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Laporkan kesalahan penerjemahan
Sadly nearly all their mates race trips or widescreen
https://blog.lynxsec.se/acc-vr-the-definitive-vr-performance-guide-updated-for-1-8
Thanks for that. Another page to save in my ACC optimise bookmarks.... lolol.
He does concur alot with mine on a few things. I've never bothered with OpenVR-FSR and/or file edits, however I have edited the config not to do view screens on the panel :-).
When I set the power to 95% on my GPU, no more crashes and could have both sharpening options on. Not sure about his 300% sharpness with one of the other sharpeners on...... he game warns you not to move from 80% default, so for most systems this would be a gamebreaker. But I'm glad to see I'm on the same page with some stuff with someone that has probably spent waaaay more time on this than I have.
Thanks scuba guy, very constructive reply :-)
Yeah well, "their mates", don't pay their wages bro! Lolol.
When VR sets get better at optimising themselves and look much nicer in the next couple of years and things get better supported and optimised for them, then we will see alot less, triple screen setups etc etc, simply due to cost, room etc etc.
In a couple of years if someone wants to get into sim, VR will be much cheaper and easier.
Having said that brings me to the "conflatery" issue in that screen manufacturers DO NOT WANT a headset to replace all "Their sales", so I can only imagine there are dirty deeds done dirt cheap at decision making level. Flat screen WILL LOSE, eventually, so they need to get their head round it and be one of the leaders in the new VR wave coming.
It's ludicrous to believe that in the years to come large screens will continue to be made and shipped around the world when there's absolutely zero need for it.
Even in just the short to medium, wearable VR/AR devices will start to take over in productivity and gaming.
OpenVR FSR is the old method, you should try vr performance toolkit v0.3, it makes a huge difference. Check the new section in the guide and try it!
I have almost 700 hours in VR in this game as i dont play it on pancake screen, and it works flawlessly.
Hey, i haven't heard anything from anyone about a sound issue.
Try to check the volume in windows, make sure you got the correct audio sources enabled and everything else disabled.
When that is ok, try a single player practice and set the volumes in-game.
If you are still having issues, check your "engine.ini" file for more clues. (You can read in the guide where to find the file)
If you are still having issues with audio, remove these two lines from your engine.ini file:
[/script/windowstargetplatform.windowstargetsettings]
AudioDevice=
Your post is FANTASTIC and I wish I had found it sooner...
We are in 2024 and HP has apparently NOT resolved the problem unfortunately. And my experience with this HP Reverb G2 device was terrible until some window update that I don't remember. Until then, my HP performed well in ACC.
But now it's VERY complicated now.
I could separate your post below by configuration module because I'm a bit of an amateur in configuration considering I'm on Win 11:
1 - NVIDEA control panel configuration
2 - VR Configuration (currently the console configuration layout has been updated)
3 - ACC Configuration
Thank you very much
"!! This is where the fun begins)
=======================================
I started with VR- Low, make sure that is selected before running the game in VR....if you have EPIC settings or
high sharpness, Reverb or PC will possibly experience issues/crashes, so be prepared with VR settings before going into VR. the 2D panel resolution settings to 1024x768 or 1920x1080 (I don't remember), the idea was to free up all the resources possible as I knew I was at the limit of my system
VSYNC = OFF
Frame Limiters = OFF (VR limited to 90 Hz anyway)
Resolution Scaling = 55% (tweaking got me this far, remember we're running at 3kx3k), so 55% takes us slightly above the native 2160x2160 resolution of the headset specs
Viewing distance = Medium (it's best not to watch the game unfold in front of you too much)
Shadows = MId (I need them so the cars don't look floating)
Shadow distance = Mid (bottom gives bad appearance to trees)
AA = Epic (the idea is to reduce the resolution to fps and then add the things that look cool in this location)
Contact Shadows = Enabled (I thought they would be resource hungry but no and they are good for planting the AI tires on the track)
Type AA = Temporal
TAA Gen5 = Disabled
DLSS = Disabled
FSR = Disabled
****DLS and FSR can provide fps, but the way they work causes bad effects in this situation*****
Effect = Low
Post-processing = Low (we already have enough blur, don't you think, and we already have depth with a headset :-)
Foliage =
Low textures = Epic (remember we have 55% full resolution so we need something decent for AA to work enabled)
Mirror quality = low
Mirror distance = 50m
Mirror Frame Rate = Auto Mirror Res = Opponents
lows
= 15 (I do 15 car races and it's a shame to see them disappear and reappear)
VR Pixel Density (*** warning ***) = 100-105 (fps hit can be large as it covers all graphics. These 5 extras are tweaks to the nth degree, to make the cars look good close, etc.)
VR Scale = 100
Quality of materials =
Average Temporal Upsampling (* *** Warning***) = On (takes a few fps from you and can smooth things out, but by so much, it's a matter of preference... it kind of makes things smoother and this setting CARES A WARNING.... ...later. This makes up for the drop in resolution scaling we need for 90fps.
Bloom Quality = OFF (but may continue later as the fps hit isn't great apparently)
Volumetric fog =
Foliage Disabled LoD = Very Low
Car LoD = 40
HLOD = ON (a good one that increases fps by simplifying distant objects, fps gain is not important in VR, so the preference is really... but fps hits occur mainly in the first turns, so it is useful not to add scenery to the fps adjustment
. Sharpening Filter (*** warning ***) = Disabled (this takes a few fps and isn't too bad, but just a stretch to 90fps........... .. ALSO!!!!! ! Later is NOW..... See the spell below the settings.
Motion Blur = Off (only Mr. Magoo would want more blur)
Saturation = 105 (I'm still adjusting to get it right). spot to get better colors without bleeding Colors also help the scene look sharper :-), too much can have the opposite effect
= Neutral Sharpness
(**warning**) = 100% (default is 80%). , good to use when the advanced sharpening filter is not being used. I adjusting qualities.
Camera Dirt Effect = 1.0 (default is quite high and someone said it can kill fps)
Image Contrast = 0.50 (default)
Exposure Gain = 0.40 (default)
Tone Mapping = Aces
So THOSE ARE MY SETTINGS, but they give 90fps mostly, unless in a bunch, but not nasty fps hits, still good action. There's nothing like doing Spa corner at the back of the grid, getting a good launch away from the pack and then passing them on the straight, whilst the cars look planted and quite nice up close :-D
Now for some WARNINGS, due to the fact that I have experienced being on the brink of glorious failure a few times, (twice I thought, yes, this is cool, this fits, this is working and the going is good... so PING.....black glasses of death....RESET so I KNOW which settings are being a hassle when it comes to asking your CPU/GPU to do fancy stuff and voltages etc real time SS stuff, Eh!"