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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    Sometimes I think that a lot of "strange" feelings about physics some experience about AMS2 is how camera settings can be adjusted. All other titles I played have a more stable visual output. In VR, with use of G-Forces settings, and the focus were I'm looking, it's a masterpiece, no other racing title is near PCars2 and AMS2:



    But in 2D, I never can be really happy. It's a strange piece of software, Madness Engine... If I use the same camera settings as VR, it's like driving drunk a hovercraft...
     
    Last edited: Jan 15, 2026
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  2. WizL94

    WizL94 Active Member

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    Can confirm: TAA in VR looks better (great job @Cas thank you!) but my main problem with it still exists - head movement causes TAA to "break" and makes the whole image extremely sharp (= non-antialiased) for half a second.
    To see this effect just jump into a new session on Road Atlanta and move your head in the pre-session-screen. For me, hundreds of white pixels in the treeline become visible as soon as I move my head. Increased sharpness settings make this effect worse.

    If somebody uses VR and does not have this problem I would like to hear their settings as I am a big fan of TAA. I run a Quest 3 on 90% resoluiton 120 Hz via Virtual Desktop at 400 Mbits/s. In-game-supersampling is at 1.0. I tried disableing synchronous spacewarp, additional sharpening and buffering in Virtual Desktop but TAA still broke in AMS2. Maybe it has something to do with the number of pre-rendered frames in the AMS2 settings? Or I have to try higher resolutions at 72 Hz? So many questions, so little time to test it all. :confused:

    Edit: I used OpenComposite to run AMS2 VR via OpenXR instead of SteamVR - don't know if that makes any difference for TAA.

    Edit 2: This issue got fixed in update V1.6.9.3.
     
    Last edited: Jan 21, 2026
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  3. 2ndLastJedi

    2ndLastJedi Free speech matters AMS2 Club Member

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    I've not noticed the head movement causes TAA to break, so loaded into RA with my normal settings and I see nothing of what you mention. If anything head movement creates motion blur, like my screens cant keep up, very minor but like TAA blur is exaggerated with fast head movement. But really the image is smooth and clear with only minor motion blur.
    This is 100% resolution scale in Pi Play (so 5100x4300 per eye) with TAA on with sharpening at 150 @90Hz.
    AMS2 is looking better than ever atm. I wonder if it's a Q3 issue? Does this issue go away if using other AA solutions?
     
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  4. Xenix74

    Xenix74 Active Member

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    Perhaps it's due to the foveated rendering setting?
     
  5. WizL94

    WizL94 Active Member

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    But my Quest 3 has no foveated rendering :(
    Two other ideas: I cropped my VR image in the Virtual Desktop settings to 90% vertical an 60% horizontal. This could cause issues with TAA I guess.
    And: I set the display resolution in AMS2 settings to 720p (since it does not effect the resolution of the VR image, only the 2D mirror). BUT I noticed that some textures (clouds, dirt, damage) are very low-res even with all other settings (particles, cars, track) on high. Even the UI has some visual glitches with this low display resolution so I will try to crank it back up.

    Side note: Tested the blue-flag-AI in a multiclass race yesterday and it was an amazing experience. I often forget that I am in an offline race. Thank you Reiza for the never ending supply of adrenaline and
    endorphine. :D

    Edit: This issue got fixed in update V1.6.9.3.
     
    Last edited: Jan 21, 2026
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  6. Xenix74

    Xenix74 Active Member

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    The OpenXR Toolkit also supports foveated rendering on the Q3.

    I have a similar setup to yours: Q3, VD, Open Composite, OpenXR Toolkit, cropped to 50/89, VDXR, H.264+, 500 Mbps, 90 Hz, passthrough for mixed reality, even slight foveated rendering, VD video buffer off, VD SSA off, VD Snapdragon SS off, Ethernet cable instead of Wi-Fi, VD pre-sharpening set to 80%. In-game, TAA sharpness is set to 200. Driver settings are standard except for High Performance.

    But I haven't noticed any such errors with TAA.
     
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  7. paddler

    paddler Active Member AMS2 Club Member

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    What are your settings in the G Force section in VR if I may ask?
     
  8. Ernesto_171

    Ernesto_171 Active Member

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    Lateral 75, vertical 25 and longitudinal 25 or 50.

    And other head moviments zero.

    I don't know is AMS2 suports head tracking or eye tracking in flat screen, maybe works nice with these settings too, because it's really bad with fixed camera focus.
     
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  9. WizL94

    WizL94 Active Member

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    Good to hear that it works for you!

    I tried some more settings: higher in-game-resolution, higher VD resolution, 72 Hz instead of 120 Hz, motion blur on/off, postprocessing filter on/off, pre-rendered-frames in-game 1/2/3, fullscreen/windowed, no cropping in VD, adaptive quantization in VD on/off, ... sadly TAA still breaks when I move my head.

    Next step would be to reinstall the nvidia driver and/or AMS2 completely but I am not that desperate yet :p MSAA x4 looks fine especially since setting anisotropic filtering to x8 instead of x16 so thanks for that hint.

    Edit 2: This issue got fixed in update V1.6.9.3.
     
    Last edited: Jan 21, 2026
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  10. torsteinvh

    torsteinvh Active Member AMS2 Club Member

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    After actively looking for the effect you describe I could clearly see it, but for me this is not something I have noticed when racing. And I sure hope I won't start noticing it more now...
    Image otherwise is sharp and clear, and looks perfectly fine to me.

    I have a Quest 3 and Virtual Desktop, tested both Ultra and Godlike, 72 and 90 Hz without SSW, but didn't see a meaningful difference. I do not use Open Composite.
     
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  11. MarcG

    MarcG Well-Known Member AMS2 Club Member

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    I last tried TAA a few updates ago and with a now older GPU (3070ti, 70% HMD resolution in SteamVR), the performance was poor and it was far too blurry even on a high sharpening setting but it was an early release.

    So the other night I tried it again this time with my new GPU (9070XT OC, 100% HMD resolution in SteamVR) and it's improved greatly.

    Unfortunately though it's still not for me (I stress that point as everyone's different!) as strangely I still see a performance drop compared to MSAA on MEDIUM and even though visually it's got a lot better it's still too blurry for my liking, MSAA offers up a better sharpness for my eyes so I think I'll stick with that.

    When racing with TAA I did notice some sort of ghosting around the edges of cars in front, hard to describe but it looked liked shock waves coming from the back left corners as the cars were turning right.

    But whatever the Devs have done they've done a great job on improving TAA there's no doubt, I'm glad it works well for many of you but for my personal tastes I'll give it a pass.
     
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  12. Mike1304

    Mike1304 Well-Known Member AMS2 Club Member

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    Could a dev please confirm that the problem with the blurriness in VR is caused by the fact that sharpening strength settings in the files don’t work anymore since the 1.6.9.x updates (and/or supersampling with the slider in the VR tab of the ingame options not working anymore)?
    Is it being worked on?
     
  13. Ochilbaz

    Ochilbaz Active Member

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    The in-game quality with the quest 3 at the moment is not as good as it once was. I have decent specs and I used to be able to run the quest 3 at 90hz and maxed out graphic slider and it was as sharp as a tack….now I have had to dial it back to 72hz and 1.0 and the sharpness just isn’t there
     
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  14. Magicroetsch

    Magicroetsch New Member

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    I also waitung that the sharpenings settings will be fixed in VR
     
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  15. Koering

    Koering New Member

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    Last race I had suddenly no more vision in my HP Reverb G2. All went black and then it seemed to freeze. Since I was in a race and couldn't interact with the game anymore I had to reboot my PC. Therefore I had to put off my G2 and didn't get what really hapened. I still heard car sound but image was black. --- rtx4090 i13900 --

    Anyone else who experienced sth like this? Maybe too less power from my NT?
     
  16. ulotrix

    ulotrix Active Member

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    All of them were 0 because I was afraid of getting motion sickness. After having them similar to yours, it really made a huge difference.
     
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  17. GoobMB

    GoobMB Active Member AMS2 Club Member

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    Yes. Check Windows log / system for WHEA. In my case it was the GPU getting timeout from TDRDelay.
     
  18. Ernesto_171

    Ernesto_171 Active Member

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    Yes, have the opposite effect in VR: stabilize the view were you looking at with simulated g forces in camera moviments. It's really good.
     
  19. Shodan0000

    Shodan0000 Active Member

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    According to the latest patch update this should be fixed now?
     
  20. Woodee

    Woodee Simracing Junkie AMS2 Club Member

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    Is it a game setting to have the helmet cam be static on your head (no movement at all) with helmet cam? (no matter the head movement settings).
     

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