Assetto Corsa in VRPC 

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I'm 100% happy with the image quality and performance in my Reverb G2.
Same for me, plus when I tried DLSS n VR in other game that I am not 100% happy with, it made the visual worst for marginal, if any, performance gain.
 
I do have the Samsung Odyssey+ and the Reverb G2-V2, both an old generation of VR headset’s, sure both
satisfying in race/fly sims. Only I do hope I will never have the opportunity in trying the new generation of the Pimax micro-LED headsets! I know then there is no way back to the VR stone ages, but it will cost me >€1000,- and a divorce. 😎
 
I do have the Samsung Odyssey+ and the Reverb G2-V2, both an old generation of VR headset’s, sure both
satisfying in race/fly sims. Only I do hope I will never have the opportunity in trying the new generation of the Pimax micro-LED headsets! I know then there is no way back to the VR stone ages, but it will cost me >€1000,- and a divorce. 😎
The G2 seems to be the sweet spot for my hardware (RTX 4080/i9-13900). Image quality is superb, and I'm getting 90fps at night in the rain in big grid races with most things maxed and (from memory) 2.5x supersampling.
If I updated my HMD I'd probably need to upgrade my PC, but I really do not feel the need at all. Couldn't be happier with my current setup.
 
Guess the happiest gamers are the ones who do not know, because they are satisfied on what they actual have.

Same boat here, still on a i9-9900ks & mid ranged RTX5070ti! If I do have FPS difficulties/stutters in AC, then it’s caused by bad optimized mods like some converted tracks, bad apps or conflicting settings. So going for a Pimax hallelujah headset, with the necessary €5000,- RTX5090, never.

Btw for AC use, I do prefer the Samsung Odyssey+ while the Reverb G2-V2 is on the other hand, a better choice for combat flysims, like IL2 and DCS.
 
Besides the Github alternative, DLSS5 in VR seems to be also possible for Virtual Desktop users.
 
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Hi. With the latest CSP version 3.0 634 in VR has anyone noticed lighter colour ring at the bottom part of the lense when watching replays. If so is there a setting to get rid of it. Reported it to Ilja but thought someone else may have resolved it. Many thanks.
I usually use the openxr toolkit for foveated rendering as you can adjust it " on the fly " while still in game ( don't know if you can adjust VRS in game ) to get the best ratio of the rings .

I was wondering if anyone with a VR headset that has eye tracking can test the new eye tracking option in the latest CSP build to see if it works effectively.

I'm using a Pimax Crystal light but am thinking of getting a Dream Air that has eye tracking but would appreciate any insight before I pull the trigger on the Dream Air

Thanks
 
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How can I get OpenXR in the latest build of CSP version 3.0 634? If I disable external OpenXR, I don’t have any at all.
 
How can I get OpenXR in the latest build of CSP version 3.0 634? If I disable external OpenXR, I don’t have any at all.
Enable OpenXR in the Assetto Corsa video settings screen where it says Rendering mode .

Then adjust the settings for OpenXR in the VR section of CSP settings labeled OpenXR tweaks.

I think you have to disable OpenXR toolkit tho as my game crashes if I enable OpenXR and have the toolkit open too .
 
I usually use the openxr toolkit for foveated rendering as you can adjust it " on the fly " while still in game ( don't know if you can adjust VRS in game ) to get the best ratio of the rings .

I was wondering if anyone with a VR headset that has eye tracking can test the new eye tracking option in the latest CSP build to see if it works effectively.

I'm using a Pimax Crystal light but am thinking of getting a Dream Air that has eye tracking but would appreciate any insight before I pull the trigger on the Dream Air

Thanks
Yes I’m on a Pimax Light. I am using mine with Openxr in CM and on linier setting at 82%. Was using tool kit myself with turbo on.
It now runs like a dream. Using pure LCS with pure filter. I run on 72hz at 1.1 res in Pimax. I can now run large fields of cars. Before I struggled to run 16 without problems. Cheers.
 
Yep, the new OpenXR implementation seems to be much more efficient than the old OpenComposite/OpenVR combo. Does anyone know what the "Pimax"-presets for VRS really do? From what I can tell, the "Pimax (low)" preset runs about as fast as with custom set to "High performance", but it looks better.

But I'd love some info on what's what in there..
 
It's great that Openxr is now included in CSP but I'm sticking with open composite/openVr for now .
The CSP implementation seems to have more CPU spikes on my 9800x3d and the CPU runs hotter !
Also I find it easier to adjust foveated rendering and fov cropping from within the Openxr toolkit overlay whilst in game
Also you can adjust World Scale in the tool kit too. As far as I know you can't adjust World Scale in CSP?
 
The next upcoming CSP build has limited ExtraFX options for VR, one of which now allows dynamic windscreen reflections. Pretty damn cool to finally have these in VR, the immersion goes off the scale when you see your hands lightly reflected in the windscreen when turning the steering wheel.
 
Further to the above, ExtraFX was kind of kiling my framerate so I disabled it, but left dynamic windscreen reflections active... and they still work (and with little noticeable performance hit). Were these reflections ever dependant on ExtraFX, or was I always misled about this? Have they always worked in VR?
 
Further to the above, ExtraFX was kind of kiling my framerate so I disabled it, but left dynamic windscreen reflections active... and they still work (and with little noticeable performance hit). Were these reflections ever dependant on ExtraFX, or was I always misled about this? Have they always worked in VR?
Always worked, look great, but they are a little hungry
 
Always worked, look great, but they are a little hungry
Well goddamn, why the hell did I ever think it didn't work in VR? That's annoying.
I'll see if Ilja can get it working in side windows too. VR users spend a lot of time looking left and right so internal reflections on those would look fantastic.
 
I thought it said that extra fx didn’t work with VR at the moment.
 
Great. Something is better than nothing. Bring it on as long as it isn’t to demanding.
I'm not even sure right now what it'll bring. I have asked for clarification.
 
Maybe he's trying to get DLSS to work in VR.
It might be interesting to try DLAA or foveated DLSS Neural Rendering if he can get it working with eye tracking.
 
Hi vr sim racer could you share you prest for cm with dlss in vr please ? Im using quest 3 just tried and its like 16fps on my 5090 . Thanks
 
I tried this and the first thing I noticed was a much 'softer' image for anything not close, almost as if things were ever so slightly out of focus. Haven't tried a performance comparison yet - what difference did it make to you, in numbers?

Edit: adding 25% Sharpness seems to help a little.
I'm testing at: 90Hz 6060x3688 on a Pimax Dream Air with a 5090 using the sboys3 SteamVR driver

With both MSAA 4x and DLSS Quality K I'm seeing around 8.5ms at the start of the Nords with 11 heavy mod cars starting in front on me but the DLSS frame time is consistant throughout maxing out at 9.1ms on the short straight after the left-right-left 6 corners in while the MSAAx4 will spike over the 11.1ms causing a small stutter or two.

With MSAAx4, when I turn up sharpening, I find the trees in the distance become overly sharp compared to the nearer cars limiting how sharp I can run the cars while with DLSS Quality they are affected the same or maybe even the other way around so I can set the cars as sharp as I like without the trees becoming pixelated.

I do have to run more sharpening on the DLSS, I've settled on ticking the box for CAS Sharpening in CSP and I run 1.6 CAS sharpness and 1.0 CAS Contrast in sboys3 driver although there are numerous alternative sharpening methods in sboys3 driver that I haven't delved into.
 
Hi vr sim racer could you share you prest for cm with dlss in vr please ? Im using quest 3 just tried and its like 16fps on my 5090 . Thanks

Backup your present one! I don't want it to overwrite your ffb, wheel etc settings

The catagories I changed for DLSS were Graphics Adjustments / VR tweaks / ExtraFX and I turn off MSAA in Assetto Corsa-Video settings
 
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Backup your present one! I don't want it to overwrite your ffb, wheel etc settings

The catagories I changed for DLSS were Graphics Adjustments / VR tweaks / ExtraFX and I turn off MSAA in Assetto Corsa-Video settings
Thankyou , what kind of fps are you getting and what vr headset are you using?
 
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I agree completely, just spent a couple of hours, headset on, headset off, trying different settings. As we do with every new graphic setting.
'VRsimracer' is running a 5090 so if like me you are still running a 4080 with a reverb g2, forget it.
However i have made DLSS work not a million miles behind my best so far image and i may use it for online racing with large grids.
I ran it at 150% steam res with DLSS @ quality setting which is 67% with full sharpening, but without some MSAA in ac in looks bad. So 2X made a big difference for me. 100% on DLAA top setting is better but still needs MSAA and my 90fps turns into 89 and something. Fine when only me on track.
I still cant beat a really sharp and clear setting that still is easily the best for me for at least the last couple of years, using FSR old port from GTA5. It's the best for me. Custom quality at 130% with medium sharpness, 150% steam and 2X MSAA. Holds 90fps solid and looks great.
Yep, I'm running a RTX4080 /i9-13900 combo with the Reverb G2, via Oasis drivers and 250% Steam VR resolution.
I thank @VR Sim Racer for the suggestion and it was an interesting experiment, but I get the same performance using MSAAx4 and FSR but with a much sharper (and strangely, less cartoony) image than when using DLSS. With DLSS, adboards and gantry sponsors were very blurred even a relatively short distance away. It was even difficult reading the main sponsor on opponents' Littlebird liveries in the middle distance. I switched back to my previous settings (which thankfully were saved 😅) and the difference in clarity was remarkable. The environment looked a lot more natural too for some reason. The only downside was the return of some aliasing on distant Armco barriers, but it was only the blur that was helping them.
According to the notes, DLSS doesn't work well with WindscreenFX reflections either, but to be honest those looked fine to me during testing. I wouldn't want to be without them now, they're fantastic. Ilja has said he'll look into adding side windows too, as we VR users spend a lot of time glancing sideways, so seeing the hands/steering wheel/dashboard reflected in them would add another layer of immersion. I also asked for an option to automatically disable the side window reflections during races, just in case they prove a little expensive.
 
Cant reach your 250% Steam resolution with my 4080. Im using a 5800X 3D which is no slouch and runs around 30% max in game.
Wait a minute though, maybe my math is crap. 150% on steam plus 130% in game via csp, what does that add up to?
As for the windscreen effect. Been around for a few years, loved it for ages until got fed up looking at a dirty screen with a low sun in my view. Kind of felt like i need to clean the damn thing in the end. Just tried the latest version, watching parts of my gloves on windscreen drove me nuts. Had to go.
Just under 200% resolution i think
 
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