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翻訳の問題を報告
368.00 something even that far.
* http://members.iracing.com/jforum/posts/list/3613505.page
* https://www.reddit.com/r/iRacing/comments/969v4b/stuttering_of_vrtracking_under_windows_10_vive_pro/
In steam VR the basic settings set the pixel density to 130%
Also in iRacing, they have a configuration file that sets the pixel density to 130% as well
Now the problem is, these settings not overriding each other, but adding up! So you would end up with an incredibly high pixel density.
Fix:
Try to change steam VR to 100%, and change iracing configuration for vive to 125% or 120%.
Solved for me.
Edit: But nice, that it resolved a problem for you. I'm currently loading the Season 4 update and hope the best.
Also i might got used to it, but it's definitely worse than oculus... still. But playable.
So yesterday, in an act of desperation (I thought I already tried it), I put the Vive on the MoBo-USB and moved my Fanatec wheel base and button boxes on the PCIe-USB-card. BÄHM, tracking working. But now, I had problems with my wheel, for which iRacing seemed to not receive input from time to time. That indicated something between the PCIe-USB-card and iRacing didn't work. Put the wheel on MoBo-USB and everything worked fine.
To me, this is a bit weird, because I only had tracking-problems in iRacing. All other VR-titles, from other sims, like Assetto Corsa to pCARS to Onward, to Virtual Rickality, to Google Earth VR, just worked fine. Maybe it's the way iRacing is communcating with USB-devices.
I just ordered the recommended Inateck with FL1100 chipset, but 4 port. Let's see. Holymoly, after 6 weeks...
Tryed another USB Port..doesnt helped me.
HAve anybody a idea?
RenderDX11.ini is in documents Folder:\Iracing
[Oculus Rift]
MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped)
RiftEnabled=0 ; Enable Oculus Rift Support
PixelsPerDisplayPixel=100 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
TwoStageAA=1 ; Repeat AA after the UI draws (note: consumes more vid mem)
FullyWaitForSync=0 ; Improves timing/lag below refresh rate, but costs a little all of the time
AutoSelect=0 ; Use Rift, if detected, without prompting
AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
PrevVirtualMirrorWidth=1124 ; System use only -> do not edit...
PrevVirtualMirrorHeight=216 ; System use only -> do not edit...
[OpenVR]
OpenVREnabled=1 ; Enable OpenVR Support
TwoStageAA=1 ; Repeat AA after the UI draws (note: consumes more vid mem)
AlignmentFix=3 ; 0=off, 1=simple (SPS), 2=simple (always), 3=advanced (SPS)
MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped)
PredictionMode=2 ; 0=off, 1=dynamic, 2=fixed
FullyWaitForSync=1 ; Improves timing/lag below refresh rate, but costs a little all of the time
AutoSelect=1 ; Use OpenVR without prompting (note: Oculus has priority if enabled)
AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
iRacing VR Optimization Guide
https://members.iracing.com/jforum/posts/list/3657185.page
Go into your .ini file and change cockpitLookAngle, cockpitLookDownAngle, and cockpitLookUpAngle to 110 degrees.
Change cockpitLookDeadZone, and cockpitLookSmoothingTime to 0.
What I believe is happening is that when you look using VR the game tries to "smooth out" your head turn effectively slightly moving the world with your head or its triggering since our of bounds logic.