EA SPORTS™ WRC

EA SPORTS™ WRC

Voir les stats:
Wilck 5 sept. 2024 à 7h23
7
8
10
3
3
2
13
VR Users - START GUIDE
UPDATE in 07/04/2025 *New graphics settings (The game is more heavy in the last update) *new recommended FOV... heavy... =\ *Use DLSS 310.1 file *new refinaments for the DLAA; UPDATE in 31/03/2025 *Complete overhaul of the GUIDE; *DLAA is the default option now; UPDATE in 26/03/2025 *Adjustments for the 2.3.1 version of the game: *Changes in: eye adaptation, color mid, sharpening and AA Quality; *Recommend using DLSS 310.1 and PROFILE J (10); DLSS 310.2 and Profile K doesn't resolve very well the Anti Aliasing and ghosting. UPDATE in 19/02/2025 *Removed various command lines UPDATE in 30/01/2025 *Adjustments for the 2.2.1 version of the game *A few upgrades in quality graphics and FOV for GODLIKE setting. UPDATE in 26/01/2025 *Notes about DLSS 4 (310.2) *Night mode (sound) for Q3 *AF 16x is now possible with new DLSS. UPDATE in 05/12/2024 *Add some lines to force better material upscaling UPDATE in 13/11/2024 *Include external link to definitive fix for the microstutters. UPDATE in 03/11/2024 *Presets for others GPUs ready to play on Quest 3. UPDATE in 22/10/2024 *Lock the DLSS profile in engine.ini (Help with image stability) *Lock the bloom quality to resolve the snowflackes

----
REQUIREMENT

- High tier CPU (i5 - serie 13 or above), AMD (serie 7000 or above), x3D chips recommended
- High tier NVIDIA GPU - 4070Ti or above
- Disable OpenXR Toolkit
- OpenXR headset preferable
- At least 12 GB of VRAM
- GPU with DLSS capable

- A LOT OF PATIENCE...

----
IMPORTANT

*Use DLSS 310.1 and Force DLAA (Great Clarity):
Works even better than DLSS Auto MODE ON. But have a BIG glitch in some sky and trees. It's more heavy than DLSS Auto, BUT the results even in lowest resolutions (2500x2500) are very, very decent.

* HistoryScreenPercentange create several bugs in AMD cards. Drop off if you use AMD cards. The image will lose a LOT of resolution...

*Any adjust include in [SystemSettings] create the right eye black frame. So if you have this glitch remove all the codes and this headline there.

*Don't use the Post Processing in Ultra, create the wrong camera position in left\right eye.[

*OpenXR Toolkit DON'T WORK in this game. There is nothing to do about it.

*Disable SMT (AMD or INTEL) DO IT! This engine hate SMT!

*For MICROSTUTTERS - Disable "Control Flow Guard for the WRC.exe. Instructions on the link below.


*Use DLSS 4 (310.1) - NOT the 310.2 - DLSS file has to be installed manually on the game folder. It's a game change, brings better LATENCY (a lot), sharpening, fluidity and have only a few artifacts now. RECOMMEND! [/b] This engine.ini already choose the profile.

Game folder C:\xxxxxx\Steam\steamapps\common\EA SPORTS WRC\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64 Download the version 310.2 at: https://www.techpowerup.com/download/nvidia-dlss-dll/

-------------------------------------------------------------------------------------------
After +280 hours of testing, gaming and searching for tweaks, trying to achieve the best quality on VR and FLAT gameplay on this game, here is my tips and know-how acquired.

Here the hardware and software used.
Quest 3 – V74
PCVR - 9800x3D + 2x16 GB (6000 Mhz) + SSD Nvme 4.0 + RTX 4090
Virtual Desktop 1.34
EA WRC - Version 2.3.1 beta VR
Windows 11 24H2

------------
NVIDIA DRIVER ADJUSTS
Let’s talk about the nvidia drivers. Some adjusts is necessary here:

Used version: 561.09

Go on Manage 3D Settings - Program Setting
Add a profile for the EA WRC, if not exist, and change:

- Texture Filtering Negative LOD bias – “Clamp” (Helps with the textures)
- Texture Filtering Quality – "High"
(High Quality is [b/RECOMMEND[/b] cost about 8% more, BUT resolve very well the textures in game)
- Vsync – “Fast” (Games running on window mode, I like to fix this config)
- Low Latency Mode – “On”
-----------
VIRTUAL DESKTOP ADJUSTS
Run the game on VDXR mode.

On the VD Quest App – Tab Streaming
  • VR Graphis Quality – “ULTRA” (2688x2784 per eye) - For steamVR users try to match this resolution)
  • VR Frame Rate – “80 fps"
  • Decode - H264+
  • VR Bitrate – “450 Mbps”
  • No sharpening
  • Gamma - "0.99"

Advanced Options (THIS ITEMS ARE IMPORTANT)
  • Snapdragon Game Super Resolution – “ON” – In another games I choose OFF, but in this game it’s necessary. (Every extra performance is useful)
  • Track controllers – “OFF” – This option disables Quest 3 Controllers and Hand Tracking inputs. – Why off? The inputs on Quest, sometimes bugs\overlap the controllers in game, and request the restart of everything.
  • Increase color vibrance – “ON” – Helps with the color pallet in game. (GAME CHANGER)

----
ENGINE.INI - ADJUSTS

This is an extensive topic, because a lot of tweaks are necessary on this file to run this game decently. Put the codes on the file locate in:
C:\Users\XXXXXXXXXX\AppData\Local\WRC\Saved\Config\WindowsNoEditor

FOR DLSS AUTO MODE ON (310.1) PROFILE J (10)
[/script/engine.renderersettings] r.EyeAdaptation.LensAttenuation=0.70 r.Tonemapper.Sharpen=1.68 r.Color.Mid=0.49 r.Color.Max=0.94 r.Tonemapper.GrainQuantization=0 r.TemporalAA.HistoryScreenpercentage=115 r.DefaultFeature.AntiAliasing=2 r.TemporalAAPauseCorrect=1 r.TemporalAA.Upsampling=0 r.TemporalAACatmullRom=1 r.TemporalAA.Algorithm=0 r.PostProcessAAQuality=3 r.AntialiasingMethod=2 r.TemporalAA.Quality=2 r.TemporalAACurrentFrameWeight=0.15 r.TemporalAAFilterSize=0.10 r.TemporalAASamples=2 r.NGX.Enable=1 r.NGX.DLSS.Enable=1 r.NGX.DLSS.DilateMotionVectors=1 r.NGX.DLSS.EnableAutoExposure=1 r.NGX.DLSS.Preset=10 r.NGX.DLSS.Reflections.TemporalAA=0 r.NGX.DLSS.WaterReflections.TemporalAA=0 r.NGX.LogLevel=0 r.NGX.EnableOtherLoggingSinks=0 r.Velocity.ForceOutput=1 r.BasePassOutputsVelocity=1 r.Velocity.EnableVertexDeformation=1 r.VertexDeformationOutputsVelocity=1 niagara.CreateShadersOnLoad=1 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.FullyLoadUsedTextures=1 r.SceneColorFringeQuality=0 r.SceneColorFormat=3 r.Upscale.Quality=5 r.Upscale.Softness=0 r.BloomQuality=2 r.FastBlurThreshold=0 r.FilmGrain=0 r.TranslucencyVolumeBlur=0 r.SSR.Quality=1 r.SSR.MaxRoughness=0.01

----
FOR DLAA (DLSS 310.1 version)
[/script/engine.renderersettings] r.EyeAdaptation.LensAttenuation=0.70 r.Tonemapper.Sharpen=1.65 r.Color.Mid=0.49 r.Color.Max=0.94 r.Tonemapper.GrainQuantization=0 r.TemporalAA.HistoryScreenpercentage=125 r.DefaultFeature.AntiAliasing=2 r.TemporalAAPauseCorrect=1 r.TemporalAA.Upsampling=0 r.TemporalAACatmullRom=1 r.TemporalAA.Algorithm=0 r.PostProcessAAQuality=6 r.AntialiasingMethod=2 r.TemporalAA.Quality=2 r.TemporalAACurrentFrameWeight=0.15 r.TemporalAAFilterSize=0.10 r.TemporalAASamples=2 r.NGX.Enable=1 r.NGX.DLAA.Enable=true r.NGX.LogLevel=0 r.NGX.EnableOtherLoggingSinks=0 r.TemporalAA.Upscaler=1 niagara.CreateShadersOnLoad=1 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.FullyLoadUsedTextures=1 r.SceneColorFringeQuality=0 r.SceneColorFormat=3 r.Upscale.Quality=5 r.Upscale.Softness=0 r.BloomQuality=2 r.FastBlurThreshold=0 r.FilmGrain=0 r.TranslucencyVolumeBlur=0 r.SSR.Quality=1 r.SSR.MaxRoughness=0.01

----
IN GAME ADJUSTS:

And finally, the in game adjusts. I made changes in 2 fronts here. VR Settings and Graphics config.


VR Settings
3D Location Reveal – “OFF” breaks a lot the loading in the gameplay
Fixed Horizon – “OFF” – Definitely.

Custom Hidden Area Mask (HIGHLY NECESSARY – FOR ALL GPUs)

  • Area Mask X Offset “minus 12” and Y Offset “positive 6” – Because we are cutting the render area is necessary to Adjust the position of the “visible area” on the lens
  • Area Mask Width – “78” – Cut the Image render on horizontal
  • Area Mask Height – “58” – Cut the Image render on vertical
These items reduce a lot the FOV; the values are aggressive, but is necessary for performance. And reducing the vertical FOV don’t take too much immersion in rally games.


Sound Settings
For who uses the default speakers in Quest 3, go in sound profile in game and enable
the night mode for better audio immersion, works very well. You can listen the tires, the surface and weaks sounds way better. Give a try.


Brightness Setting
0.50 for Quest 3, (HEAVY RECOMMENDED for the eye-adaption value in engine.ini and Gamma value in VD Quest App)


Basic Setting
  • Resolution – 1280 x 720
  • Display Mode – Windowed
  • AA Quality – Low
  • Anisotropic Filtering – 4x (night and rain) and 8x (for dry)

  • Foveated Rendering Strength – “2” – 3 for MORE performance available, BUT remove too much details from the textures.

  • (IMPORTANT) Upscaler – Double check the DLSS ON and Enable the AUTO Quality right below. (If use DLAA the engine.ini will overlap this option)


Advanced Settings

GENERAL SPECIFICATIONS
Shadows – “High" (works better in the most scenes, create less drawcalls. Ultra is too expensive in ALL scenarios)

Fog – “On”

Particles (CPU DEMAND) – “Ultra” - Because the heavy rain is very annoying on High.

Weather – “High” - Ultra give some extra effects on Rain \ Snow weather.

Crowd (CPU DEMAND) – “Ultra” -

Ground Cover – “Medium” (High \ Ultra is very demmanding on GPU)

Trees – “High" - Ultra is heavy and will bring stutterings

Dynamic Objects – “High” - (Ultra works better if you have a lot of headroom, because create less drawcalls, but drops the fps a lot in some heavy moments.

Post Processing - "Ultra-low" for anthying below 4080 or High for 4080 / 4090. (Obs: Low or medium performes worse in every scene on NVIDIA GPU)

Car Reflections – “Ultra-low" - DON'T CHANGE THAT!

Mirrors – “Off”

Track – “Medium" – adjust the complexity of the objects on scene (cars, build, barracs, rocks, road, etc..)

Textures – “Ultra" for 16 GB of VRAM \ "High" for 12 GB of VRAM.

Shaders – “Medium"

GPU
3080Ti \ 3090 \ 4070Ti \ 4080
4090
(DLSS AUTO - GODLIKE or DLAA - ULTRA)
FPS
72
80
FOV
78(H) - 58(V)
78(H) - 58(V)

Shadow
Medium
Medium
Fog
On
On
Particles (CPU)
High
Ultra
Weather
Medium/High
High/Ultra
Crowd
Medium/High
Ultra
GroundCover
Low/Medium
Medium/High
Trees
Medium
High
Dynamic Objects
Medium/High
High
Car Reflection
Ultralow
Ultralow
PostProcessing
Ultralow
High
Mirrors (CPU)
Off
Off
Track
Low\Medium
Medium
Textures
High
Ultra
Shader
Medium
Medium/High
Dernière modification de Wilck; 9 avr. à 19h25
< >
Affichage des commentaires 16 à 30 sur 349
gozu 26 sept. 2024 à 19h27 
Arborea a écrit :
Engine tweaks still works with anti-cheat?
yes
yeah latest update completely destroyed the game in vr for me, i cant even load the menu and it's just stuck in steamvr saying Waiting...
Insane.
EAX 29 sept. 2024 à 7h27 
Ive tried
VR Pre render frames - "2"

However id say the inputlag is absolutely massive and using "1" is just something to deal with.

And give AMD FSR a shot instead of DLSS, so sharpening is still available and overall frametimes seem to be smoother, even on a Nvidia Card, than on DLSS, yet also carrying a better imagequality than DLSS, atleast in this title.
Wilck 30 sept. 2024 à 20h32 
EAX a écrit :
Ive tried
VR Pre render frames - "2"

However id say the inputlag is absolutely massive and using "1" is just something to deal with.

Ya, indeed, ths value create a lot of latency on gameplay.

FSR gives me a lot of artifacts. DLSS on AUTO mode with the TAA adjust on demand (that I update the values just for now) literaly bring the quality of image for DR2 level or more. I'm very very happy with the clarity in game here.
HUNTY a écrit :
yeah latest update completely destroyed the game in vr for me, i cant even load the menu and it's just stuck in steamvr saying Waiting...
Insane.

Hi did you find any solution? same problem here...
HUNTY a écrit :
yeah latest update completely destroyed the game in vr for me, i cant even load the menu and it's just stuck in steamvr saying Waiting...
Insane.

Have you tried uninstalling and deleting the folder C:\Users\YOURNAME\AppData\Local\WRC then reinstall? This fixed Steam VR crashing for me.
Dernière modification de Westindiman; 2 oct. 2024 à 6h16
Seriously just look at the list of tweaks being suggested here to get this pile of ♥♥♥♥ to run in VR. Just give up.
Wilck a écrit :
https://youtu.be/KABynMI3KyQ - Actual gameplay with a 4090.


UPDATE in 01/10/2024.
*Tweaks on TAA and Shadows engine files.


Hey everyone in the community. I'm reply this my topic from reddit. Should help someone with the game.

After +120 hours of testing, gaming and searching for tweaks, trying to achieve the best quality on VR gameplay on this game, here is my tips and know-how acquired.

On the beginning, here is a short resume of the hardware used.
Quest 3 – V69
PCVR - 7800x3D + 2x16 GB (6000 Mhz) + SSD Nvme 4.0 + RTX 4070Ti OC (12 GB)


On software side:
Virtual Desktop 1.32.13
EA WRC - Version 1.9 beta VR
Windows 11 24H2

Let’s go. Starts for the launcher: There is a lot of people with a bug on launcher of the game. Here, this bug doesn’t show yet. So, for this guide I presume that you could open the game on VR mode.

------------
NVIDIA DRIVER ADJUSTS
Let’s talk about the nvidia drivers. Some adjusts is necessary here:

Go on Manage 3D Settings - Program Setting
Add a profile for the EA WRC, if not exist, and change:

- Texture Filtering Negative LOD bias – “Fixed” (Helps with the textures)
- Texture Filtering Quality – “Quality” (High Quality cost about 5% more on performance)
- Vsync – “Fast” (Games running on window mode, I like to fix this config)
- Low Latency Mode – “Ultra”
-----------
VIRTUAL DESKTOP ADJUSTS
Here some tips on the Streaming app:
Run the game on VDXR mode, using H264+ and NO automatically adjust bitrate.

On the VD Quest App – Tab Streaming
  • VR Graphis Quality – “ULTRA” (2688x2784 per eye - For steamVR users try to match this resolution)
    This is the limit that I found for the 70Ti in this game, Godlike stuttering a lot, even in low quality settings in game
  • VR Frame Rate – “72 fps” (80 fps is possible but will be necessary drops on quality settings). And forget about 90 fps on this engine.
  • VR Bitrate – “450 Mbps”
  • No sharpening
  • Gamma – Default 1.00

Advanced Options (THIS ITEMS ARE IMPORTANT)
  • Snapdragon Game Super Resolution – “ON” – In another games I choose OFF, but in this game it’s necessary. (Every extra performance is useful)
  • Track controllers – “OFF” – This option disables Quest 3 Controllers and Hand Tracking inputs. – Why off? The inputs on Quest, sometimes bugs\overlap the controllers in game, and request the restart of everything.
  • Increase color vibrance – “ON” – Helps with the color pallet in game.

----
ENGINE.INI - ADJUSTS

This is an extensive topic, because a lot of tweaks are necessary on this file to run this game decently. I trying to explain some of the lines. Put the codes on the file locate in:
C:\Users\XXXXXXXXXX\AppData\Local\WRC\Saved\Config\WindowsNoEditor

Don’t forget to deleted the notes on parenthesis, by including the adjusts on engine.ini

[/script/engine.renderersettings] r.TemporalAA.HistoryScreenpercentage=100 r.DefaultFeature.AntiAliasing=2 r.TemporalAAPauseCorrect=1 r.TemporalAA.Upsampling=0 r.TemporalAACatmullRom=1 r.TemporalAA.Algorithm=0 r.PostProcessAAQuality=6 (4 or 6 more value uses more GPU power, but better AA) r.AntialiasingMethod=2 r.TemporalAA.Quality=2 foliage.DitheredLOD=1 r.TemporalAACurrentFrameWeight=0.5 (0,5 best clarity or 0,35 more AA but more blur too) r.TemporalAAFilterSize=0.15 (0.10 a 0.20) r.TemporalAASamples=2 (2-8 more give stabilty on image but blur too)

Source of this code, and more instructions:
https://www.reddit.com/r/Engineini/comments/18615by/best_ue45_antialiasing_values/

The lines above are about the AA on game. This game uses TAA, and it’s horrible for VR.
So what’s the idea? Uses a tweaked TAA with minimum strong, for not blurring the game so much. The values on parentheses can be adjusted. These values help a lot with the shimmering and AA in game, when using in combination with a DLSS auto.

r.NGX.Enable=1 r.NGX.DLSS.Enable=1 r.NGX.DLSS.DilateMotionVectors=1 r.NGX.DLSS.EnableAutoExposure=0 (helps with the washed textures) r.TemporalAA.Upscaler=1 r.Reflections.Denoiser=2 r.NGX.LogLevel=0 r.NGX.EnableOtherLoggingSinks=0 r.Velocity.ForceOutput=1 r.BasePassOutputsVelocity=1 r.BasePassForceOutputsVelocity=1 r.VelocityOutputPass=1 r.Velocity.EnableVertexDeformation=1 r.VertexDeformationOutputsVelocity=1

Source of the code and more instructions:

https://www.reddit.com/r/Engineini/comments/1c5ji54/ue45_improved_upscaling_fsr_dlss_taau_tsr/

These lines are about the DLSS mode and tweaks. I made some minor changes on that. And still about DLSS, it’s important to know that none of kind of upscaler on this engine works well for VR. So why I used the AUTO mode on DLSS? This option uses the available power on GPU to “clear” (maybe supersampling the image?). It’s works flawless, when I adjust the amount of the TAA in game. No washes textures, not too shimmering textures, no AA artifacts. Is the best adjust that I found.

Of course, that still need more adjustments in engine.ini, so let’s go.

[SystemSettings] r.EyeAdaptation.LensAttenuation=0.60 (Adjust the amount of the “light” on view) r.EyeAdaptationQuality=2 (0 for less quality, BUT don't work or done implement yet) r.Color.Mid=0.48 (Helps with the “contrast” in game, default 0,5 – less is darker r.Color.Max=0.92 (helps with the brightness in game, default is 1.00 – less reduces the intensity of white (adjust on Sweden for best results) r.TonemapperGamma=2.25 (Gamma adjust – better keep between 2.2 and 2.3) r.Tonemapper.Sharpen=1.3 (Additional Shaper filter, needs fine adjust on your preference) r.TonemapperToe=0.50 (Advanced, consult the source, adjust the brightess in game to 0.40) r.TonemapperSlope=0.82 (Advanced, consult the source, adjust the brightess in game to 0.40) r.TonemapperShouder=0.18 (Advanced, consult the source, adjust the brightess in game to 0.40)

This adjust change a lot the color pallet and the image clarity. Partially source of the code and more instructions for tonemapper.

https://dev.epicgames.com/documentation/en-us/unreal-engine/color-grading-and-filmic-tonemapper?application_version=4.27#colorcorrectionproperties

r.Tonemapper.GrainQuantization=0 r.MotionBlurQuality=0 r.BlurGBuffer=0 r.DepthOfFieldQuality=0 r.LensFlareQuality=0 r.SceneColorFringeQuality=0 r.BloomQuality=0 r.Upscale.Quality=0 r.FilmGrain=0 r.RefractionQuality=2 r.ReflectionEnvironment=1 r.HalfResReflections=1 r.SSR.Quality=0 r.LightShaftQuality=0 r.LightFunctionQuality=0 r.TranslucencyLightingVolumeDim=24 (24 to 64)

This tweaks above are about Post Processing effect. Disable should help a lot with the clarity in VR.

r.ShadowQuality=3 r.Shadow.DistanceScale=0.55 (default is around 0,4 - 0,5 on medium, heavily impact on performance) r.ViewDistanceScale=0.8 (NOT affects the LOD, affect only grass and foliage, not trees and others static objects, too large stuttering a lot) foliage.DensityScale=0.4 (amount of objects - max 1.0) grass.DensityScale=0.3 (amount of objects - max 1.0)

This helps with the shadows and LODs in game. Adjust the shadow size brings the possibility to give more objects and view distance in gameplay.

r.TextureStreaming=1
If you have a GPU with 16 GB of VRAM, you should be setting to 0 (off) (Give a try). This config disable, allows the game to allocate all the necessary textures e assets on VRAM. Helps with stuttering on gameplay.
----

IN GAME ADJUSTS:

And finally, the in game adjusts. I made changes in 2 fronts here. VR Settings and Graphics config.


VR Settings
3D Location Reveal – “OFF” breaks a lot the loading in the gameplay
Fixed Horizon – “OFF” – Definitely.

Custom Hidden Area Mask (Important – helps a lot with the performance)

  • Area Mask X Offset “minus 20” and Y Offset “positive 10” – Because we are cutting the render area is necessary to Adjust the position of the “visible area” on the lens
  • Area Mask Width – “88” – Cut the Image render on horizontal
  • Area Mask Height – “62” – Cut the Image render on vertical
These four items reduce a lot the FOV, the values are aggressive, but is necessary for performance, And I think that don’t brake too much the immersion.


Basic Setting
  • Resolution – 1280 x 720
  • Display Mode – Windowed
  • AA Quality – Low
  • Anisotropic Filtering –
    2x or 4x is the maximum for night tracks – helps with the shimmering on textures) 8x - 16x add to much brighter detail on rendering and that creates an excessive artifact on video compression during the encode \ decode on Quest 3.
  • Foveated Rendering Strength – “3” – More performance available
  • (IMPORTANT) Upscaler – Double check the DLSS ON and Enable the AUTO Quality right below.


Brightness Setting
Adjust for 0.40 in game, necessary for color adjust made.


Advanced Settings
Shadows – “Medium” is the sweetspot available for the 70Ti. High create stuttering and Low is only recommended for night tracks.

Fog – “On” – I think that FOG is too strong in game BUT helps with the clarity on far, far distance.

Particles – “High”

Weather – “High” - Ultra give some extra effects on Rain \ Snow weather.

Crowd – “Ultra” (7800x3D) or Low (R5 7600)
Ultra low: Necessary staff Low: Basic amount of people + low shadows Medium: More people + better shadows? High: A lot of stuff around the track (cost a lot mainly on CPU, but is quite immersive)

Ground Cover – “High” for a very stable gameplay, and you can change the LOD distance for grass a foliage via engine.ini, for less pop-in.

Trees – “Medium" for perfomance or "Ultra" if the LOD of the trees is annoying you.

Dynamic Objects – “Low” This setting is Very CPU and GPU expensive.

Car Reflections – “Ultra low” – Anything above ultra low is bug in VR.

Post Processing Quality – “Ultra low” - Anything above is highly expensive on 4070Ti, Low or High cost 20 a 30% of the GPU.

Mirrors – “Off”

Skidmarks – “On”

Track – “Low/Medium" – High or above it’s too expensive, and don't bring extra clarity.

Textures – “High” – Because VRAM limited here, more than that crash the game, or the VD in some stages. It gets worse if the “r.TextureStreaming is = 0, where the stages on Monte Carlos not even load.

Shaders – “High” – Ultra bring some extra details and clarity on and fix a lot of issues on textures

Reddit base discussion.
https://www.reddit.com/r/EASPORTSWRC/comments/1f0gxj1/ea_wrc_start_vr_guide/

Can you make a video showing your FPS? because it looks like you are playing at 45fps
Theses settings are great for clarity, but does anyone else get right eye black flicker on the Quest 3?
[/quote]

Can you make a video showing your FPS? because it looks like you are playing at 45fps [/quote]

Hahaha, it's running at 80fps for sure. This game at 45 fps or 36 (reprojection mode is unplayable, too much input lag).

That feeling is because the gameplay was recorded directly on Quest 3. Things are a little too smoothed out in this recording method.
pixelcowboy79 a écrit :
Theses settings are great for clarity, but does anyone else get right eye black flicker on the Quest 3?

This problem happens when the GPU don't have enough headroom too create the second frame in time (right eye), then the render "skip" this frame and create this flicker. Happens frequently when I have +85% GPU usage.
Wilck a écrit :
pixelcowboy79 a écrit :
Theses settings are great for clarity, but does anyone else get right eye black flicker on the Quest 3?

This problem happens when the GPU don't have enough headroom too create the second frame in time (right eye), then the render "skip" this frame and create this flicker. Happens frequently when I have +85% GPU usage.
It's weird because I have a 4090, and it's easily hitting 90hz with headroom.
Yes, same black flickering here. 4090 with more than enough headroom through VD on a Quest 3. When I restart the game, it's gone. But returns after a couple of stages.
mogwhy a écrit :
Yes, same black flickering here. 4090 with more than enough headroom through VD on a Quest 3. When I restart the game, it's gone. But returns after a couple of stages.
Yes it sometimes just goes away by restarting too or by itself after playing a few minutes. Steam VR also has artifacts in one eye but at least it manifests itself in something different than fully black frames.
It doesn't normally happen. It might be one of those settings in the ini file.
< >
Affichage des commentaires 16 à 30 sur 349
Par page : 1530 50