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VR Discussions, Questions & Feedback

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

  1. Shodan0000

    Shodan0000 Active Member

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    Anyone?
     
  2. wickfut

    wickfut Member

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    check that a different USB device isn't continuously being rediscovered.
    Look at the Device Manager in windows and see if it refreshes when your headset pauses.
     
  3. Shodan0000

    Shodan0000 Active Member

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    This is not it. Without any usb except headset the problem persists.

    It happens only with oasis. Not an issue with WMR.

    I am interested to hear other people experience with reverb G2 and oasis specifically. It is an issue for many users since oasis.

    There are no current solutions. I would just like to have some feedback on people with and without this issue and what system they have.
     
  4. Leftfoot

    Leftfoot New Member AMS2 Club Member

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    Just to give a data point: I finally upgraded to Windows 11 which meant I went the Oasis driver route with my G2. Overall I would say it's been an amazing experience. Are there small little "micro displacements"? Maybe? But they are REALLY small if they are there. Tracking seems to be better, performance may have slightly improved overall especially in menu loading screens where it would be very glitchy with open composite previously, and everything in general seems to be more cohesive running a native driver.
     
  5. Shodan0000

    Shodan0000 Active Member

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    Here I made a recording of it. It's difficult to capture. In VR this feels very jarring during a race.

    I agree performance is better. But the displacements are nauseating.
     
  6. jpsdesign

    jpsdesign New Member

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    Anyone else have issues with menu tracking / scaling in VR when using the open composite openvr.dll with a Quest 3 and Virtual Desktop? It looks stretched and as I move my head it almost tracks in the opposite direction - very strange. Not a major issue as I can still use a monitor but a bit annoying so wondered if there was a quick fix - works fine if I revert to the standard dll and run through Steam VR...
     
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  7. Xenix74

    Xenix74 Active Member

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    No. Oculus 3, Virtual Desktop, VDXR, OpenComp, and OpenXR Toolkit. All without menu distortion.
     
  8. jpsdesign

    jpsdesign New Member

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    Thanks - weird, everything else including in race menus are fine, main menu is warping and stuff maybe because I only have .dll and no toolkit, will try to find a fix...
     
  9. Akak7

    Akak7 Active Member

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    Anyway to apply the old sharpening settings? Modifying the file doesn't work for me anymore
     
  10. tabs

    tabs New Member

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    This happens to me only when I tried to adjust the visible FOV (letterboxing). A workaround was to switch to desktop mode (double tap left controller menu button) to use in game menus, then again to toggle back when in the car.
     
  11. Xenix74

    Xenix74 Active Member

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    A small point to consider.

    TAA can indeed be more performance-efficient. Oddly enough, TAA only becomes truly beneficial at a resolution of 130% (Quest 3).

    In benchmarks yesterday, I found that I could save about 12-15% performance compared to MSAA at this resolution. And at this resolution, the image quality with TAA becomes competitive with MSAA.

    This is almost a paradox. TAA primarily helps people with NASA-level computers save performance. On normal and less powerful computers, the expensive MSAA offers a better balance.
     
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  12. Ernesto_171

    Ernesto_171 Active Member

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    I believe that with DLSS 4.5, TAA is dead for VR, at least for NVIDIA GPUs users. TAA needs tons of supersampling to be used, and still a blurry mess.
     
  13. Xenix74

    Xenix74 Active Member

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    Yes, that's generally true. I just wanted to point out that the performance difference increases with higher resolution.

    At 100%, the performance is the same for me. But from 130% SuperSampling onwards, I notice a performance increase of up to 15%, while the difference in quality decreases.

    But yes, MSAA is visually better.

    This could be interesting for people with Pimax glasses and higher display resolutions with a powerful graphics card. I was mainly concerned with the performance difference with increasing resolution. I haven't read about this here before.

    Edit: Wait, I'm actually underestimating this. At 130%, I was getting about ~75 frames per second with MSAA. With TAA, it was a maximum of ~97 frames per second. That's easily 22 frames per second.
     
    Last edited: Jan 13, 2026
  14. Harmoniser

    Harmoniser Member

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    When TAA was introduced I thought it was going to be game changer for VR. It wasn’t, it looked bad.

    So well done to Reiza for continuing to improve it.

    it now looks fantastic. Running native res on my Pimax Crystal super, with xr toolkit cropping, given the specs of that HMD. Most settings on high a couple on medium (eg reflections), visible cars of around 20. I can run smoothly at 72 fps, with rain and at night.

    the main issue now is optimisation on some tracks, still very hard to get stability on some tracks in the night and rain. Kansia is a bit of a no go in VR at night.
     
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  15. Cas

    Cas Member

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    Developing for VR is quite tough and there are a lot of edge cases. TAA is one such feature that requires very invasive surgery on what is a very complex renderer, so there were a lot of areas where things could go wrong. TAA needs precise per-pixel motion vectors for the entire scene and in VR I was generating them slightly off, so reprojected pixels would under or overshoot and made the scene look blurry. Thankfully that's fixed now and VR looks much more stable, though YMMV depending on what headset and resolution you use.

    Thanks for sticking with it and seeing how it has progressed. At the end of the day it's a matter of preference and tradeoffs but having the option there now (and now a solid option at that) is good to have!
     
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  16. Ernesto_171

    Ernesto_171 Active Member

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    Yes, the loss in performance using TAA in higher resolutions is much, but MUCH less, than MSAA. MSAA is a selective supersampling, so, heavy as hell in higher resolutions.

    But the biggest problem with TAA is if you use 1.5 supersampling it looks like 1.0 without aliasing, in VR. You lose tons of details and sharpness.

    For me, it's useless in VR.
     
  17. Xenix74

    Xenix74 Active Member

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    I think it's pointless with Oculus headsets, but with Varjo and Cristal, MSAA could cause really serious performance issues. But maybe you can turn AA off completely there. I can't say for sure.
     
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  18. Ernesto_171

    Ernesto_171 Active Member

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    Cars look better with TAA in VR, but moving head still broken TAA.
     
  19. Marius H

    Marius H Forum moderator Staff Member AMS2 Club Member

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    Glad to hear the TAA looks better for you. Regarding the movement, it would be helpful to have some more information: Which glasses are you using? What is your resolution? More details are always welcome for Cas.
     
  20. Mike1304

    Mike1304 Well-Known Member AMS2 Club Member

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    Yes, after the latest updates my picture quality in VR is blurry instead of super crisp and clear like it was before. Maybe it’s because of the sharpening settings not working anymore…

    Yes, I also reported, that in VR my picture is suddenly blurry after the update (first in beta version, then also in official version when this one received the update too).
    Didn’t realise that maybe the sharpening settings in the config file isn’t working anymore,

    Has this been officially confirmed by the devs yet or do we know if/when this will be fixed?

    I only play AMS2 in VR and my eyes can’t adjust to the blurry (low resolution) picture quality since they got used to the crisp and clear VR picture I always got with this beautiful sim.

    Either the sharpening is broken or the Supersampling in the VR tab of the game menu. Have everything cranked to max (that is a value of 2.0 in the supersampling slider and a sharpening strength value of 1.8 in the config files; I had these settings for ages and always had perfect picture quality in VR until something got broken with the latest updates). I hope this can be fixed soon.
    EDIT: Or maybe the 2 files "LibOVRRT64_1.dll" and "openvr_api.dll" which I copied into the game folders long ago and which brought me better performance by bypassing SteamVR and using OpenVR instead are conflicting with the latest update?
     
    Last edited by a moderator: Jan 14, 2026

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