Maybe someone could lend you their headset ? Maybe someone from the community? Many people have more than one headset. I have Varjo Aero which works great with OpenXR in iRacing, Steam VR in other major sims , but I never was able to get it to work properly with Raceroom. Unfortunately I live in different country so shipping would be not feasible.
We'll see what we can arrange internally first I believe J-F has a G2, so that is probably a good one for testing.
A man of His word! Man, that ist much appreciated!! Thanks for having a look into this and already working on improvements. I know we VR-only Users are niche and can be a bit grumpy sometimes, so I'm really thankful taht you took the time to check on us ☺️
Hehe, considering I created this thread 6 years ago, when I wasn't even a dev yet, I might have a soft spot. Not to mention my own simrig is VR-only
Probably you know, but just in case you missed that. Having a native steamVR headset PSVR2, with the help of this: https://github.com/avaer/OpenOVR and replacing just a single .DLL in games like AMS2 , rf2 , ACC I'm able to play these games in OpenXR via steamVR. I think OpenXR toolkit is not supported in DX10 though, it needs DX11.
I have a i7 13700kf with a 3080 (similar to your setup) and I was able to run a Pimax 8KX at full resolution, (90hz only without shadows) so your G2 should be no real problem either. I can suggest 2 things: 1 lower your graphics settings, visible cars, track detail, shadows, try turning off shadows etc 2 check what is your cpu doing, RR has a relatively low overall cpu usage so it is possible (it happaned to me on every system) that windows allocates just 1 core to RR and the rest is parked, or your cpu is not in the highest performance state and not running on full speed. Just from curiosity: what is the actual rendering resolution for a G2 at 100% ?
It would be great if Raceroom could at some point support OpenXR so we could benefit from the increased framerate compared to SteamVR. Hopefully after the upcoming updates some attention can be given to VR, which is one area where Raceroom trails behind my other favorite race sims (AMS2, LMU, AC, rf2).
If you take a look at the first page of this thread, you can see a post about OpenComposite. I know that this doesn't bring the OpenXR Toolkit, but it gets rid of SteamVR and brings RaceRoom ahead of LMU in terms of VR. (The last part might be rather an opinion than a fact, so don't take it too seriously.)
Well , it never worked with my Varjo Aero. I think only with SteamVR it was able to start but I had extremely low res, aliasing etc. to the point large fonts were unreadable.
Unfortunately I've tried the openvr1.zip files from this thread and am getting a "Failed to create libOVR session.: 1007" error, this is using Virtual Desktop, maybe it only works now via Link cable.
I am far away of my rig , in holiday but saw these news PlayStation VR2 Eye Tracking Hacked To Work On SteamVR any PSVR2 user here tested it? any way to get benefit out of it?
Make sure you put the files in the right folder. I'm pretty sure I had this error when I accidentally copied the files into the game folder, instead of the x64 subfolder. Got it working and I have far better framerate now
Thanks I was able to confirm that the files from openvr1.zip in this thread work great once I switched from Virtual Desktop to Meta Airlink so that was the problem, at least on Quest 3 it needs Meta cable or air link. Thanks all.
I have had a 57ppd Pimax Super for about 3 weeks now. I want to say for anyone considering the Pimax Super that it is working exceptionally well in RaceRoom, actually it looks incredibly good in game. Prior to the Quest 3 I had a Pimax Crystal and could never get it working properly with RaceRoom. There are a couple of things that have to be set in PiPlay to get it to load. I chose the Pimax OpenXR runtime and then in Pimax Play under Dynamic Foveated Rendering I had to turn off both Quad Views and also Pimax Central Priority Rendering else it will crash during loading. Also you must delete any steam parameters such as -vr 2.0 completely. With a 5090 gpu I have set the GPU Upscaling to NIS Super Resolution to 1.4 and the sharpness to 0.3 - on the 57ppd this renders in SteamVR at a resolution of 3804 x 4012. In the Nvidia app I have AA Mode set to Enhance the application setting with MFAA turned on, texture filtering at High Quality and Negative LOD Bias on Clamp. In game I am running 4xMSAA and most setting to High including mirrors with shadows on medium. At 90hz I am getting 90fps with a little slowdown at the start of races with a big grid like GT3 at Nords. Otherwise it is stable and looks better than I have ever seen it before. I have a 50ppd optical engine arriving in next few days so I will be comparing that against the 57ppd. The negatives of the 57ppd are that it has a narrow HFOV, more or less the same as my Quest 3 at HFOV 102 to 104 and also has a small sweet spot which can make it difficult to adjust the view to optimal. However when it is dialled in it is very sharp and detailed with great clarity. Their is a little distortion though and can lead to some eyestrain for me at times. Updated : I have the resolution set higher now via the gpu upscaling.
I have a Pimax Crystal Light, I did a lot of testing with it to figure out what works best in RR, with other games too, and I was thinking that Raceroom has to do something in order to make the game compatible with modern headsets since the old Crystal and Light are already surpassing Racerooms possibilities. Let me explain: The Crystal/Light has a panel resolution of 2880x2880 and needs a render resolution of 4312x5100 at 100% pixel density. The Crystal Super has 3840x3840 panels and a render resolution of 6240x6280! (They need this ridiculously high render resolution because the glass lenses have a high distortion compared to frensel os pancake lenses.) Thats around 78million pixels, 9x 4K TV-s. So the problems are: 1. There is no way to use these headsets full resolutions without foveated rendering. Unfortunately RR does not support it. With an RTX5080 I can run my Crystal light at full resolution in most of the sims but only relying on foveated rendering and I can imagine how bad is the situation with the Super. 2. Until a year ago, or so, Raceroom was unable to render a picture wider than 4096 pixels. Now it is, but it has a huge performance hit. As soon as you go over 4096 x anything in render resolution the frametimes go up by a lot, especially if you are using MSAA witch is a must. In my case, for the Crystal Light the best settings, that I settled with are: Pimax Play Image Quality: High (1x render resolution); Steam VR Resolution Per Eye: 90%. These 2 together results in a resolution of 4088x4840 (just under the magical 4096). In game: 4x MSAA, 100% sharpening, and just the necessary details without shadows, depending on track. The frametimes are around 9-10ms, so it's the limit. I can only use shadows or higher details if I switch to 72 FPS mode. What I want to say is, what's the point of a Crystal Super in Raceroom if You cannot even run a Crystal Light at its full potential, with an overclocked 5080? The resolution that You are using is about 66% of the Lights! resolution and somewhere under 20%!!! of the Supers (using SteamVr scale, that is based on total pixel count). Even upscaled to 1.5 by 1.5 is still lower than the native resolution, and upscaling will not replace real resolution. I highly doubt that looks better than a Crystal at native resolutiuon. Ok, before You think that I came here just to bash Your settings, I suggest what I would do if I had a Super and a 5090, based on my tests that sometimes took a full Sunday afternoon I would try to render the game at just under 4096 resolution because that is very easy on gpu, and upscale it from there to the native resolution of the headset. I hope that I gave some useful info, feel free to tell that I'm wrong or anything. Also what was wrong about Your Crystal and its ok with the Super? I'm curious about any thoughts about them since I dont believe in influencers and the marketing is also very misleading sometimes with Pimax. A healthy conversation about our findings can only help us.
I stand by what I stated above and really have no desire or energy to try explain much or convince you of anything. You did just basically infer that I am delusional or lying. You believe there is no way I could run without foveated rendering and get such an excellent image running at 90hz / 90fps. I have owned many different VR headsets since the Oculus Dk2 in 2014 and what I presented is my factual experience with the 57ppd Super after testing at different resolutions and upscaled settings that are part of PiPlay. The 57ppd renders at a lower resolution than the 50ppd due to different lenses and narrower FOV. Good luck to you, believe whatever you like and enjoy your Crystal Light.
Sorry if I was not clear with how I explain myself and You tought that I'm stating that You are lying or something. It was not my intent at all. What I have tryed to say is that nobody can run these headsets at their native resolution without foveated rendering or upscaling or just lowering resolution. You are running it with upscaling, I'm running it with lower res. It still can look good compared to older headsets for sure, but we are not using them at their full potential thats for sure. If Raceroom had support for foveated rendering and higher resolution we could have using our headsets at their full resolution like how it is possible in almost every other sim. Especially with the Super that has dynamic foveated rendering. Again, sorry for the misunderstanding, I just want to talk about these things, sharing my findings, etc. I know how helpful it could be to know about these things before buying hardware, to know what graphics card you need, etc.
With a 9800x3D and RTX5090 I’m able to run full resolution in Raceroom and many games without foveated rendering. In Raceroom I just turn off shadows in the optimized settings and able to run grids up to 30 cars visible using my Crystal Light…it is possible. Also too i do have an overclock on the gpu of 300Mhz and 2000 memory.