Activate asynchronous reprojection help a lot on Raceroom with my HTC vive, but since last update this option is unavaillable since R3E isn't compatible with steam VR beta anymore... It's a shame
Hello, first , good job for VR!!! Sometime I had black screen when i go to track :i have sound , telemetry ffb , map ,position leaderboard, but i have the grille HTC vive. I must restart the game. my specs: I5 2500K (@4.2Ghz) ,980 Ti, 8 Go ram Win 10 and HTC Vive
[QUOTE = "JF Chardon, post: 106644, member: 12"] Atenção a todos os usuários de VR! SteamVR Beta atualmente significa problemas no RaceRoom, causando a renderização de um olho a falta das transformações necessárias. Se você tiver optado pela versão beta do SteamVR, desative por agora. A equipe de VR da Valve foi informada do problema no início desta semana. [/ QUOTE] Não consigo rodar o VR no raceroom trava muito, meu VR é o oculus rift DK2
hey SteamVR Beta Updated (1489563880) 15 mars - Alex V The SteamVR beta has been updated with the following changes: Compositor Improved supersample quality by reworking core algorithm for filtering large images Fix aliasing in textures used in SteamVR workshop environments, controllers, and base stations caused by mip maps being disabled Fix rendering issue seen in RaceRoom Experience caused by apps that pass in a DX10 texture from a DX11 device Cheers
Hey again i would like to create a raceroom profile in the nvidia control panel to squeeze some more performance out of my 980ti but as soon as i do (even without touching anyting) i can't use -vr 2.0 anymore i can use no more than 1.8 or the game crash on start.Do you guys have any idea on how to fix that? Cheers
A good question I'd also like to know the answer too. I've not tried but from other games nVidia Control Panel settings don't do anything in VR (at least with a Rift), I've seen this mentioned a few times but don't know for certain if it's true or not.
Thank you so much for this! For me it was unplayable before i read this, especially after AC car cockpits in r3e felt like dancing halls. Now scale is perfect and after last physics update r3e is quickly becoming my favourite racing sim again
Just a note on the performance improvements from the latest patch, I was running 1.6 (Rift) with most settings Low/Medium in the last patch. Now I'm able to run 2.0 (!!!), with FXAA On, High Track & Car Details with the same cars & tracks from before. That's quite a decent jump up in optimisation so great job Sector3 (specs in sig)
Having issues with my CV1, it will work fine in all my other VR games/Apps, but keeps losing tracking every few minutes with SteamVR. SteamVR Beta gives a horrible overlapping image. Very frustrating . EDIT: This just started today.
I am unable to get my mouse curser to reach the settings tab in the top right corner in VR. When I look at my desktop the black screen does not cover the whole area, it is offset toward the top of the screen with about an inch or so at the bottom where I can see my desktop. Any ideas?
I had the same issue, try deactivating steam overlay, if i remember correctly that fixed it for me. regards Quicksilver
Anyone want to share their settings for CV1 and a 1080 or 1070? I've been trying to get this thing to hold 45FPS without relying heavily on AWS and the only way i get close is to pull almost everything down to low/medium, 2.0 pixels and no mirrors. The mirrors seem to really cause issues.
Is there any way of rolling back SteamVR versions, I can't use this sim while the image goes grey for a second every minute or so. I'm pretty confident I had to update steam before this started happening. (I've tried disabling the Steam Overlay, along with updating drivers etc.)
They released a few betas with different down-sampling algorithms, and the overwhelming response was that it was a major step backwards, and this week they accepted defeat and put the old algorithm back in. So I guess that, instead of reverting that single change and rebuilding the beta with the old downsampling they just resurrected a 4 week old build and called it the latest beta. Hooray for Valve
...I'm a little bit confused... do I get it right, that without the SteamVR Beta it works without issues?