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shadybrady
06-08-2018, 02:23
After seeing guys like Jimmy Broadbent use VR so often, I figured it had to be pretty good, even though it was implemented at a lesser resolution. Here's the thing... If it were just a loss of resolution, I'd be fine with it. However, it's not just a loss of resolution. It's almost as if everything has a bit of chromatic abberation, and with the exception of the very center of the lenses, everything else is.... just.... off. Text is impossible to read. Hell, reading the dash display is now next to impossible in most cars. I can't tell how fast I'm going because the numbers are just a blur. Is this common? I don't think I've actually lapped a circuit successfully yet because I'm too distracted with how blurry everything looks. I tried setting the resolution scale to 180% in the steam VR settings, and it looks slightly better, but nowhere near the image quality I would expect on a 1080p display. It's more like 480p on a 2d display because of all the image quality loss you get from the lenses not actually being a part of your anatomy, and instead are lenses after your lenses.

For the experienced VR users, my question is, what is the best way to set up VR in this game? Should i nerf all the graphics settings and just aim for the most amount of super sampling possible? Is there something I can try before I return my Rift?

Mahjik
06-08-2018, 02:57
Check this thread for the VR users (as well as tips and trade-offs): http://forum.projectcarsgame.com/showthread.php?54483-VR-Guide-Setup-Settings-and-General-tips

shadybrady
06-08-2018, 03:14
Check this thread for the VR users (as well as tips and trade-offs): http://forum.projectcarsgame.com/showthread.php?54483-VR-Guide-Setup-Settings-and-General-tips

I saw this thread, but I don't think it's relevant to the way the game works now (unless mine is just broken). He has MSAA set to "low" , and is still able to adjust super sampling. The only way I can adjust super sampling is by turning MSAA "OFF". <~ one of the main settings for image quality, go figure.

Vic Flange
06-08-2018, 07:39
VR will NEVER look like like 1080 resolution on a monitor. VR isn’t about graphical resolution, it is about the racing experience.
You really should have a read of that thread. The info in there is invaluable.

Do you wear glasses ? I wear glasses for distance and therefore need them when using VR. I soon ditched the glasses and bought some prescription lenses that attach to the Rift.
Have you adjusted the headset correctly for your head ? Did you use the Rift calibration software ?
Also a mistake new users make is to just move their eyes when looking around. You are supposed to move your head in VR and keep your eyes looking forwards. So when looking at your instruments you will slightly tilt your head down.

Persevere with it, get it set up right and there will be no going back to 2D.

Olijke Poffer
06-08-2018, 07:49
No problems here. I can read my instruments very clearly. As stated by Vic Flange, you have to tilt your head a bit. Not just move your eyes. Other than that VR rules big time. SS is a recourse hungry setting. I just leave it on 1.0 or max 1.1. The difference between 1.0 or 1.5 is not that significant huge but FPS wise it is.
You best forget high res when playing in VR. The immersion is what counts. Perhaps in two years from now we will have better hardware and thus better gfx in VR. For now just enjoy what you have.
I never go back to 2D cockpit games any more. Occasionally I play in high res 2D with shooters etc. Tomb Raider, Far Cry, Assassins Creed.

Mascot
06-08-2018, 07:59
VR is a game changer and offers a vastly different (IMO much better) experience to pancake racing. If it's immersion you want with the feeling of being IN a car, ON the track, AT the circuit, then traditional 2D will never give you that. VR's loss of resolution is more than compensated by unrestricted freedom of view with proper stereoscopic 3D vision, depth perception, object separation, sense of speed, feeling of placement and all the other things that we get from our own vision and take for granted on a daily basis. 2D sim racing will always be just that: gaming by proxy on a 2D representation of a 3D world.

Mad Al
06-08-2018, 09:11
I saw this thread, but I don't think it's relevant to the way the game works now (unless mine is just broken). He has MSAA set to "low" , and is still able to adjust super sampling. The only way I can adjust super sampling is by turning MSAA "OFF". <~ one of the main settings for image quality, go figure.

VR SS is under the VR menu and is totally separate to the AA settings in the main performance menu. You can also manually set it in the xml file. 1.2-1.4 is more than enough

Also make sure you have the sharpening turned on (it's a manual edit of graphicsconfigoculusdx11.xml in Documents\Project CARS 2) as the default is actually off (set SharpeningStrength to 0.6 to start and play with the values from there).

Also if you are using a rift, ignore any Steam VR settings, you don't even need steam VR running, just start using the menu option in steam to run in oculus VR mode

Olijke Poffer
06-08-2018, 09:24
VR SS is under the VR menu and is totally separate to the AA settings in the main performance menu. You can also manually set it in the xml file. 1.2-1.4 is more than enough

Also make sure you have the sharpening turned on (it's a manual edit of graphicsconfigoculusdx11.xml in Documents\Project CARS 2) as the default is actually off (set SharpeningStrength to 0.6 to start and play with the values from there).

Also if you are using a rift, ignore any Steam VR settings, you don't even need steam VR running, just start using the menu option in steam to run in oculus VR mode
Steam vr alway starts automatically. Which setting do I have to alter so StamVR does not start but still be able to play in VR?
Just adding the -openvr to the start parameters meters and ticking off “ open steam vr automatically whenapps start” ?

Mad Al
06-08-2018, 11:02
Steam vr alway starts automatically. Which setting do I have to alter so StamVR does not start but still be able to play in VR?
Just adding the -openvr to the start parameters meters and ticking off “ open steam vr automatically whenapps start” ?
if you kick it off from the steam library and you select from the option Launch Project CARS 2 in Oculus VR mode, Steam VR shouldn't start (the only start params I have are -borderless -pthreads 4) - if you do want do it to always open in rift, I think it's -othervr (I swap between screen and VR so launch it via the Steam Library)

The steam VR options shouldn't matter at all (I have that one ticked as well)

Olijke Poffer
06-08-2018, 11:13
Thanks.. so basically you don’t need steamvr at all? Neither for other vr games?

Gav88888
06-08-2018, 11:20
VR is fantastic and why I moved from XB1, my setup is 90fps in dry day and 45 elsewhere, works well. Having SS at 1.3 helps that as I donít really see much of a difference in SS. I also use Oculus VR instead of Steam VR, no difference from what I can tell with this game but Steam VR is a bit flakey when playing other games so stuck with Oculus.

Mad Al
06-08-2018, 11:22
Thanks.. so basically you don’t need steamvr at all? Neither for other vr games?

Only for those that don't have direct support for the rift.. rFactor 2 for example uses openvr, so it has to open Steam VR (and in that case it starts when you go into game from the rF2 launcher), Assetto corsa can run without, just select rift as the render target in the game and R3E uses... I've forgotten :)

Olijke Poffer
06-08-2018, 11:42
Thatís a bummer as I do have and do like rFactor but I love pcars as well. So I need steamvr to play it although I donít like steamvr as it is more on the vive hand than Oculus..

cluck
06-08-2018, 12:33
VR is a game changer and offers a vastly different (IMO much better) experience to pancake racing. If it's immersion you want with the feeling of being IN a car, ON the track, AT the circuit, then traditional 2D will never give you that. VR's loss of resolution is more than compensated by unrestricted freedom of view with proper stereoscopic 3D vision, depth perception, object separation, sense of speed, feeling of placement and all the other things that we get from our own vision and take for granted on a daily basis. 2D sim racing will always be just that: gaming by proxy on a 2D representation of a 3D world.I'd hit "like" a hundred times on this post if I could, it perfectly encapsulates everything that is driving in VR :)

Mascot
06-08-2018, 12:55
I'd hit "like" a hundred times on this post if I could, it perfectly encapsulates everything that is driving in VR :)

I forgot to mention that your AI opponents also seem to somehow feel more alive in VR, more human. Because they have solidity and occupy 3D space in the VR world, and are an object that needs to be respected, and circumvented, and challenged... they seem more real in some way. I guess that can apply to the whole VR experience, but for sims that replicate real-life scenarios that illusion is even more convincing because of real frames of reference based on our own experiences.

Olijke Poffer
06-08-2018, 13:55
Nice to read there are a whole lot more VR lovers.. just drove every GT4 car in 5 laps races on Willow Springs against the AI set to 95/95. In VR of course.. especially the tracks with a lot hight difference are great in VR.
I had such a great time. No 2D race can match with this feeling.. period. :D

Olijke Poffer
06-08-2018, 13:58
Only for those that don't have direct support for the rift.. rFactor 2 for example uses openvr, so it has to open Steam VR (and in that case it starts when you go into game from the rF2 launcher), Assetto corsa can run without, just select rift as the render target in the game and R3E uses... I've forgotten :)
I started Pcars in VR without the use of steamVR and I get a much better solid 90fps now. Thanks for the tip.

Red Leader
06-08-2018, 14:00
I'am one of the few that's reverted back to pancake mode. VR is awesome, and probably the best way to experience sim racing, but it isn't the most comfortable or graphically pleasing.

One or two more generations and VR will be the undisputed king, until then, ultrawides get the job done for me.

TorTorden
06-08-2018, 14:23
I would simply not be playing pcars2 at all if not for VR. Or any sim for that matter.

It's somewhat like making love to an average woman. Or watching pov porn on your phone.
I'd pick the former everytime .

Olijke Poffer
06-08-2018, 17:22
Same for me. I do try the pancake race mode once in a while and love the high fidelity of the gfx but despite the great gfx I can’t go back anymore. At least not with cockpit games. The immersion wins on all fronts.

roddypoddy
06-08-2018, 18:29
VR is a game changer and offers a vastly different (IMO much better) experience to pancake racing. If it's immersion you want with the feeling of being IN a car, ON the track, AT the circuit, then traditional 2D will never give you that. VR's loss of resolution is more than compensated by unrestricted freedom of view with proper stereoscopic 3D vision, depth perception, object separation, sense of speed, feeling of placement and all the other things that we get from our own vision and take for granted on a daily basis. 2D sim racing will always be just that: gaming by proxy on a 2D representation of a 3D world.

Great post,i purchased a Rift a week ago yesterday,the immersion,wow,no going back to flatscreen in racing game's for me.

isamu
07-08-2018, 00:53
Same for me. I do try the pancake race mode once in a while and love the high fidelity of the gfx but despite the great gfx I canít go back anymore. At least not with cockpit games. The immersion wins on all fronts.

This is slowly becoming me. I can still play racing games on my 2D Pancake screen but it is slowly becoming extraordinarily difficult after having played in VR for so long now. The immersion is simply second to none. My PiMax 8K can't some soon enough :)

bporion
07-08-2018, 01:43
This is slowly becoming me. I can still play racing games on my 2D Pancake screen but it is slowly becoming extraordinarily difficult after having played in VR for so long now. The immersion is simply second to none. My PiMax 8K can't some soon enough :)

what made you decide to get the Pimax 8k ?

TorTorden
07-08-2018, 08:57
what made you decide to get the Pimax 8k ?

Same as the rest of the backers.
Promises and then some more promises and a faint hope of a truly wide fov.

We, backers still have a smidge of hope it's going to be amazing. But if am going to honest say it's at minimum 75% chance it's going to be a stylish paper weight until the 1380ti gpu launches from Nvidia.

And by then we will have the cv3 which will have all kinds improvement the 8k would never be able to compete with

isamu
09-08-2018, 00:10
I have a bit more faith than TorTorden does. Yes the Pimax will most likely not live up the hype, but the massive FOV increase, for me personally, will more than make up for it's flaws. I'm also optimistic that the new Nvidia 1180 will be able to handle the unit and run games at at least 70-80fps which is good enough for me. I'm someone that loves his Rift but can't stand the low FOV and I'm STARVING for a wider view!

TorTorden
09-08-2018, 11:11
I have a bit more faith than TorTorden does. Yes the Pimax will most likely not live up the hype, but the massive FOV increase, for me personally, will more than make up for it's flaws. I'm also optimistic that the new Nvidia 1180 will be able to handle the unit and run games at at least 70-80fps which is good enough for me. I'm someone that loves his Rift but can't stand the low FOV and I'm STARVING for a wider view!

Starving here as well..
But elite dangerous and pcars2 etc are bringing my 1080ti to it's knees with an ss of 1.3 That's aiming for true 90fps though.

The 8k needs to run at the equivalent of more than an 1.6x in just pixel pushing.

And even the non NDA breaking reports state that pimax's software side is hugely lacking polish and tuning.
It took valve a year and half to tune steamvr and it's still behind in polish and tuning to oculus.

And valve has probably even more money to throw at this than Facebook.
Pimax is compared to this underfunded and quite frankly still suffering undertheir own hype, that they are now back peddling on to the degree that they want 8k backers on anything less than a 1080 to downgrade their hmd choice to the 5k.

Quite frankly I would be very surprised if the 8k would give even a remotely playable experience with anything less than a 1080ti.

And quite frankly an 1180 won't be enough. It will at most be 20% more powerful than a 1080ti, but honestly I think that number will be closer to 10% than 20%.

And we don't need 20%. We need 80% preferably 100%.
And that still would mean sacrificing other gfx settings.
Of we want to crank up both as in high settings and run something like the 8k we would seriously need something like 300% more render power than what we have today.

And that simply doesn't exist yet.
Anywhere.
Quite possibly it won't.
Remember the $3200 titan V is barely 25% better than a 1080ti and at best the 1180 will be a downsized version of that.

Truth is.
The real solution isn't in chasing bigger hardware.
The solution here is in the game developers themselves.
They need to completely rethink how games are rendered for VR.

gregc
09-08-2018, 12:01
Starving here as well..
But elite dangerous and pcars2 etc are bringing my 1080ti to it's knees with an ss of 1.3 That's aiming for true 90fps though.

The 8k needs to run at the equivalent of more than an 1.6x in just pixel pushing.

And even the non NDA breaking reports state that pimax's software side is hugely lacking polish and tuning.
It took valve a year and half to tune steamvr and it's still behind in polish and tuning to oculus.

And valve has probably even more money to throw at this than Facebook.
Pimax is compared to this underfunded and quite frankly still suffering undertheir own hype, that they are now back peddling on to the degree that they want 8k backers on anything less than a 1080 to downgrade their hmd choice to the 5k.

Quite frankly I would be very surprised if the 8k would give even a remotely playable experience with anything less than a 1080ti.

And quite frankly an 1180 won't be enough. It will at most be 20% more powerful than a 1080ti, but honestly I think that number will be closer to 10% than 20%.

And we don't need 20%. We need 80% preferably 100%.
And that still would mean sacrificing other gfx settings.
Of we want to crank up both as in high settings and run something like the 8k we would seriously need something like 300% more render power than what we have today.

And that simply doesn't exist yet.
Anywhere.
Quite possibly it won't.
Remember the $3200 titan V is barely 25% better than a 1080ti and at best the 1180 will be a downsized version of that.

Truth is.
The real solution isn't in chasing bigger hardware.
The solution here is in the game developers themselves.
They need to completely rethink how games are rendered for VR.

I disagree, at least in part. Ultimately the real solution needs a little bit from everywhere.

- Higher resolution headsets (for me, more resolution trumps wider FOV - ultimately though both are needed of course)
- More powerful GFX to drive those headsets
- Better rendering techniques (Foveated Rendering is looking really promising in terms of efficiency) - built into the GFX driver API, so individual game devs don't have to reinvent the wheel
- Eye tracking in the headset (can't do the above mentioned FR without it)
- And of course, as you say, devs finding better ways to handle VR

At a guess, I'd say we're two generations away in terms of GFX cards, and that is what I think will hold VR back in the short term.. Resolution/FOV/eye tracking are all more or less doable now or in the near future, nVidia have a FR proof-of-concept going on. Oh, and developers can't just magic up new ways of doing things....

All that said, in the meantime we need to remember we are at generation 1 of proper VR. If you give me a choice of what I have now with the Rift, or going without until the technology matures, then you'll have to drag my Rift out of my cold, dead hands....

shadybrady
09-08-2018, 14:08
VR SS is under the VR menu and is totally separate to the AA settings in the main performance menu. You can also manually set it in the xml file. 1.2-1.4 is more than enough

Also make sure you have the sharpening turned on (it's a manual edit of graphicsconfigoculusdx11.xml in Documents\Project CARS 2) as the default is actually off (set SharpeningStrength to 0.6 to start and play with the values from there).

Also if you are using a rift, ignore any Steam VR settings, you don't even need steam VR running, just start using the menu option in steam to run in oculus VR mode

So I have no idea what any of this means. I don't know where I would manual edit graphicsconfig etc, also, when you're talking about going into a menu to change an XML file, i have no idea what that means. What menu? In the game? In steam? In oculus settings? where do i change the sharpening strength? I haven't seen any of these options anywhere. I've seen a resolution scale in steam VR, however that's not what you're talking about? Details?

And also, I know you're saying to change super sampling elsewhere, however, why doesn't my game let me change the supersampling when i have MSAA on low? Everybody else can. Also , their super sampling says 1.1 /1.2 /1.3 mine just says low medium or high. What's going on?

The other thing that I'm concerned about is the fact that I've had steam VR set to run 180% resolution scale, but have been launching the game through steam with oculus VR mode..... so is this bypassing the 180% resolution in steam VR? People keep telling me to change my steam VR resolution to 1.something with a decimal, and mine is a percentage like 180%, which would be different than 1.8 , unless its x1.8? Idk why people don't just use % when talking about steam VR resolution, because that's how it's described by the software.

This has got to be the sloppiest implementation of VR. This stuff has to get a little more streamline.

We have Steam VR settings , on top of game settings, on top of uculus settings, on top of Nvidia settings. It's like having my razer synapse sensitivity, and the windows OS sensitivity and the game sensitivity. Lol

This stuff would be significantly easier to manage if I didn't have to restart project cars after every setting I change. I'm like bashing my head off a wall here. The VR post on the forum talks about using MSAA on low and super sampling, and I can't even do that. So I'm trying to figure out how to get the game to run with the best clarity with a GTX1080 and I change a settings, re launch the game, change a setting , re launch the game, etc... I can't even see my FPS unless I take my VR headset off, so I have no idea what my fps is , and when I take it off, it points toward the sky or ground so the FPS shoots up anyways. Ugh.

shadybrady
09-08-2018, 14:28
Does anybody have a straight forward guide which could detail how to change graphicsconfigoculusx11.xml ?, as well as how I should launch Project Cars 2 with VR, and what super sampling I need to change, etc. A detailed tutorial. I don't know what any of it means. I've had the VR headset for 3 days. I'm using 180% steam VR resolution scale, with MSAA on high, and it looks like garbage. Maybe it's not applying the supersampling because I'm launching it in oculus VR mode? Oculus has 0 supersampling adjustment. Also, how are you guys seeing your FPS with the headset on?

Olijke Poffer
09-08-2018, 15:28
Does anybody have a straight forward guide which could detail how to change graphicsconfigoculusx11.xml ?, as well as how I should launch Project Cars 2 with VR, and what super sampling I need to change, etc. A detailed tutorial. I don't know what any of it means. I've had the VR headset for 3 days. I'm using 180% steam VR resolution scale, with MSAA on high, and it looks like garbage. Maybe it's not applying the supersampling because I'm launching it in oculus VR mode? Oculus has 0 supersampling adjustment. Also, how are you guys seeing your FPS with the headset on?

Take a look here,

http://forum.projectcarsgame.com/showthread.php?54483-VR-Guide-Setup-Settings-and-General-tips

shadybrady
09-08-2018, 16:42
Alright, I got it. Thanks Mad Al and Poffer. I probably relaunched the game 36 times getting it all sorted lol. By the time I was done I didn't even want to play anymore. But at least it will be good for next time. I saw one guy on one of those links talking about being excited because his weekend was all sorted out messing with XML files rofl. That's a madman.

Rodders
10-08-2018, 09:49
VR is a game changer and offers a vastly different (IMO much better) experience to pancake racing. If it's immersion you want with the feeling of being IN a car, ON the track, AT the circuit, then traditional 2D will never give you that. VR's loss of resolution is more than compensated by unrestricted freedom of view with proper stereoscopic 3D vision, depth perception, object separation, sense of speed, feeling of placement and all the other things that we get from our own vision and take for granted on a daily basis. 2D sim racing will always be just that: gaming by proxy on a 2D representation of a 3D world.

Pancake racing :tears_of_joy:

Never heard that before.

If you came up with that I think you just invented the first VR elite user derogatory term for non VR users. Harsh :p

I look forward to getting abuse off all my non VR user clubmates later when I call them that in loose and annoying ways :D

Rodders
10-08-2018, 09:56
Alright, I got it. Thanks Mad Al and Poffer. I probably relaunched the game 36 times getting it all sorted lol. By the time I was done I didn't even want to play anymore. But at least it will be good for next time. I saw one guy on one of those links talking about being excited because his weekend was all sorted out messing with XML files rofl. That's a madman.

lol shady - hit with the old new toy advice and apply overload :)

Gregz0r
20-08-2018, 08:32
Pancake racing :tears_of_joy:

Never heard that before.

If you came up with that I think you just invented the first VR elite user derogatory term for non VR users. Harsh :p

I look forward to getting abuse off all my non VR user clubmates later when I call them that in loose and annoying ways :D
It’s standard parlance in VR subreddits.