I did try everything on LOW and it improved, but very slightly. I can run this game @ 100fps 6400x1440P on medium, which is 9 million pixels VS 2 million of PSVR, so what you said is a bit surprising. Thanks
This is the first VR implementation, and you also have to take into account that it is a DX9 game. But as I said, they are working on making it better optimized for VR.
Have you tried to delete the graphics_options.xml in the Folder: [...]\Documents\My Games\SimBin\RaceRoom Racing Experience\UserData ? Which start-option did you use?
Running great for the most part. Thanks Sector 3. But I do have a wish list of items that could use some tweaking. 1. It is really hard to see the times on the relative/position bar at the top. Is there a way to make that bigger or change the color? That soft grey is impossible to see in VR. 2. Sometimes the mirrors don't load correctly and it has some weird fuzzy purplely thing going on, for a lack of a better term. 3. Blurriness when loading from simvibe. But that seems to be handled properly my adding the -vr x.x to the launch properties in simvibe. 4. A framerate counter in VR would be fantasmic! Overall I am quite blown away by how good this game is in VR. Great work.
I would love the option to use higher textures in the interior of the car your driving indepent from the opponent textures settings. The steering wheel look awefull with low res textures. S Sachsenring in VR is awesome
You can disable your hands in the settings for full rotation. Not the perfect solution, but still better than limited rotation.
Fired up R3E on VR for the first time yesterday. Really impressed! Well done Sector 3! I've got some issues with the menu system, especially when trying to make selections. Say when trying to select Go Race, the icon is activated a few inches to the left/right. This happens with all other menu icons as well. Is there a way around this? Thanks in advance
Tried it this morning, but i feels wrong. It's like driving a ghost car without the driver in. I'll stick with the 180 degree rotation and hope this will be fixed.
the arm / hands animation on the newer formula cars is 360 degrees, which is a lot better. It's not perfect but it's pretty rare that I have to use more lock than this, and when I do I'm generally too busy flailing around with my eyes closed to notice. Fully S3 can roll out the 360 degree animation to more of the older cars and the GTs
Sounds obvious but have you made sure you have other instances of supersampling or render target multiplier set at 1.0 so that the launcher is the only thing controlling this? I say it because I left my rendertarget multiplier on 1.7 in my vive's ini file and ran the launcher at 2.5 which really had a bad impact on the fps when I first ran Raceroom.
Tried it in VR for the first time yesterday. Just want to thank you for implementing this feature into the game, even if it's not perfect yet. Racing games and VR just go together
hi i have 2 questions question 1: i Have a big Performance Problem with the vr support, My System: i7700k cpu gtx 1070 super Jetstream palit and the oculus rift cv1 my fps in the game is soo bad, at the lowest settings i haven´t 90. only 45 fps is possible. and question 2: i will ask has any one a tip how can i record a video form the r3e vr gameplay?
The performance is not pretty so far. Disabeling the mirrors helps a bit, but it's not very well optimised yet. Guess they're working on it, vr support for R3E is still in a very early state. About the recording: Use the headset mirror option of SteamVR. You can than use OBS to capture the image from that. The quality is not very good, but i think that is the only option to record vr footage in R3E so far.