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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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.
I see. What do you guys use to check stats? I've been using it to see CP/GPU temps and usage while running the game, to see how I can optimize, or if there's any bottleneck to validate a need for an upgrade with my old system.
 
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to all experienced VR users and knowledgeable users:
something went wrong with my triples delivery, and completely annoyed and waiting to get payment back from insurance. meanwhile i think i will jump and leap into VR.
question I have, will my system with:
Motherboard: Asus Rampage V Extreme
Processor: Intel Core i7-5930K
Memory (part number): 128GB G.Skill Ripjaws V F4-3000C14Q2-128GVKD (installed/ using only 32GB)
Graphics Card #1: Nvidia GeForce GTX TITAN X 12GD5 12GB (Maxwell)
Graphics Card #2: Nvidia GeForce GTX TITAN X 12GD5 12GB (Maxwell)
Storage #1: Samsung 950 PRO MZ-V5P512BW NVMe M.2 512GB SSD
Storage #2: Samsung 850 PRO MZ-7KE512BW 2.5" 512GB SSD
Power Supply: Corsair AXi series AX1500i
OS: Windows 10 Pro 64bit

*** my worry is that i won't like VR because of me being used to 1440 @100Hz (i use 34" Asus PG349Q 21:9 3440x1440 GSync 100Hz)

would be great to know directly VR users what you think? since my trials/ testing of VR was positive but guys had low/ limited graphics due to hardware. but what is really possible with current VR?
 
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I see. What do you guys use to check stats? I've been using it to see CP/GPU temps and usage while running the game, to see how I can optimize, or if there's any bottleneck to validate a need for an upgrade with my old system.
I'm using Hardware Info for temperature graphs, so I can check after gaming what the temperatures were. In game I'm using the Assetto Corsa statistics app (don't know what it's called): it shows if AC is rendering at 90 or 45 fps and what the CPU load is. You can also use the Oculus debug tool to show an FPS counter.
 
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to all experienced VR users and knowledgeable users:
something went wrong with my triples delivery, and completely annoyed and waiting to get payment back from insurance. meanwhile i think i will jump and leap into VR.
question I have, will my system with:
Motherboard: Asus Rampage V Extreme
Processor: Intel Core i7-5930K
Memory (part number): 128GB G.Skill Ripjaws V F4-3000C14Q2-128GVKD (installed/ using only 32GB)
Graphics Card #1: Nvidia GeForce GTX TITAN X 12GD5 12GB (Maxwell)
Graphics Card #2: Nvidia GeForce GTX TITAN X 12GD5 12GB (Maxwell)
Storage #1: Samsung 950 PRO MZ-V5P512BW NVMe M.2 512GB SSD
Storage #2: Samsung 850 PRO MZ-7KE512BW 2.5" 512GB SSD
Power Supply: Corsair AXi series AX1500i
OS: Windows 10 Pro 64bit

*** my worry is that i won't like VR because of me being used to 1440 @100Hz (i use 34" Asus PG349Q 21:9 3440x1440 GSync 100Hz)

would be great to know directly VR users what you think? since my trials/ testing of VR was positive but guys had low/ limited graphics due to hardware. but what is really possible with current VR?
Be prepared for a low resolution experience. Compared to your triples a very low resolution experience. But the feeling of being in the car, being on the circuit, being in that world is overwhelming. You can look next to you, behind you, below you, in glorious 3D. Being able to look behind / next to you when you overtake another car without seeing your room is just awesome. It absolutely outweighs the low resolution for me. Racing becomes an immersed experience.
Your hardware will do the job perfectly and you can set pixel density to 1.7 I guess to sharpen the image. Please note SLI does not work with VR, it's single card only.
But if you are unsure, can you lend a Rift, or try it out at a friend?
 
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Thanks so much for this... I will use this as a reference point. So you have ASW off?
I keep ASW on auto for when the FPS does drop in really heavy scenes like all cars in view, smoke and/or rain. I may try without to see how it compares, the key thing is though you either want the game running at a solid 90fps or 45fps if you don't mind the lower framerate because ASW turning on and off is very noticeable in Assetto Corsa especially.

With min specs though it's a difficult one, VR is so demanding even my 980Ti which is great for 1080p, I feel very underpowered in games not designed from the ground up for VR. It generally means less demanding flatscreen games look much better in VR than the more demanding ones as you can use supersampling to really clear up the image and remove aliasing whilst still using better than minimum graphics. That's why from what I've seen most people say iRacing is the best and I bet Automobilista would look great in VR too.

I see. What do you guys use to check stats? I've been using it to see CP/GPU temps and usage while running the game, to see how I can optimize, or if there's any bottleneck to validate a need for an upgrade with my old system.
Oculus Debug Tool is the best thing on the rift I'll add it to my guide. It basically has an overlay in the headset which shows how much performance you have left or how far over the 90fps threshold you are. You can also see whether you are CPU or GPU limited which is very useful.

It's in something like Program Files/Oculus/Diagnostics/DebugTool and then you want to turn on the performance overlay and you have two options either performance or frametimes.

to all experienced VR users and knowledgeable users:
something went wrong with my triples delivery, and completely annoyed and waiting to get payment back from insurance. meanwhile i think i will jump and leap into VR.
question I have, will my system with:
Motherboard: Asus Rampage V Extreme
Processor: Intel Core i7-5930K
Memory (part number): 128GB G.Skill Ripjaws V F4-3000C14Q2-128GVKD (installed/ using only 32GB)
Graphics Card #1: Nvidia GeForce GTX TITAN X 12GD5 12GB (Maxwell)
Graphics Card #2: Nvidia GeForce GTX TITAN X 12GD5 12GB (Maxwell)
Storage #1: Samsung 950 PRO MZ-V5P512BW NVMe M.2 512GB SSD
Storage #2: Samsung 850 PRO MZ-7KE512BW 2.5" 512GB SSD
Power Supply: Corsair AXi series AX1500i
OS: Windows 10 Pro 64bit

*** my worry is that i won't like VR because of me being used to 1440 @100Hz (i use 34" Asus PG349Q 21:9 3440x1440 GSync 100Hz)

would be great to know directly VR users what you think? since my trials/ testing of VR was positive but guys had low/ limited graphics due to hardware. but what is really possible with current VR?
For one nobody is using SLI in VR so one of your cards won't be doing anything. It's not going to be as sharp as a screen regardless of settings though, if you were hoping for that to be improved it won't. You are basically trading the sharpness and clarity of a screen for the presence and feeling like you are truly sat in a car.

For me that presence is better than anything a screen can possibly provide. People talk about it being harder to see breaking points because of distance blur and not being able to read/see brake markers as well but for me personally I find it infinitely easier to judge distance through actual depth perception than looking at a flat image where there is no depth or real world scale.
 
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Another thing... When I use OR with RRE if I leave the game and come back in again the game will just not recognise my wheel...if when I pick another profile nothing... Had to play in TV monitor to get it back working again. FFS
 
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Another thing... When I use OR with RRE if I leave the game and come back in again the game will just not recognise my wheel...if when I pick another profile nothing... Had to play in TV monitor to get it back working again. FFS
Not sure, but maybe some conflict going on with USB ports? Are your OR and sensors and wheel/pedal connected directly to Mobo's USB or external hub?
 
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I'm on a big doubt between VR and 3 Screen set.. I had the chance to play AC with the Rift DK2, the immersion is amazing, but de resolution disappointed me a lot, some car you can't even red the information on the car dashboard...

How the new rift is on this matter? Should I wait more or it is good enough?
 
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I'm on a big doubt between VR and 3 Screen set.. I had the chance to play AC with the Rift DK2, the immersion is amazing, but de resolution disappointed me a lot, some car you can't even red the information on the car dashboard...

How the new rift is on this matter? Should I wait more or it is good enough?
I'm probably not the best person to ask maybe but I also can't read info on the dashboard. Honestly my opinions on vr is whilst yes the immersion is great, I think until we get monitor resolution it ain't for me.... I struggle to make out the dashboard and everything in the distant is blurry. Yeah probably if I had a better rig I would have a better opinion but I think I'm gonna send my OR back.
 
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I actually find it easier to read the dashboard than on my 60" TV and it's perfectly clear for me, whereas on the TV it's blurry. Perhaps it's because I sit 2.5m away rather than up close to a monitor but I find close things are much clearer whereas distant objects are much blurrier, basically opposites.
 
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I apologize if this has already been covered, but I'm curious about this and struggle to get a straight answer "out in the wild."

I don't know the correct terminology, but by default AC mirrors what I'm seeing in the VR headset on the monitor. One, does this have a performance hit? Two, if so, any way to disable this?

Loving the VR experience, but a lot of it has a "POC" (proof of concept) vibe to it at this stage. I guess this is the price you pay to be at the bleeding edge, huh? :laugh:
 
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I apologize if this has already been covered, but I'm curious about this and struggle to get a straight answer "out in the wild."

I don't know the correct terminology, but by default AC mirrors what I'm seeing in the VR headset on the monitor. One, does this have a performance hit? Two, if so, any way to disable this?

Loving the VR experience, but a lot of it has a "POC" (proof of concept) vibe to it at this stage. I guess this is the price you pay to be at the bleeding edge, huh? :laugh:
HI NICK there is no way to turn off the mirror to monitor that i know in A/C but you can in rf2 ..and there is no performance loss.so people say on many vr posts
 
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HI NICK there is no way to turn off the mirror to monitor that i know in A/C but you can in rf2 ..and there is no performance loss.so people say on many vr posts

Ok, thank you. The consensus opinion seems to be that your GPU only renders the view once...the cost of pumping that view to both your headset and the screen is negligible.
 
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Hope yer well @bluey, you were a great help to me with VR and getting it up and running. I'm sure to many others also.

Kudos to you....

Id love to see a thread from a VR perspective comparing and discussing all the sims as to what are the best. Espically now as we close on 2017. I only use AC myself for a bit of casual fun and hot lapping at present but good VR would tempt me to try other sims.:redface:
 
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HI MR LATTE was my pleasure to help you .my hard drive only has 5 games A/C ..DIRT RALLY .RF2..RE3..AMS but alas no VR....imo ac has the best vr .then dirt rally..then rf2and re3 about the same...maybe you can start the thread about VR .. regards to all who read this post :D:)..
 
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Can anyone tell me what I'm looking at when I run this?

https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing

Out of pure curiosity, I opened this up while I ran Raceroom in VR mode. My idle curiosity turned to confusion/concern though when I noticed, when actually in-game (i.e. driving on track), this chart gives every appearance of my CPU being pegged (purple fills the whole graph) and my GPU practical at idle (just a small slice of purple towards the bottom of the chart).

This is about the opposite of what I expected to see - am I mis-interpreting what I'm looking at to draw the conclusion I'm being bottlenecked by CPU?!?

For reference, I'm running an i7-4770k (no overclocking) and a GTX 970. Not a bleeding edge machine by any stretch, but I don't think it's a potato either.
 
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Can anyone tell me what I'm looking at when I run this?

https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing

Out of pure curiosity, I opened this up while I ran Raceroom in VR mode. My idle curiosity turned to confusion/concern though when I noticed, when actually in-game (i.e. driving on track), this chart gives every appearance of my CPU being pegged (purple fills the whole graph) and my GPU practical at idle (just a small slice of purple towards the bottom of the chart).

This is about the opposite of what I expected to see - am I mis-interpreting what I'm looking at to draw the conclusion I'm being bottlenecked by CPU?!?

For reference, I'm running an i7-4770k (no overclocking) and a GTX 970. Not a bleeding edge machine by any stretch, but I don't think it's a potato either.
hi nick are you getting any stuttering or low fps if not then not much to worry about ..i am on i7 7700k o/c to 4.7 and gtx1080 ti .and re3 is the worst for VR and high cpu useage ...Suggest you use the oculus tray tool app .. if you have cv1.to check your gpu cpu useage as that may give you a better idea in regards to your cpu.. for assetto corsa use the render app on the right side of your screen when in the car if ok there ..it will just be re3 vr that is the problem
 
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Can anyone tell me what I'm looking at when I run this?

https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing

Out of pure curiosity, I opened this up while I ran Raceroom in VR mode. My idle curiosity turned to confusion/concern though when I noticed, when actually in-game (i.e. driving on track), this chart gives every appearance of my CPU being pegged (purple fills the whole graph) and my GPU practical at idle (just a small slice of purple towards the bottom of the chart).

This is about the opposite of what I expected to see - am I mis-interpreting what I'm looking at to draw the conclusion I'm being bottlenecked by CPU?!?

For reference, I'm running an i7-4770k (no overclocking) and a GTX 970. Not a bleeding edge machine by any stretch, but I don't think it's a potato either.
That's right for r3e, it's just massively CPU bottlenecked and barely uses any GPU, nothing to worry about.
 
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That's right for r3e, it's just massively CPU bottlenecked and barely uses any GPU, nothing to worry about.

Wow, I had no idea! Thank you.

Is this an isiMotor/gMotor thing, I assume? I know I've experienced this before with "Over Flanders Fields" - that sim being built upon MS CFS3, which is really quite old and does not efficiently leverage modern multi-core CPUs and modern powerful GPUs.

As far as isiMotor/gMotor go, I would definitely have expected those are old enough to not be able to make heads or tails of a multi core processor, but I naively assumed they were modern enough to leverage GPU power.
 
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