without ASW and i get fps around 58-70. Within race against 10 AI my fps is around 50. But without ASW it is not driveable.

Try deleting the basepassoutputvelocity line in renderer settings and test it. If nothing happens set r.EarlyZpass=0 and test it. If you get no benefit, set EarlyZPassmovable=false. Or try it the otherway round. :)

If this also will get you no improvement, delete the first two lines in renderer.settings (Ambient).


Maybe that helps.
 
Last edited:

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