Assetto Corsa in VRPC 

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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
Where do you set 130% supersampling in CSP? You might be better using Steam or CSP but not both maybe. Try 250% in Steam and disable the CSP upscaling perhaps?
With AC/Steam/Oasis/CM/CSP/Nvidia all having different control panels that can do similar things I sometimes wonder if some things are in conflict without us realising.

Surprised you don't like the internal glass reflections, I think they add another layer of immersion and believability in VR. Have you tried toning them down with the slider? I actually turned mine up so they are MORE visible.
 
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Where do you set 130% supersampling in CSP? You might be better using Steam or CSP but not both maybe. Try 250% in Steam and disable the CSP upscaling perhaps?
With AC/Steam/Oasis/CM/CSP/Nvidia all having different control panels that can do similar things I sometimes wonder if some things are in conflict without us realising.

Surprised you don't like the internal glass reflections, I think they add another layer of immersion and believability in VR. Have you tried toning them down with the slider? I actually turned mine up so they are MORE visible.
I do like the effects but they got in the way racing online where i need every help i can get.
In CSP, there is a custom quality option on some upscalers where you can select your own resolution.
You could be right about confliction options and i had not thought about ditching upscaling completely and stacking it up in steam.
Worth a try and i will report my findings.
Hard to run nicely without any MSAA i find and for some tracks i still need 4X. Enough pixels might just be the answer .
 
Hi, as a AC VR player for many years i am on CSP 0.2.11 preview1 with a Quest 3.
I recently changed my 9 years old (amd 1700/1080ti) to amd 5500/5070 and i discovered pure etc.

I usually connect AC VR with meta link via USB default settings with the Oculus Rift choice in AC Settings (SS 1.6)
It works well but visually, yes it is what it is.

I tried Virtual Desktop USB H264+ 500mbps and H264 200mbps then choose OpenVR in AC settings, image is superb but when i run with ai cars (15+) it destroys the framerate (35 :( )

If i upgrade the CSP to a recent version (Open XR support ?) it will be better ?
My AC is the result of many years of modding etc.. What do i risk if i upgrade CSP ? (bugs etc...)

Thank you !
 
I had only once that my modifications were destroyed. I do not know if it an CM or CSP update was, but my KS Highlands was strongly reduced in my modified objects. But always do a backup, your SSD can also failing.

The problem: with one car it’s running great and with 15 and more it’s bad?
Do the retest, use only a not modified Kunos ks cars & track, to be sure it’s not a bad optimized car/track that interferes in your FPS.
While testing, open the CSP app, it’s named by “ rendering stats” , here you will see on the fly, what is limiting your FPS. Guess it’s your AMD5500 CPU, as one core is peaking to it’s limits. That load on each CPU core can be checked by https://www.trustedreviews.com/how-to/how-to-check-cpu-core-usage-on-windows-11-4520613

Mesurer, c'est savoir and let us know the results.
 
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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.
Reading your experince I tried to measure the added blur so I went to Spa to test on a gantry and the blur came in a lot earlier with DLSS, even earlier than if I was running at 87% (Quality mode) resolution so it seems something is not playing well. Walking around a car, especially with carbon fibre and metallic paint it makes sense and it gave me a 20% boost in an online LAC server last night but the distance blur was noticably bad, especially at night so I guess I'm going to bin DLSS Quality for now and live with the downsides of MSAA.

I also tried to get eye tracking working with DLSS Neural Rendering but no bueno, instead I spent an hour on the server running a Single Pass on the whole image which is a pleasantly different visual experience but as a whole not better, unlike the Dual Pass Neural Rendering but that is too resource expensive without the eye tracking working. At least Neural Rendering is only going to get better - hopefully.
 
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I'm getting hooked on Neural Rendering now, jeez I hope we can get it working with eye tracking



Recorded live on my Pimax Dream Air set to 50% resolution because 5090s are crap.......
 
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Recorded live on my Pimax Dream Air set to 50% resolution because 5090s are crap.......
Yeah I just got a Crystal super OLED running on a 4090

The great thing about these oled screens is you can run them at lower resolutions and they still look great .Must be because of the high pixel density
Running mine with the sboys3 driver and 4xaa . Looks to me that the sboys3 driver runs the headset at 75% render res. and you loose about 5-6 degrees of horizontal FOV ( I crop the vertical anyway )

Im getting about 108-109 degrees horizontal with sboys3 ( about 114-115 without ) which is still more than the Crystal light i used before which was 103 degrees horizontal

If you can afford to get a Pimax OLED they are outstanding

Another note is I dont need glasses or lens inserts either because I think the focal length of the headset is higher
 
I had only once that my modifications were destroyed. I do not know if it an CM or CSP update was, but my KS Highlands was strongly reduced in my modified objects. But always do a backup, your SSD can also failing.

The problem: with one car it’s running great and with 15 and more it’s bad?
Do the retest, use only a not modified Kunos ks cars & track, to be sure it’s not a bad optimized car/track that interferes in your FPS.
While testing, open the CSP app, it’s named by “ rendering stats” , here you will see on the fly, what is limiting your FPS. Guess it’s your AMD5500 CPU, as one core is peaking to it’s limits. That load on each CPU core can be checked by https://www.trustedreviews.com/how-to/how-to-check-cpu-core-usage-on-windows-11-4520613

Mesurer, c'est savoir and let us know the results.
Thank you.
What i forgot to mention it's before having my new computer for 2 weeks with the Quest 3, i played with a Rift S for 6 years so i wasn't aware of all these streaming settings, Rift S is just plug & play.

So i did a couple of test with 15 kunos car (GT3) on Imola and yes, it works perfectly with :

H264+ / 500mbps
80hz
SS 1.6 (SS 2.0 was fine too)
VRS balanced
Pure
No Extra FX and fancy CSP settings

With VRS Highest-Wide image is better but framerate is a bit unstable, i think it can be OK with monotype car in certains conditions, i made a vr profile "ultra" if i want to try but not the profile i will use in normal condition.

So now, my question is :

Is upgrading to a recent CSP worth it ?
 
Yeah I just got a Crystal super OLED running on a 4090

The great thing about these oled screens is you can run them at lower resolutions and they still look great .Must be because of the high pixel density
Running mine with the sboys3 driver and 4xaa . Looks to me that the sboys3 driver runs the headset at 75% render res. and you loose about 5-6 degrees of horizontal FOV ( I crop the vertical anyway )

Im getting about 108-109 degrees horizontal with sboys3 ( about 114-115 without ) which is still more than the Crystal light i used before which was 103 degrees horizontal

If you can afford to get a Pimax OLED they are outstanding

Another note is I dont need glasses or lens inserts either because I think the focal length of the headset is higher
Yeah, same screens as I my headset. They're the best thing available at the moment. I run sboys3 @ 98 HFOV per eye, not sure what that equates to for overall FOV but any higher and I don't see the gain in the headset, I wear it pretty loose.
The focal length of the Micro-OLED is 1.3 metres so if you can focus at that without glasses you're good, unfortunately I can't but the lens inserts are really thin anyway so not a problem and they protect the actual lenses too.
 
Thank you.
What i forgot to mention it's before having my new computer for 2 weeks with the Quest 3, i played with a Rift S for 6 years so i wasn't aware of all these streaming settings, Rift S is just plug & play.

So i did a couple of test with 15 kunos car (GT3) on Imola and yes, it works perfectly with :

H264+ / 500mbps
80hz
SS 1.6 (SS 2.0 was fine too)
VRS balanced
Pure
No Extra FX and fancy CSP settings

With VRS Highest-Wide image is better but framerate is a bit unstable, i think it can be OK with monotype car in certains conditions, i made a vr profile "ultra" if i want to try but not the profile i will use in normal condition.

So now, my question is :

Is upgrading to a recent CSP worth it ?
I also have a Quest 3 and a PC with a Intel Core i7 14700k, NVIDIA RTX 4080 Super and 32 GB RAM.
I'm using the latest CSP 0.3.0-preview675 with Pure 3.59 LCS.

My setings with Meta Cable Link are:
In Oculus Debug Tool:
H.264 with 500 Mbps

In Meta Link Software:
Framerate 90 Hz
Rendering Resolution: 1,3x 4704x2528 (works well in combination with the VRS preset "Quest 3 low")

You must set the SS (Oculus: Pixels per display) always to 1.0 in AC, as the Rendering Resolution should only be set in the Meta Link Software (or Virtual Desktop Software, if you use this). A combination is no good idea. The SS (Oculus: Pixels per display) was meant for the Oculus Rift/Rift S and not the Quest 3.

In the CSP VR settings I use "Single Pass Stereo" and "Variable Rate Shading" with the VRS preset "Quest 3 low" for more FPS.

In the AC Video settings I use:
MSAA: 4x
Anisotrophic filtering: Off (set it to 16x in the graphics card driver for better results)
World details: Maximum
Shadows resolution: 2048x2048
Smoke generation: Medium

Reflection resolution: 1024x1024
Rendering frequency: Two faces per frame
Rendering distance: 2400 m

PP filter: Natural_Mod
Mirror resolution: 256x1024 with High Quality
Pixels per display: 1.0 (as the rendering resolution should only be set in the Meta Link Software)
Mip LOD bias: -0.5


I also use the latest Virtual Desktop Beta with USB cable or Wifi 7.
My settings are:
VR Graphics Quality: High (2496x2688) in combination with the VRS preset "Quest 3 low"
VR Frame Rate: 90 fps
VR Bitrate (with codec H.264+): 500 Mbps (with USB cable), 300 Mbps (with Wifi 7)

But the most important thing is to use a modified Open XR DLL for higher fps without Steam VR.
 
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I also have a Quest 3 and a PC with a Intel Core i7 14700k, NVIDIA RTX 4080 Super and 32 GB RAM.
I'm using the latest CSP 0.3.0-preview675 with Pure 3.59 LCS.

My setings with Meta Cable Link are:
In Oculus Debug Tool:
H.264 with 500 Mbps

In Meta Link Software:
Framerate 90 Hz
Rendering Resolution: 1,3x 4704x2528 (works well in combination with the VRS preset "Quest 3 low")

You must set the SS (Oculus: Pixels per display) always to 1.0 in AC, as the Rendering Resolution should only be set in the Meta Link Software (or Virtual Desktop Software, if you use this). A combination is no good idea. The SS (Oculus: Pixels per display) was meant for the Oculus Rift/Rift S and not the Quest 3.

In the CSP VR settings I use "Single Pass Stereo" and "Variable Rate Shading" with the VRS preset "Quest 3 low" for more FPS.

In the AC Video settings I use:
MSAA: 4x
Anisotrophic filtering: Off (set it to 16x in the graphics card driver for better results)
World details: Maximum
Shadows resolution: 2048x2048
Smoke generation: Medium

Reflection resolution: 1024x1024
Rendering frequency: Two faces per frame
Rendering distance: 2400 m

PP filter: Natural_Mod
Mirror resolution: 256x1024 with High Quality
Pixels per display: 1.0 (as the rendering resolution should only be set in the Meta Link Software)
Mip LOD bias: -0.5


I also use the latest Virtual Desktop Beta with USB cable or Wifi 7.
My settings are:
VR Graphics Quality: High (2496x2688) in combination with the VRS preset "Quest 3 low"
VR Frame Rate: 90 fps
VR Bitrate (with codec H.264+): 500 Mbps (with USB cable), 300 Mbps (with Wifi 7)

But the most important thing is to use a modified Open XR DLL for higher fps without Steam VR.
Wow thanks for the OpenXR big game changer here. (i only have 5500/5070)

So after a lot of tests, i understand what's good and wrong.

First of all, VD H264+ 500 is by far the best on my config, very good clarity and sharpness.
Then, with kunos car on kunos tracks, yes everything is good @ 80hz with Pure / VRS Q3 setting etc

But now what's wrong, when i run mods included RSS cars, on custom tracks (when i say custom just Fenryr or good convert), it is still totally playable but the framaete is less consistent and i dont like it.
So the big trade off i did, is a VR profile without weather fx, no pure. And a profile with it.
Without weather fx, wow it's so smooth.

Honestly i played in vr for 10 years without Pure so it's not a big deal for me.
I still use it on TV.
 
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Yeah, same screens as I my headset. They're the best thing available at the moment. I run sboys3 @ 98 HFOV per eye, not sure what that equates to for overall FOV but any higher and I don't see the gain in the headset, I wear it pretty loose.
The focal length of the Micro-OLED is 1.3 metres so if you can focus at that without glasses you're good, unfortunately I can't but the lens inserts are really thin anyway so not a problem and they protect the actual lenses too.
Hi VR SIM Racer
How are getting on with the Dream Air ?
Have you got your IPD setup dialed in as I'm struggling to get my IPD feeling right !
Would appreciate any tips you could give
The image looks clear with objects that are close to your view but distant objects seem a bit " mis-alined "
Cheers
 
Wow thanks for the OpenXR big game changer here. (i only have 5500/5070)

So after a lot of tests, i understand what's good and wrong.

First of all, VD H264+ 500 is by far the best on my config, very good clarity and sharpness.
Then, with kunos car on kunos tracks, yes everything is good @ 80hz with Pure / VRS Q3 setting etc

But now what's wrong, when i run mods included RSS cars, on custom tracks (when i say custom just Fenryr or good convert), it is still totally playable but the framaete is less consistent and i dont like it.
So the big trade off i did, is a VR profile without weather fx, no pure. And a profile with it.
Without weather fx, wow it's so smooth.

Honestly i played in vr for 10 years without Pure so it's not a big deal for me.
I still use it on TV
Kunos cars don`t use CSP extended physics like a lot of the mod cars, especially from RSS, URD and VRC. This causes a much higher CPU load. Only the VRC cars have a non-CSP version you can use. And a lot of the custom tracks have a poor performance, because they are badly optimized with too many polygons, materials, 3D trees and animated CSP stuff.
 
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Hi VR SIM Racer
How are getting on with the Dream Air ?
Have you got your IPD setup dialed in as I'm struggling to get my IPD feeling right !
Would appreciate any tips you could give
The image looks clear with objects that are close to your view but distant objects seem a bit " mis-alined "
Cheers
I'm dialled in great. When you say a bit misaligned do you mean it doesn't quite feel right or do you have two seperate images?
I just want to rule out that maybe you are using sboys3 but haven't changed the OpenXR runtime to SteamVR and it is still set to Pimax OpenXR or maybe the other way around? That gives you an image that is totally not right further than 1m in front of your face.

I don't actually understand all the different runtimes and distortion profiles etc etc but I know pairing the wrong one with wrong pipeline gives you 'double vision' so you should check in the SteamVR settings for OpenXR page and you can change from SteamVR to OpenXR there.
 
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I'm dialled in great. When you say a bit misaligned do you mean it doesn't quite feel right or do you have two seperate images?
I just want to rule out that maybe you are using sboys3 but haven't changed the OpenXR runtime to SteamVR and it is still set to Pimax OpenXR or maybe the other way around? That gives you an image that is totally not right further than 1m in front of your face.

I don't actually understand all the different runtimes and distortion profiles etc etc but I know pairing the wrong one with wrong pipeline gives you 'double vision' so you should check in the SteamVR settings for OpenXR page and you can change from SteamVR to OpenXR there.
Hi thanks for the reply
Yeah I'm using the sboys3 driver . With the Luma sharpening

I been playing with the ipd offset and I think I've dialled it in now .

After digging around on the internet it seems you have to set the ipd a few mm less than your usual ipd, on the crystal light I was using 62.5 - 63 . I've set the micro OLED to 61 and added a .6 offset on 1 eye and it seems to be fine now

It just seemed a bit out of focus on distant objects .
Still looks absolutely amazing tho .

Thanks again for suggestions
 
Hello,
I'm very interested in the new ExtraFX implementation with the latest CSP preview, especially all the new upscaling methods that are now unlocked.
I'm still on 0.2.12 and although I am personally waiting for a full release of 0.3.0 to make the jump, I am very interested in what the performance gains are using the new upscalers.

Does anybody mind briefly sharing the performance boost with their setup with and without the upscaling?
(I'm mostly interested in FSR as I am on AMD, is FSR 4 an available upscaler as I do not know :) )

Thanks!
 
I got eye tracked foveated rendering working on AC Evo and it is game changing for performance, it runs nearly as well as AC now.
Ilya needs to get the Cheeky's eye tracking DLSS working in AC.

I think the area in the red box is being rendered at around 10000x5000 pixels (equivalent if it was full screen).
 
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thumbeye.webp
p2.webp
 
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72fps records better for Youtube but 90fps isn't a problem, maybe drop the resolution from 120% to 100% to give a nice bit of headroom.
I dropped a video in the ACE Early Release thread
 
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How about this? Is this worth looking into or redundant?
 
How about this? Is this worth looking into or redundant?

Yeah I tried this and the OFXR bridge app but couldn't get either to work in AC . They seemed to be geared more to flight Sims ?
And I find the VectorXR a bit hard to configure.

I'm using the sboys3 driver on Crystal Super mOLED and can get a solid 90fps on a 4090 so don't really need frame gen.

I was just curious to see how it works but couldn't be bothered to spend anymore time to get them working
 
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