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VR Discussions, Questions & Feedback

Discussion in 'Automobilista 2 - General Discussion' started by Heitor Facuri Cicoti, Apr 5, 2020.

  1. Ernesto_171

    Ernesto_171 Active Member

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    Today I played a little with VR render frames ahead, in AMS2 and NVidia driver. Here is much better with 3 and not default 1. No increased input lag and zero tiny ocasional sutters and more stable FPS.

    I believe modern CPUs and GPUs can handle much better pre rendered frames buffer in VR than in the past.
     
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  2. xNAPx

    xNAPx Member

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    I need to try this also because I am having little stutter or frame loss from time to time for some reason but never had before in any game while playing on screen
     
  3. Ernesto_171

    Ernesto_171 Active Member

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    A must for Quest 2 and 3 is don't forget to disable HAGS and Game More too. I'm finally satisfied now (until tomorrow, when I for sure will try change another illogical setting) with this "final" tweak.

    VR is insane.
     
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  4. dryheat94

    dryheat94 Well-Known Member AMS2 Club Member

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    Wondering if the other 2 should be turned off as well?

    Screenshot (2).png
     
  5. xNAPx

    xNAPx Member

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    This seems counter intuitive, so I need to switch this everytime i use either vr or screen mode?
     
  6. BazzaLB

    BazzaLB Well-Known Member

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    HAGS works for some people and not others.. it's a crap shoot and not universal results.
     
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  7. Ernesto_171

    Ernesto_171 Active Member

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    The problem with HAGS in VR is that with a good CPU you gain nothing but can have troubles. I only uses It running games with DLSS frame generation. If I turn It on with Quest 2 + 4070 Super, is a stutter fest.
     
  8. Ernesto_171

    Ernesto_171 Active Member

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    Screen mode is OK. The problem with HAGS is the encoding. Maybe in DisplayPort headsets the performance was ok with It on. Game mode on I have less fluid performance in ANY pvcr game I play, Was worse some time ago, now Windows maybe understand that the VR software running is important, but like HAGS on, sutters for no performance gains.
     
  9. jtortosen

    jtortosen Active Member AMS2 Club Member

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    Which headset do you use?
    With Quest 2 i see my arms, body and car too small. Between 110-120% i feel more realistic, but I can't get the perfect value. Currently I'm trying with 115%.
     
  10. Ernesto_171

    Ernesto_171 Active Member

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    I'm using now these settings. Not even a microstutter and can race with headlights on in heavy rain keeping 90 FPS almost all the time. Can set better quality settings racing daylight or rain without headlights on, but I will keep these, I like racing in rain. One thing people maybe want to try is using these camera settings for VR, using G-forces. I feel MUCH more the car with these. It's horrible flat screen, car looks floaty, but amazing in VR.

     
  11. Michael3

    Michael3 Active Member

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    You need good "VR legs" for these. But yeah I think most of the reason everything feels so much slower when I'm driving is that I just pulled all those sliders to zero. Obviously I'm sitting still on the seat when I brake, accelerate or turn - but TBH it's probably an advantage not having these movements.

    When I really want to get a sense of where the car is on the track and how the car is moving in VR I use bumper view - it's a bit low to race toe to toe in traffic though and not really necessary for the open wheelers because you're sat low and in the middle of the car anyway.
     
  12. Ochilbaz

    Ochilbaz Active Member

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    Good afternoon,
    Did you ever do a follow up on this after 1.6? I flounder your settings most helpful

    thanks
     
  13. Ernesto_171

    Ernesto_171 Active Member

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    I like the settings I use because I can filter a lot of bumps in "world" without lock view to horizon using 25 head moviment and 25 vertical g force, keep things locked to car in banked curves. And the lateral g force is amazing to catch any rear slide. These settings If used in flat screen are horrible. It's funny.
     
  14. Capt_Quarck

    Capt_Quarck New Member

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    Have you cycled different cameras?
     
  15. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Thanks for the tip I need to remember this, I wonder if anyone has done any recent substantial testing with this setting for any VR title, be good to see some technical results.
     
  16. Michael3

    Michael3 Active Member

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    Save the R&D budget. You can't render ahead without increasing latency.

    The question of how much latency / input lag you can accept is subjective.

    I'd suggest in VR you're going to notice it earlier than on a flat screen though. One of the reasons VR didn't exist years ago were things like you moved your head and there was a delay before the world moved and that'll get most people reaching for a bucket.
     
  17. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    Yeah I understand the latency but it's worth investigating as mentioned above todays GPUs are better than what they were years ago. Also as I'm using flying sims where latency isn't as huge a deal it may be more beneficial than with racing sims, but still worth looking into I think which is what I'll be doing :)
     
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  18. Ernesto_171

    Ernesto_171 Active Member

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    Like MarcG, I play more in VR racing and flight sims. When seated, the latency in a "stationary" cockpit and a fast moving world when looking around isn't so relevant. And keep in mind one really important thing:

    Years ago, headsets runs at 60 or 72Hz, and GPUs have much more latency to render frames.

    Madness Engine is stange. I set 1.3 supersamplig and lower MSAA to LOW. Thing looks better and more FPS. In this thing MSAA is really demanding. But my 4070 Super have the horsepower to render more pixels. The more demanding AA possible (supersampling) isn't more demanding than MSAA here.

    Trial and error is good and cost nothing in R&D in the spare time playing games.
     
    Last edited: Jan 2, 2025 at 1:04 AM
  19. UrsineSaturn9

    UrsineSaturn9 Active Member

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    How someone's brain processes and perceives latency is subjective, but surely the numbers are objective? Say for example you are aiming for 120Hz at 8ms render time, if gpu usage is 50% and gpu render takes 4ms then the frame is delivered on time and gpu is "idle" for 4ms. If you then change prerendered frames to 2 then both frames would be rendered in 8ms and delivered on time with no change in latency in theory. Increase again to 3 prerendered frames and total render time would increase to 12ms, which is longer than the target 8ms frame time, so assume would need to add 4ms of latency to accommodate the prerendering, which doesn't sound like that much to me (considering HMD motion to photon latency can be like 20‐50ms).
    Anyway, I tried setting it to 3 and it "felt" okay to me :)
     
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  20. Ernesto_171

    Ernesto_171 Active Member

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    This is exactly the point. My GPU floats around 50-60% usage racing daylight. Quest ang GPU have to compress, decompress, etc. The tiny ms my CPU/GPU uses to render just 3 more frames is nothing If we look at the big picture, but is great to get rid of microstutters and keep everything fluid.
     
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