Post Graphics Update VR Settings

Discussion in 'General Discussion' started by chonk, Sep 5, 2024.

  1. chonk

    chonk Member

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    note #2
    Updated Settings (link below) using those and the -VR launch parameter + a supersampling ratio of 1.7 (also a steam launch parameter) I've been able to increase settings and image quality. Game is looking stunning and performing well. With theses settings I was able to run 60 Porsche 992 (16 visible) at Nords. Bit of stutter at the start but other wise all good bar the odd spike.

    note #1
    Setting in-game display resolution to lowest possible settings 1024 x 768 and HUD to 720 has resulted in a meaningful performance improvement. Worth testing out for yourself.

    Long story short AMD GPU (6800XT), not great performance after the graphics update (04/09/2024) did a lot of tweaking over the last few days to get things in a good spot. Happy with results now, good image quality and smooth frames in terms of the hardware I have.

    Others have expressed an interest in adding their settings info, which hopefully will help people in get their settings in a good spot.

    I've put everything into a spreadsheet and will try to keep it up over time. I've tried to be as thorough as possible in terms of available settings that could potentially make a difference in performance. If something is missing let me know, especially when it comes to hardware and software I don't personally use, steamVR, varjo whatever...

    Lastly all these settings are a bit meaningless if there isn't a way to benchmark performance. So if someone wants to suggest a car and track combo that everyone should have available please do. And I think the only real metric we could use to illustrate differences in performance would be headroom as a percentage of your refresh rate.

    p.s I'm not a big spreadsheet guy so if I'm doing something stupid or there's some clever trickery I could be using to improve things let me know.

    Link to collection of settings

    Link to template you can use to fill out your own settings
     
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    Last edited: Sep 8, 2024
  2. Thomas Jansen

    Thomas Jansen KW Studios Developer

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    These seem like very reasonable settings! It's a shame that some AMD gpus don't seem to be able to benefit from the new performance much. Have you tried updating/reinstalling drivers with DDU? Others seem to have had some good success with that.
     
  3. chonk

    chonk Member

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    Hi Thomas, we actually spoke on the discord just after the update dropped. My name there is p.stevenson. So yes, a clean install with DDU was one of the first things I did after some initial trial and error. This definitely helped clear up some of the odd behaviour I was seeing in the performance monitor. Even after this though I was still struggling for performance and in my case at least adjusting down anything with a seemingly heavier impact on the CPU side improved overall.
     
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  4. morten.bredesen

    morten.bredesen New Member

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    This is a great thread; and a good idea to share VR settings after the update to share experiences. Perhaps the thread could be renamed to "Post Graphics Update VR settings"; and we can share settings across different VR headsets and HW configurations.

    I will also share my settings, that I am very happy with, if it can help others:

    HW: RTX 4070 ti super GPU, Ryzen 7 5800x3d CPU, 32 GM RAM
    VR Headset: Quest 3, connected with link cable
    OpenComposite (from the VR performance tips thread) to avoid Steam VR

    Settings in Meta app: 90 Hz, 1.5x (5408 x 2912) rendering
    Settings in Oculus debug tool: FOV Tangent multiplier: 0;0 (default). Link sharpening: Quality. Encode bitrate: 800

    Ingame settings (these are mainly from the VR performance tips thread):
    High impact:
    Anti-aliasing: 4xMSAA
    Car reflection quality: Low
    Rear view mirror quality: Low
    Shadows: Low
    Visible Cars: 16

    Visual effects
    Motion Blur quality: Off
    Particle Detail: Low
    Bloom: On (the VR performance thread recommends off, but I found it had little effect to turn on)
    Depth of field: Off
    Sharpening: 0
    Auto-Exposure intentisy: 0

    Track
    Shadows: Low
    Track Level of Detail: Medium
    Track Texture Quality: High

    Car
    Visible cars: 16
    Car reflection quality: Low
    Car Texture quality: High
    Car Shadows: On

    Cockpit:
    Opponent cockpits: On
    Show the driver seat: on
    Rear View mirror quality: Low
    Animated Driver: Wheel & Hands
    Steering Animation: Match Car setup

    To test the setup, I ran a GT3 race at Spa Francorchamps with 20 cars, as I find that Spa is very demanding on the graphics. With the settings above, I was able to keep 90 fps and 10-20% performance headroom. FPS dropped to 45 for 1-2 seconds a couple of times at the start of the race, but this was acceptable to me.

    I did try the VR Optimized" settings but they were too high for me, with those my FPS stayed at 45 fps for longer periods, and also the performance headroom was negative.

    I also tried with 8xSSSA but again this had too much negative impact on performance.

    Overall I am very happy with the way VR looks and performs with these settings.
     
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  5. Thomas Jansen

    Thomas Jansen KW Studios Developer

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    My old VR thread definitely needs an update, the setting recommendations really don't apply to the new update anymore. Shadows look much much better on high settings now than before for example, so I would really encourage using them on high if you can. Track detail should also have a much smaller impact with the optimisations we've done :)

    SSAA is very similar to supersampling you do with the 1.5x resolution, but I've found it is more efficient than actually running a higher resolution in 2D. So it could be interesting to compare a lower resolution multiplier with SSAA on vs high resolution multiplier without SSAA!
     
  6. chonk

    chonk Member

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    Title updated as requested. Initially I figured this would if anything turn into an AMD GPU support group as seemingly things are a little rougher on that end. But in a way it's just as useful to have as much info from as many different setups as possible.

    For example from the settings you posted I know I haven't tested at Spa so that's something I need to do. And I haven't tested the influence a lower number of visible cars might have because I decided 20 was a hard limit for me. Anyway more info more better.
     
  7. morten.bredesen

    morten.bredesen New Member

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    Thanks a lot for the input, Thomas. I will try to increase Shadows to high and Track details to high, and see how it goes.

    I see your point with the 1.5x resolution setting in the Meta app - and that SSAA could be an alternative. However, since I am also using my VR headset for other games, where the 1.5x makes sense, its more practical to leave it there to avoid having to change these settings when I use different games.

    And thanks again for your old VR thread, those guidelines has helped a lot of people (including me) getting a better VR experience.
     
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  8. chonk

    chonk Member

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    @morten.bredesen

    Updated the first post, created a spreadsheet, added the info from your post to it. If there's anything you'd like to add to it let me know. Links at the bottom of post.

    Also I was thinking it would be good to define a car track combo to benchmark against. It should be a combo that everyone or at least the majority of people have access to. Open to suggestions.
     
  9. Jacob Marshall

    Jacob Marshall Member

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    HW: RX 6950XT GPU, Ryzen 7 5800x3d CPU, 32 GM RAM
    VR Headset: PICO Neo 3 connected with link cable; Gmo Larcey’s drivers and 2.0 res file.

    Settings in SteamvVR: 72 Hz, 1.1x (3820 x 4008) rendering

    AMD Underclock: Voltage (mV) 1100 (reduced by 100mV)

    Launch parameter: -vr 2.0



    To test the setup, I ran an F4 race at Laguna with 20 cars. I have no idea what has changed since my tinkering on Thursday but stuff works now...

    Today, with the above settings I was able to hold an easy 72FPS with no loss of frames from the point of Green-Flag racing. I know fpsVR doesn’t really work well with RRE but it is reliable (imo) for CPU frametimes.

    Frametimes with the above didn’t peak above 10.2ms; assuming 1000/fps is correct, those settings should be able to run 90FPS with 1ms of headroom, or 72FPS with 3.6ms of headroom...I sense a day of tinkering

    EDIT: Over the weekend it seems the thing which did change was how I launched the game. FPS issues were present when I launched via 'SteamVR'; however, at the time of the original post I was launching via 'Normal' with -vr 2.0 in launch options; via 'Normal' gives far better performance but is not as crisp. Clearly something is different between the 2 methods, I'm not sure what though.

    EDIT: To any future reader, I gave in - getting VR running is too much work for me, I just want to play. I ended up running 90fps forced re-projection.
     
    Last edited: Sep 9, 2024
  10. Blanes

    Blanes Well-Known Member

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    Great thread ! The update has transformed the game for me as I had given up playing it a long time back because of poor performance in vr. Since then I sold my Pimax Crystal and bought the Q3, so I do not know if Crystal gets a boost or maybe still stuck due to not working with the OpenVR files ?
    Cpu 7800X3D Gpu 4080Super
    Quest 3 Render Resolution 5152 x 2752 @ 80Hz - Reprojection Off
    OpenVR bypass SteamVR -vr2.8

    In game 4 x msaa + fxaa enabled, no sharpening,
    auto-exposure 176 ~ the lighting looks brilliant with this on and to me is the single biggest graphical improvement in vr as it just makes the visuals pop whereas before they looked very flat & lifeless.
    Most settings on Ultra/High except shadows and car reflections on Low as they are the biggest hit on my system, cars about 20 depending on the class & track.

    Now if only I had Sebring to race on I would be hard pressed to leave RRRE alone !!!
     
  11. Badgerous

    Badgerous Well-Known Member

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    Mostly good stuff from me as well on this update. I replaced my Rift CV1 with a Quest 3 a while back and had to step away for a bit as it wasn't balancing well with my aging 2070.. I'm getting surprisingly decent results over some recent testing now though.

    Do you use a link cable? Since buying my Q3 at launch I've been using a 3rd party USB cable without any issue at all for a range of games including coop VTOL VR with a buddy. Then around Quest update v64 something changed and we both started getting random disconnects from the PC. I since swapped to the wireless option just to keep things going, but that has it's own issues.

    Having tried again yesterday, the same issue is still there.. I got ~20mins of hassle-free racing, and just when I thought the issue had gone it lost the connection again.. There was a post on the DCS forums at the time that suggested they changed the power requirements of the cable on that v64 update, but I've not been able to find any more info since.

    The lack of direct PC connectivity is easily the worst bit about the Quest 3, and makes me want to move on from it when I replace my system.
     
  12. Blanes

    Blanes Well-Known Member

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    I exclusively use the Link Cable no issues at all, but I did buy two link cables from Amazon in the beginning and one of them was very bad and disconnected all the time. The other one works flawlessly, get the odd & very rare disconnect but I put that down to the software or windows. I was surprised how good the image is by compare to the Crystal. I had so many issues with it that I refunded it back to Amazon after about 6 months of trying everything. I may buy a Crystal Light eventually from Amazon.
     
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  13. Badgerous

    Badgerous Well-Known Member

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    Which cable do you use? I've a feeling my cable isn't the issue, but I've run out of things to try now. The fact is was all just working fine is winding me right up tbh.

    The Crystal Light is what I currently have my sights on as well when I upgrade. I love the Quest 3 as a standalone thing, but it's a compromised half-step as a dedicated sim headset - It makes me miss the CV1 at times.
     
  14. Redvaliant

    Redvaliant New Member

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    I have recently changed from a Rift S and running Open Composite on a 1660Ti, to a Radeon 7900XT and a G2 hmd and the resulting performance is disappointing. I can use Open XR/OC in AMS2 and RF2 but Raceroom won't launch running the Open composite files so I'm stuck with Steam VR. I'm struggling to get 90fps without turning everything off and even then it is a stutter fest. I think having to use Steam VR could be the main culprit. I'm on 100% global and 50% in Raceroom per application, Motion Reprojection off in Steam VR and it is just such a poor experience. What's frustrating is this setup will run a 1440P monitor @ 144hz all day getting 280fps ( the lack of a inbuilt frame limiter is another story) on high settings via the new DXVK startup.
    AMD 5800X
    Sapphire Nitro Radeon 7900XT
    32GB DDR4.
    Steam VR: 100 global = 3860 x 3784; RE3 @ 50%; Motion Off

    The amount of faffing about in Steam and in the AMD Adrenaline software to get this game running in VR is crazy, but I'm determined to get this working.
     
  15. Blanes

    Blanes Well-Known Member

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    Sorry to hear, I had the Sapphire 7900XTX many problems with it getting super hot, resets & fails to boot, never was able to run R3E at an acceptable level on the Crystal. Five mths in 7900xtx failed completely under warranty, swapped to the 4080S cooler with lower power draw. Also had the ReverbG2 before the Crystal and honestly surprised just how good the Quest3 is for simracing plus the bonus for R3E is OpenVR. Maybe you can sell the G2 and pickup a Quest 3 ?