I'm not sure what the -vr 2.0 does but it increased my performance, I played again last night and was getting nearer 70fps than 80fps,(Nordscheife) I've used the Pimax software and now getting over 80 generally but can not get 90. I know it my cpu bottlenecking but its the only sim where I have performance issues. I'm considering getting a i714700k, it will fit my present motherboard, but seems a lot of expense for a small upgrade for a sim i don't use much.
Thanks for replying again mate. I tried it last night with the -vr 2.0 and it definitely helped. I could actually jump into a race with AI and it was OK. I'm going to keep trying and see how it goes. Thanks for the help. I know how you feel about upgrading the CPU for not a lot of extra performance. I'm on AMD and have a 7800X3D but I could go up to 9800X3D but I'm the same as you. It's quite a lot of cash for not that much extra. It might help in iracing too I guess as that's CPU heavy too.
Just realised you have a 7800x3d and are having issues with performance, maybe a 14700k wouldn't sort my issues then
This openvr_api.DLL works with the actual Raceroom Version 11/25? OpenXR Opencomposite Quest 3 VR just add it to steamapps\common\raceroom racing experience\Game\x64 install OpenXR Toolkit and go
I’m pretty sure OpenComposite also works for Quest 2 and other headsets from Meta/Oculus. I own Varjo Aero , though (and unfortunately it never worked with SteamVR either)
It's a shame open xr appears to not run in this sim, its adds so much performance and can be adjusted on the fly, its a real boost to any game.
Yeah, but on the other hand lot of people with VR headsets have Quest 2 or 3 , so OpenXR works for them. I think Pimax headsets works too, but only in SteamVr. Some like my Varjo Aero don’t work at all(it launches, but I get literally like 100p resolution with massive aliasing to the point big fonts are unreadable). Few months ago @Thomas Jansen said he may borrow some other headsets (including Varjo which ) to try to make them work , but I haven’t heard any updates . Hopefully when Dx12 update lands my and most other headsets will be supported.
Yeah , that’s what I thought, but you at least can run it with SteamVR , but with worse performance, right? So you’re still better off than Varjo owners But I shouldn’t complain as these days I play iRacing much more , anyway and OpenXR works very well there. Plus we have so many other older sims that support SteamVR and performance is usually not a problem with average VR ready PCs. The title of this thread doesn’t indicate that apparently , only `Meta/Oculus headsets work with OpenComposite. I think I’m not only one that only read recent posts and thought it’s for VR headsets in general, until someone pointed me to to read the first post
what OpenXR runtime do you run in the Meta app then to trigger openxrtoolkit to start? Meta or STEAMVR? I had been successful doing that in the pats on a Q2 but for the sake of me, not working anymore with RRE updates thanks
I have spent the last 2hrs trying to get openxrtoolkit to open with my Q2 and no joy. all the combo possible of openxr runtime and openvrapi.dll files, doesn't do anything. the same openvrapi.dll working just fine in my other Sims if QUEST owners who have done this successfully can share a guidance,its appreciated
Yes steam vr always worked and I had good performance so I wasn't really worried. I didn't try the Q3 with the updated version of Racerooms so I have no idea of performance with that, but I know I'm cpu bottlencked with the Pimax
After a few months, I started RaceRoom in VR with the Quest 3, but instead of the usual 90 fps, I only got 45-55 fps. So I tried the version with the openvr_api.dll patched by IronWolf, using the version with AVX2. The files are no longer available from the GitLab link, so I used the files from Wretched Rascal's post https://forum.kw-studios.com/index.php?threads/vr-performance-tweaks-tips.13068/page-53#post-257864 I only use the patched DLL and the normal Meta Quest Link openXR runtime, so no openXR toolkit or other hacks. Installation is easy: Copy openvr_api.dll and opencomposite.ini to “steamapps\common\raceroom racing experience\Game\x64” and customize opencomposite.ini as described in the first post of the thread. After that, RaceRoom starts with the launch option “Launch in Steam VR Mode” (no additional parameters required in the launch options) without loading SteamVR and uses Meta Quest Link. The handling ist much easier because no fiddling with SteamVR options. The performance was already better, but I still had to set the FOV tangent multiplier for vertical FOV to 0.6 in the Oculus Debug Tool to maintain 90 fps even with multiple cars in the field of view.
I am familiar with that single dll file drop method and yes it improves performance vs stock RRE But this method in other sims triggers the launch of openxrtoolkit that is much more powerful than ODT But i guess i am giving up on this as no QUEST owners seem to be communicating about openxrtoolkit
I'll just say one thing... Richard Burns Rally and GTR2 are older than RaceRoom and they work perfectly in VR, with OpenXR and OpenXR Toolkit,and every headset.... thanks to a modder who did the work from his desk chair... I think that makes my point clear...
From what I've seen in discussions, the game needs to be running at least dx11 to be able to use the openxrtoolkit options, and RRRE currently uses dx9.
Yeah , unfortunately VR is not the priority for the studio. But on the other hand it’s not that easy. If it was then they would offer someone like him 10k € to implement it. I think more realistic scenario is if/when devs move to DX12 it will be way easier to implement and support.
Thomas Jansen did a lot of research on how to improve VR performance, but with the current implementation, it seems like not much more can be done. It's already confirmed that they want to do this move, we'll just have to be patient. Probably very patient.