F1® 22

F1® 22

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Josephus Jul 19, 2022 @ 2:47pm
VR Tweaks, Oculus Quest 2
So I am a bit of a freak when it comes to running games, now particularly VR. I love performance tweaking almost as much as playing. It is a whole meta game for me.

Well I got rid of the microstutter, but I still had other ideas.

This stutter is not caused by any Video card shenannigans or power issues and it goes across headsets. I only have had Oculus so that is what I work with.

Audio settings interfere quite a bit apparently. In the Oculus desktop app, in Devices, select your headset and set both Mic and audio to Windows Default. It will scare you with a message that your headset has no audio. Lies. Now if you need the microphone or the game requires it you may not be able to do this but F1 22 and most sims will work just fine as they run off of the PC Audio anyway.

If you use Steam VR, go into the audio settings in SteanVR itself in the headset and set the audio source to your PC audio source name (Realtek, etc) NOT default or what have you. Basically the goal is to stop the PC from sending audio to the headset. This has worked for many.

Ok here's where we get a little nuts.

It has been discovered that toggling the Oculus App console window to "visible" does amazing things for Oculus Link Performance. Like OMG Zuck should have the person that messed up the code with something so dumb punished good. Night and DAY. I WAS a stalwart SteamVR and Virtual Desktop user. Not any more. The Oculus Link sucks by default in comparison to SteamVR. Now I know why.

Oculus includes debug and developer utilities. Open the OculusDebugTool.exe in
C:\Program Files\Oculus\Support\oculus-diagnostics/.

Lots of fun stuff there but lets focus. In the top File menu there is a "Service" selection. Click "Toggle Console Window Visibility." A pop up asking to restart the Service will appear. Click Yes. Now a Console window with a lot of techie jazz will appear, as the Oculus desktop app restarts

If you try to close the console window, it will instantly reappear. The only way to "get rid of it" is to again toggle the visibility in the debug app. You can minimize and fugeddaboutdit until next time.

Next, after Oculus is running smoothly, enable link. After it launches remove the headset and launch F1 22 looking at the desktop, so you can click Launch in SteamVR Mode and click OK there.

What will happen is Oculus link will launch SteamVR and if all goes well it should look MUCH crisper and more "solid" than SteamVR alone and no stutter.

AMS2 and iRacing both max out performance wise with this as well. Some apps like AMS2 can be run directly from the Link Interface in the headset as the have a native Oculus support mode.

Hope this helps a fellow traveler...
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Showing 1-15 of 20 comments
Josephus Jul 19, 2022 @ 4:45pm 
When running Link like this you can disable WiFi on the Headset as well. This saves a huge amount of battery.
Alice Cooper Jul 20, 2022 @ 8:22am 
Until they put an option to lock the camera view to the horizon this game is a total waste of time in VR.
Josephus Jul 20, 2022 @ 8:55am 
Originally posted by Alice Cooper:
Until they put an option to lock the camera view to the horizon this game is a total waste of time in VR.

For some perhaps. I must be more odd than I thought as the "Livelyness" of the VR here Works for me at high speed.

May I suggest Automobilista 2 for you. AMS2. SOLID VR on the new Link. ROCK SOLID locked to horizon. It's good. Precise. Real ERS. No nerfed MFD. The new car is there... To me It kind of feels, heavy. Not quite dead, but you need to keep in mind that sitting in an F1 car a driver is subject to lots of vibration and noise, just waiting to launch. For me this is livelier, more energy. It is like VR drank a RedBull lol. At top speed in AMS2 things get bumpier and more chaotic. Where in F1 22 it is the opposite, tghe faster you go the smoother the ride for the most part which is likely a real phenomena if badly simmed. These cars were made to sing in a certain window, a very fast one.

Right now this is more of a game. There is a sim in here. Hopefully patches will uncover it like Dirt Rally 2.0.

I do these posts to help anyone who like me, might be searching for "that one odd trick" that enables the need for speed...
Last edited by Josephus; Jul 20, 2022 @ 8:58am
Jaljr Jul 23, 2022 @ 1:19am 
Danke
Josephus Jul 23, 2022 @ 2:07pm 
Originally posted by Jaljr:
Danke

Froh, dass ich Helfen kann.
Cloud Jul 24, 2022 @ 10:05am 
Originally posted by Alice Cooper:
Until they put an option to lock the camera view to the horizon this game is a total waste of time in VR.
Yep it is wasted time. This game is an accident in VR. And EA has no plan to fix it. If you ask EA they write back it give's no problems with VR. All is fine for them.
Dave Delux Jul 24, 2022 @ 10:22am 
Josephus do you have optimal settings for the Debug Tool?
Josephus Jul 24, 2022 @ 3:05pm 
Originally posted by Dave Delux:
Josephus do you have optimal settings for the Debug Tool?

Well, these are mine. Optimal is a bold statement lol.

Pixels per Display 0
Force MipMap On
Offset Mipmap 0
FOV Tangent 0; 0
Use FOV Stencil Auto
Bypass Prox sensor Off
Adaptive GPU Default
(PC) ASPW Disabled
Frame Drop Ind Disabled
Debug HMD Type Disabled
Pose Injection Disabled

LINK
Distortion Curve Low
Encode Res Width 3664
Encode Dyn Bitrate Disabled
Dynamic Bitrate Max 0
Encode Bitrate 500
Dyn Bitrate Offset 0
Link Sharpening Auto
Mobile ASW None
TonaZ Jul 24, 2022 @ 3:38pm 
only cable, or this is related to air link aw well?
Josephus Jul 24, 2022 @ 3:44pm 
Originally posted by TonaZ:
only cable, or this is related to air link aw well?

I use cable now, but the LINK setting refer to both actually. We are maxing out the data the Oculus SDK will send to the headset at 500Mbps, the fastest allowed. Although with my cable I get 3Gps in teh Oculus test so i think it is actually using more with the cable.
Flippy Jul 24, 2022 @ 5:16pm 
Thanx :)
TorroWasTaken Jul 25, 2022 @ 2:08pm 
Originally posted by Josephus:
Originally posted by Dave Delux:
Josephus do you have optimal settings for the Debug Tool?

Well, these are mine. Optimal is a bold statement lol.

Pixels per Display 0
Force MipMap On
Offset Mipmap 0
FOV Tangent 0; 0
Use FOV Stencil Auto
Bypass Prox sensor Off
Adaptive GPU Default
(PC) ASPW Disabled
Frame Drop Ind Disabled
Debug HMD Type Disabled
Pose Injection Disabled

LINK
Distortion Curve Low
Encode Res Width 3664
Encode Dyn Bitrate Disabled
Dynamic Bitrate Max 0
Encode Bitrate 500
Dyn Bitrate Offset 0
Link Sharpening Auto
Mobile ASW None


You can try a different fov tangent in order to simulate a helmet view and for low end pc you can gain a bit of fps and stability
Josephus Jul 25, 2022 @ 2:52pm 
Originally posted by TorroRoss0 TTV:
You can try a different fov tangent in order to simulate a helmet view and for low end pc you can gain a bit of fps and stability

Fantastic idea. VR is very flexible.
Tjonteh™ Jul 25, 2022 @ 3:26pm 
Does this process need to be reproduced every time I want to play?
Flippy Jul 25, 2022 @ 5:27pm 
Originally posted by TorroRoss0 TTV:


You can try a different fov tangent in order to simulate a helmet view and for low end pc you can gain a bit of fps and stability

And what values would be good?
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Date Posted: Jul 19, 2022 @ 2:47pm
Posts: 20