Good evening, Is there anyone using Oculus Rift that can suggest or post graphic settings so that VR can run smoothly. Thank you.
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I can't unzip it when downloading, the file format is a text file as mentioned but contains no .txt
I don't think it's VR specific, some corners (track areas) are worse optimized than others and cause stuttering even on flat screen if you don't have huge headroom.i have now graphically optimized acc to 90% usage of my 3080 on 60hz (G2). On 90hz my ryzen 3600 drops to 70 fps and thats why i switched to 60hz. But still i get some stutter in some corners (fpsvr shows me red bars or high green peaks ( i would say 5-10 per lap) . A ryzen 5600x has probably 20% higher per core performance. Would the upgrade solve these peaks /stutters? I do get these stutters in hotlap but faaaar less noticable. Besides reducing car visibilty there are no cpu enhancing settings?
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Hi Andrew, Peter and Ilja have been optimising SOL & CSP so not too hard a hit. I set Steam pixels to 50% as per your settings (I usually have it at 100-120%) and ran hot laps at Spa. So at 60fps I have to keep it within about 16ms to have smoothness.Don't disagree, AC looks stunning on G2, so does AMS2, but neither of them is ACC, unfortunately.
How is the new rain performance, as bad as night conditions?
{
"resolutionQuality": 50,
"viewDistanceQuality": 3,
"antiAliasingQuality": 3,
"shadowQuality": 2,
"postProcessQuality": 0,
"textureQuality": 2,
"effectsQuality": 2,
"foliageQuality": 0,
"mirrorQualityLevel": 3,
"mirrorFramerateCap": 90,
"maxCarsVisible": 0,
"isAATemporal": true,
"aACustom": 0,
"pixelDensity": 2,
"mirrorDistance": 7000,
"advancedSharpenFilter": false,
"materialsQuality": 2,
"temporalUpsampling": true,
"volumetricFog": 1,
"bloomLevel": 0.30000001192092896,
"bloomQuality": 2,
"mirrorsResolution": 1,
"foliageLodQuality": 0.60000002384185791,
"carLODSet": 100,
"hLODEnabled": false,
"shadowDistanceQuality": 1,
"frameLimit": 90,
"isMBlurEnabled": 0,
"colorSaturation": 1,
"sharpen": 2.2000000476837158,
"cameraDirtLevel": 3,
"whiteBalance": 9300,
"imageExposureGain": 0.39999997615814209,
"imageContrast": 0.5,
"hmdWorldToMeters": 80,
"fpsCapUI": true,
"useLegacyTonemapper": false,
"hDRColorGamut": 2,
"hDRUILevel": 1
}
[ConsoleVariables]
vr.InstancedStereo=1
vr.RoundRobinOcclusion=1
RHI.MaximumFrameLatency=2
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.TranslucencyLightingVolumeDim=16
r.DFshadowquality=1
r.Shadow.MaxResolution=512
r.HZBOcclusion=0
r.SSR.quality=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.Shadow.CSM.MaxCascades=2
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
FX.AllowGPUSorting=0
r.PostProcessAAQuality=6
r.TemporalAACurrentFrameWeight=0.2
r.TemporalAASamples=4
r.MipMapLODBias=-0.5
r.AmbientOcclusionLevels=0
[/script/engine.renderersettings]
a.URO.ForceAnimRate=2
a.URO.ForceInterpolation=1
r.OptimizeForUAVPerformance=1
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.DefragDynamicBounds=1
r.Streaming.FramesForFullUpdate=1
r.Streaming.HLODStrategy=2
r.UseShaderCaching=1
r.UseShaderPredraw=1
r.bForceCPUAccessToGPUSkinVerts=True
May be increase Bloom quality and drop Exposure a bit.Does anyone have any tips for adjusting settings to be able to see braking boards at night? I'm finding they're completely washed out/white from the headlights, while on flat screen that doesn't seem to be the case.
I'm using Andrew_WOT's settings with a Reverb G2 and 2080S.
Thanks!
chec
20%? as in steamVR @ 20%? or ACC per application resolution at 20%?
it seems odd because if you adjust the steamvr resolution scale at the root level - you may notice if you go then adjust your per application level the resolution per eye is out of whack.
Please confirm the 20% res when you have a moment. thanks