I assume you have already played with the graphics settings? For a 3080, it will default to ultra, which includes SSAA. It can easily handle that for normal 2D resolutions, but for VR it is likely way too much as you'd usually be supersampling for VR already. If you haven't already, make sure to try without SSAA!
I had. I've cleared my CPU overclock in the BIOS, set it back back up and have stopped the constant stutters. SSAA definitely wasn't on, but shadows seemed to affecting performance. I've found a spot I'm happy with visually at 90fps, with the occasional stutter here and there. Thanks for the multitude of advice from people. By the way, those new DTM 1995 cars are amazing and feel fantastic to drive on the edge.
Hi man. I have used the Openvr1.zip in the earlier pages. It had openvr_api.dll and opencomposite.ini. Copied it over to \SteamLibrary\steamapps\common\raceroom racing experience\Game\x64 and then in Launch options of Steam I have -vr 2.0. I also changes the supersampple in .ini file to be 2.0 supersampleRatio=2.0 enableLayers=true enableCubemap=false threePartSubmit=true useViewportStencil=true dx10Mode=true My CPU is a 13700k all cores overclocked to 5.5 with 7800 Mhz Ram clocked. Not running any 4090 overclocks as its kinda useless.
Ok I finally figured this out and it is running in openvr very nicely. Mistake I was making was trying to launch via steamvr and not copying the required dll correctly. I got so confused after trying so many things and once I understood then it was simple actually, my brain is too old sometimes. I am doing 80fps Quest 3 via openvr with SS at 2.6 and it looks incredibly good. I have msaa x4 enabled, sharpening 45 and auto exposure 120. Graphic settings are high and there is no stutter or slowdown. The colors & lighting from the auto exposure are the highlight for me. Well done to all the devs as this is like a game reborn it is so good. Cheers
This thread iis supposedly about replacing OpenVR / SteamVR with OpenXR using OpenComposite on Oculus headsets to gain performance . Check OP.
Thanks man, your advice & that of few others made it click together for me, I was bit slow on understanding & made few errors on the way. However it looks & runs brilliantly now The auto exposure really makes it pop in vr, sooo good !
Hello, new to the forum and have been reading all the posts here but am not able to get VR working with the Pimax Crystal Light. I boot the game and there are no VR options, it’s like it doesn’t see the headset. I got AMS2 running great, but can’t figure out Raceroom. Has anyone got it running with the crystal light & if so, could you please explain how to get it going? Thank you
Is it possible for you @Thomas Jansen to check why we have the blurry menus using SteamLink in VR? Or someone else
HP Reverb G2 - WMR user here. (Ryzen 5600x + RX6800XT) It's quite bad. GPU is always underused. Framerate is choppy even in lowest settings. Game looks good enough, it just needs to be more effcient. DX to Vulkan gives good performace jump in monitor but VR isn't working... also WMR does not have Vulkan support. There is an OpenXR DX12 to Vulkan layer https://github.com/mbucchia/OpenXR-Vk-D3D12 but obviously it does not help in that case. Linux has Monado/Envision which works with Reverb and OpenXR with compativility layer for OpenVR(OpenComposite) but didn't work yet.
Guys, Quest 3 user here. openvr ran just fine, but since the last meta update (new avatars) Raceroom won't start in openvr anymore. Some "invalid device" error. Will post the correct prompt when home, but since my life's quite busy atm I justed wanted to hop in here if anybody has the same problem.
Not quite. Hasn't there been a minor update few days ago featuring those (ugly) new avatars? I dunno, anyways: Here's what the prompt says:
Same, it ran smooth with no issues with my G2 before this update fpsVR shows it maxing my CPU and the GPU is only at 40%. The CPU maxing is the cause of the choppyness, I'm lucky to get 60fps on lowest settings.
I don't know if it worked for you but OpenXR doesn't work with Raceroom, if you try to replace the openvr_api.dll by the one coming for SteamVR it will work fine. Or you can use the OpenComposite version from the IronWolf, is it this one you're using?
I am on Quest 3 and attached is the openvr_api.dll I am using. Drop these files into the raceroom directory within your Steam directory, they go in the game/x64 directory overwriting the existing .dll (make a backup if you like). Change the value of supersampleRatio in the opencomposite.ini according to what your gpu can handle. I use 4080 super and have that set to 2.7 Importantly, do not load the VR version from Steam but select the normal version that you would load onto your regular 2D screen. In the steam game properties Launch Option box add -vr x.x The x.x is the ss ratio figure you changed in the opencomposite.ini file, eg. mine is 2.7 a good starter is say 1.5 and then increase the value from there according to your gpu. So into that option box you would type -vr 1.5
Should've been clearer here with more info, sorry: I had opencomposite (IronWolf) run just fine with the dll and oc file both in the right directory. Looked good, ran smoothly (as far as my Ryzen 5700x and 3070 system are capable) and overall a great experience - and miles better than via steamVR. openXR tool never worked for me and I knew it never will. Then I realized those new avatars and presumed there had to be an update. So I connected the dots and thought this would've caused RR from not starting up again under oc. I see Sporadik has the same issue, so.. Can't say for sure of course.