I get the 3d out of sync issue also, 1070 and CV1 but my main problem is I bound the reset camera button but it only worked the first time I run in VR now even if I rebind the key the view wont rest! anyone had this issue? Just to say its great that raceroom is working in VR thanks Sector3
I have finally got vr working, with the assistance of the raceroom support team! My issue was the msi gaming app running in the background, maybe that information will be useful for someone else at some point. I have to say, i am very impressed with this as a first time beta type experience, the sounds in this game really help with the immersion too. Enough typing..i am off to race!!!
Everything runs fairly well for me except the jittery image when the cars are moving. Whether I have it on lowest settings with -vr 1.5 or higher settings and -vr 2.8 I still get the same odd jittery movement on moving objects. The frame rate itself seems stable enough and I was able to do a 16 lap 16 car race around Bathurst without a glitch which was awesome fun. Specs: i7 5930k o.c to 4.6, 2x Titan X (non pascal) only using one for RR. 32GB Panram Ninja DDR4 2400MHz, RR installed on Samsung Evo 850 1TB SSD.
I have managed to get the game running on my HTC Vive, and am very impressed, but how can I mirror the display onto a secondary monitor so people can watch the driving?
I got the SteamVR update about 18 hours ago and no problems running RRRE. @samyxite ~ suggest you uninstall then reinstall SteamVR and/or clear you game cache etc. or just reboot and try running again. I just raced again only now and everything booted properly for me.
Hm, perhaps this is dependent on a brand or specific version of VR. (Or hopefully a fresh install solves it!)
hey man it seems like ur actively replying so did u guys figure out a way to optimize it a bit more or ur still work on it
We have some multithreading in testing, seems to improve a bit. Allowed a tester to go from 2.5 to 2.8 and reduced the occurence of sudden 2D frames. We're also looking into what @pixeljetstream mentioned as well as experimenting with some lower poly versions of track assets. Right now, sadly, lod setting for tracks only tell if certain objects should be rendered or not. There isn't (like for cars) a lower res version of the assets to draw at certain distances. So if you look at the paddock building of Spa from the other side of the track, you actually see the building as complex as it is up close. So yeah, there are paths of investigations for improvements ahead for sure.
Thank you JF for your reply. Ive noticied it differs from track to track. If you are able to turn off the Crowds for example that might help.
I found an interesting test where they compare HT on/off with some games. I found it over Intel-site: http://digiworthy.com/2016/12/13/intel-hyper-threading-worth-it-for-gamers/
Having tested the Oculus Dk2 and the Vive back to back, I can´t wait for the magic ASW to come to the vive. What I found was that the Dk2 vastly outperformed my vive by a factor of....thousand? I mean I could not stand using the vive in comparison. Having 45fps (or 37,5 since it is 75hz) with ASW always on (doubling the actual framerate) enabled in my DK2 is my goto setting at the moment, despite artifacts. And it did work after the update to