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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...
Froh, dass ich Helfen kann.
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
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.
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.
And what values would be good?