![]() The OculusDebugTool allows you to see actual framerate rather than the interpolated ASW rate of 45 FPS, just set Asynchronous Spacewarp to Disabled. This is why I attempt to configure the game to reach at least 45 FPS. So it looks like for now if we want any sort of decent graphics we're stuck with ASW, so for a smooth display the application output (Project CARS 3) to the Oculus Rift should exceed 45 FPS so that is can use ASW effectively. Currently it looks like Project CARS 3 is so poorly optimized for VR that I can't get it to run at 90Hz even using medium settings using a GTX 2080 super GPU. For most other racing sims, including Project CARS 2, you can get the game to run at 90Hz without the need for AWS at all by changing configuration values to match the power of your GPU. ![]() The Oculus Rift operates at 90Hz and when the application's output (Project CARS 3) is under 90 FPS the Oculus Rift will use a mechanism called Asynchronous Spacewarp (ASW) to extrapolate between adjacent frames processed at 45 FPS and display them to the viewer at 90Hz. Note that Hz is used when referencing what is actually drawn to the screen or VR lenses, however what the game is actually producing as output is measured in frames per second (FPS). I tested using the Oculus Debug Tool which displays the application (Project CARS 3) display rate in cycles per second (Hz). I am certainly not a VR developer most of this stuff I just googled to find things out and these are my assumptions so apologies in advance for mistakes and I will fix as needed. ![]() If anyone has SteamVR specific recommendations please include in the comments!Ĭomments and suggestions are welcome and will be included as appropriate. Preliminary testing using the SteamVR launch option results in similar performance, although I have not tweaked any specific SteamVR related configuration options. I use an Oculus Rift CV1 and typically launch using the Oculus launch option. I am encouraged by the Project CARS 3 patch 8/28/20 that did in fact fix the horrible menu stutter experienced by VR users and improved performance noticeably. The initial Project CARS 3 release VR performance was rather abysmal for a product advertised as having "best in class VR support." Codemasters did at least include VR support on day one for this product and is presumably committed to providing improvements and optimization to the VR implementation. The intent of the guide is to provide functional settings for Project CARS 3 VR users. VR performance still just as bad, though. Impacts of graphics settings on performance (as per Tom's Hardware [TEXTURE RESOLUTION: 2-4%Īlso updated my NVIDIA driver to latest version 456.38 and along with the patch has perhaps improved crash to desktop, still have them though so hard to tell. The Resolution setting does not change what goes to the RIFT during racing it does change the menus, videos, and what gets sent to the screen, so set that to whatever you want. If you have a Ryzen 9 3950X with 64 GB RAM and an RTX 2080 Super or similar those values will likely be Anisotropic 4X and VR SuperSampling 1.5 - 1.7. Set your Texture Filtering and VR Supersampling values low enough to get at least 45 FPS for a passable VR experience even when racing in the rain. Please consider rating this guide if you like it!
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