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Ialyrn

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  1. We all have issues running this game in VR, it was never handled well by CodeMasters. Lets face it, they didnt even want to add VR into DR2.0; they never saw it as a valuble feature to add. VR in this game only happened because of Oculus, probably due to all the social media spam they was all getting when DR2.0 and its lack of VR support was first annouced. Me and FusionJohn fully understand where you are coming from and the issues you are facing. I even stated that the experiance on Oculus isnt even perfect. All I am doing is pointing you in a couple of directions you may not have originally thought of, just in case it allows you to get the game on your system to a playable enough state while something else is figured out, or some other rally game appears with a hopefully better VR implementation. With regards to my mentioning the USB thing, as said in my last post. Its actually really difficult to tell if it is part of the problem or not. I only knew it was a problem in my case, as I have multiple computers which I have used VR on. There can be any number of things that can crop up with the USB on the motherboard, such as not sending enough power to the connected device. Not enough bandwidth. The VR headset not liking the specific driver the USB controller uses. This is why swapping out to a PCI-E USB 3.0/3.1 card can help, even if you dont thing USB is an issue. Hell, some games might even run perfectly fine on while you are using the onboard USB. I was able to run Beatsaber without an issue before I got the PCI-E usb card. Couldnt race in Dirt Rally 2 on my new computer though, couldnt even run bog standard Assetto Corsa. Given how low cost a PCI-E USB 3.0 card is though, its something I always recommend to anyone heading into VR, and something I mention to anyone who uses VR and is having problems. Hell, even running a breakaway cable extension for USB and display can cause issues, especially with display port VR headsets. Get the wrong cables for an extension, or get poor qualty cables. You will be lucky if the device will even run. When it comes to VR, you literally cant discount anything. Its newer tech, still in its infancy. And it is buggy as hell. If VR was a horse, it would be a throughbred with how temperamental it is. End of the day, it is up to you if you want to try any of the things that have been suggested. I felt I had something valuble to add to your discussion in regards to troubleshooting, and I will always reach out to others to help them where possible.
  2. Another thing you all can look at, is in regards to USB. A lot of onboard USB 3.0 setups suffer from bandwidth issues, which can cause a good amount of stuttering and other problems in VR. You often find that you need a powered PCI-E USB 3.0/3.1 expansion card in order to run VR properly. I had to buy one for my current gaming PC, as my Oculus headsets (I have a CV1 and a Rift S) both hated the on board USB. https://www.amazon.co.uk/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM/ref=sr_1_10?crid=1Z6WF42877WOJ&dchild=1&keywords=pci-e+usb+3.0+card&qid=1614904270&sprefix=pci-e+usb+%2Caps%2C147&sr=8-10 This is the one I had to buy, and it resolved all USB related issues. Its a fairly small outlay. Its actually really difficult to tell if its a USB issue, unless you happen to have a second system with an entirely different motherboard that you know 100% works with your current VR headset properly in order to test with. I just happened to be in that posistion, as I have 2 gaming desktops and a gaming laptop. Both of my Rift headsets worked flawelessly on my old gaming desktop and my laptop, but not on my new gaming desktop. So I knew for sure it was a USB issue in my case. It might be worth a try for anyone suffering with issues with their Reverb G2's, especially if they have beefy specs. In regards to my specs. Desktop System 1 (my old gaming rig). MSI Z170A Krait Gaming (VR worked perfectly on this motherboards USB 3.0). i7 6700k quad core 16gb (2x8gb) 3000mhz DDR4 dual channel ram 8gb GTX 1080 Desktop system 2 (current gaming rig).- Asus ROG Strix Z490 Gaming-E (VR didnt work well at all on this motherboards USB 3.0. Suffering with stutters and total drop outs). i7 10700k octa core 16gb (2x8gb) 3200Mhz DDR 4 dual channel ram RTX 2070 super. MSI Gaming laptop - i7 8750H hex core 16gb 2666Mhz DDR4 GTX1070 laptop GPU with 8gb dedicated Vram
  3. Its not as simple as CodeMasters just adding support for the Reverb G2, that isnt how the whole VR thing actually works currently. Cant say if that will ever change or not, but it isnt a CodeMasters issue, but an industry issue for having a fractured system in place for VR as opposed to a set standard. This makes impletmenting every VR headset a difficult task, and more are releasing all the time. What you find happens currently, at least in terms of VR capable games released via steam anyway. Is that they will support an entire VR platform. The two VR platforms that Dirt Rally 2.0 supports via steam, are OculusVR and SteamVR. Two very indepentant VR platforms, they have a lot of simularities, but also a lot of differences. It is the VR platform that supports the specific headsets designed to work with it. For SteamVR, the headsets it supports directly are the Valve Index and the HTC Vive. For Oculus VR, that is the Rift CV1, Rift S, Quest (via Oculus Link), and Quest 2 (via Oculus Link). Dirt Rally 2 doesnt support the individual headsets, just the platforms they work on. Its up to Steam and Oculus to add that individual headset support directly into their respective VR platforms. Windows Mixed reality is its own VR platform, not connected to either OculusVR or SteamVR. Which is a platform as a whole that Codemasters did not support when Dirt Rally 2 was made. For them to do so now, it wouldnt be a case of just flipping a switch; but making entirely new code specific to WMR as a platform. WMR also wasnt really going that great before the HP reverb came along, which has now been followed by the reverb G2. WMR was practically a dead platform till that point. So it makes sense that CodeMaster's didnt support the WMR VR platform at the time DR2.0 was made. I use Oculus to play in VR, but I have played DR2.0 using SteamVR also. And it always performed worse than native Oculus does. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are perhaps a few things you can do to help matters, if you are willing to try. Multi sampling - I use none, this is a known FPS eater in VR in Dirt Rally 2. On top of this, I would also make sure there is ZERO super sampling going on with this title. No matter what VR platform you use. This includes making sure that your per eye resolution is set right in steamVR. Screen space reflections - I turn this one off completely in VR. Night Light - I set this to "low", as I found it caused intermittent stuttering on night stages in VR. Crowds - I set this to "low". Crowds set higher than "low" causes stuttering anytime spectators are visible. This happens in both VR and non VR modes. A long standing issue with multiple CodeMaster titles. Vehicle details - I set this to "low" also, as I found any higher caused lag when the car lights are turned on. Especially on stages with lots of trees, such as Wales and Scotland. I turn turn off the following settings - God Rays Chromatic Aberration Bloom Light Streaks The rest of the in game graphical settings, I found to be much more forgiving. But items like "mirrors", "Reflections", and Shadows" can be lowered for better general FPS. I personally have these set to medium. Any other setting, I have set to high. There are a couple of file tweaks you can make also, in the games "C:\Users\xxx\Documents\My Games\DiRT Rally 2.0\hardwaresettings" folder. Inside the file "hardware_settings_config_VR" You ideally want to set these particular settings as follows, as it helps with performance and also helps a little with reading text in VR (for some daft reason). <resolution width="1280" height="720" aspect="auto" fullscreen="0" vsync="0" Setting those parameters will not change the resolution inside your VR headset, just what is displayed on the desktop while you are in VR. It also wont adjust the settings for when you play the game outside of VR. Also, disable "steamVR home". I found it to be a massive GPU resource hog. To the point as soon as I start up steamVR with SteamVR home enabled, I hear my GPU fans ramp up drastically. And thats before starting a game. So disabling it may help you gain a little extra performance in VR in general, not just in Dirt Rally 2.0 You have to also keep in mind that your Reverb G2's have a much higher resolution than my 2 Oculus headsets. Your headsets will be harder to run anyway. I am not posting this information up to say that your not having issues, or that you cant be having them because I can play the game in VR without issues. I am posting it up to try and help you get some enjoyment from the game while you wait for Microsoft and Steam to come up with a solution to improve your overall performance. Dirt Rally 2 isnt the best game on the market for VR performance as it is. In all honesty, even on Oculus. It has more issues than any other VR game I have ever tried to run to date. That includes ACC, which is a very demanding game to run in VR. I find Dirt Rally 2 harder to get good performance out of. So your not alone. You literally have to tweak and tease Dirt Rally 2.0 in VR in order to get a good experience. No matter what platform you are using for VR. Its just Oculus has the easiest time of it.
  4. Turn off screen space reflections, set vehicle details to low, set crowds to low, turn off any multisampling, get rid of any supersampling (SteamVR will super sample automatically based on your PC's hardware, so you need to manually set Dirt Rally 2 to run at the correct per eye resolution). These are the settings I found to cause the most issues in VR with Dirt Rally 2.0. Crowds are known to cause stuttering issues in Dirt games, setting them to "low" or turning them off stops this. Screen space reflections will take a big chunk of the FPS For some reason when vehicle details are set above "low" in VR, the cars light will cause the frame rate to stutter and drop; especially in area's with lots of trees. I found it to be the worst on Scotland, but can happen at any location. On top of these things, you can also turn off the advanced lighting and camera effects that are all locatated at the bottom of the graphical options. These items can eat into the FPS also.
  5. Ialyrn

    More in sorrow than in anger

    Using assists really can slow you down, just like Underclass states here. More so on loose surfaces. The assists in racing games tend to be fairly dump, in that they will be either on or off with zero inbetween. Take TCS for example, the moment it detects you are spinning up your tires; it will cut power. This can have a negative impact of you are sliding around a corner on gravel, as you need the tires spinning in order to powerslide around and out the corner. STM also does a similar thing where it is cut power if you are sliding laterally. Which again will stop you from been able to powerslide on loose surfaced. A skill that is required in rally. In this video I show the effects off the assists at Finland in an Evo 6, stage times and assists are shown in each clip. I also have on screen telemety showing for Throttle, Brake and Steering. The Evo 6 is a manual sequential car IRL, so baring the "auto gears" test, the rest was done using Manual Sequential in game using a T300 RS GT wheel with T3PA Pro pedals - One thing that is really important in any racing game (even a rally game), is course knowledge. Knowing whats coming can really help. Some people believe that goes agaisnt the nature of a rally, but very few rallys are done blind. Most allow the rally drivers to drive the stages a couple of time before hand, in order to make the pace notes. This gives them some memory of the course in the process. Obviously in Dirt Rally (or other rally title), we can take that further and run the stages till they become second nature. But course knowledge is often what will lead to the biggest time gains. How you drive a stage matters, how close you get to the edges, how you handle the jumps. You may drive a stage without nessicerally messing up, but are you driving the fastest lines for that particualr stage? I made this video a while back when Scotland released to the game, to show people how I personally go about learning a stage in an effort to help others improve - Improvements can be made in Dirt Rally 2 ( and any racing game) by just practicing. I know thats a tired thing to say, and I know you say you dont need to practice; but it does work. Like with anything, you only get out of it what you are willing to invest. When you invest the time and effort, anything is possible. That isnt just for a racing title like Dirt Rally, but for all video games. You can be good a first person shooters for example, but to be one of the top players; it takes effort and practice. Even outside of video games, such as learning an instrument; or even learning to draw/paint. It all takes time, it all takes practice - Whether you act on what I have said or not, it doesnt matter. But I do hope you get that sense of improvment you are wanting so that the game becomes more fun for you.
  6. Ialyrn

    Wil my PC run Grid 2019

    They did read your question, you posted your system specs; they replied with the system requirements for the game. You PC meets those requirements, your A10 CPU is pretty much comparable in performance to the AMD FX 4300. I wouldnt advise buying a GTX1070 to use on such an outdated and slow CPU (its from 2012), not to mention there are much newer (and better) GPU's on the market now. I would advise you build/buy a whole new system in all honestly, in order to take advantage of new CPU architectures and ram speeds. There is the potential that a GTX 1070 may bottleneck on your system, due to the CPU age/speed. If I was in your shoes, I would wait till the RTX 3070 is fully available. it releases this month and is supposed to have RTX 2080ti performance for about £450; but chances are you wont be able to get your hands on one till 2021. AMD have a new Ryzen generation also about to release soon, so the wait will be worth it regardless.
  7. @Jeq It is FPS related, the VR video you linked is very clearly running below 90fps (80fps if its on a Rift S), you can tell by the suttering in the clip. DR2.0 in VR requires the FPS to be rock solid at what the VR headset you are using runs out (baring Valve Index which can run at a maximum of 120hz). The following videos I recorded in heavy rain, and the FPS is rock solid at 90fps for my Oculus Rift CV1. You can see the difference. The first video is from March 2020 the second video is from Sept 2019. p.s the side window in the wet is always bad, no matter the if in VR or on monitors. I was recently playing it on triple screens as well as VR, and the side windows are just as bad.
  8. Ialyrn

    Save Replay

    I agree, there should be a save feature for replays. Having to resort to recording the replay in OBS immediately after a race, is not my ideal solution. But it is the only solution without the ability to save the replay. I mean, that very clearly is the case; otherwise there would already be a save function. The annoying thing is, and this is the real kicker. The game will automatically save a highlight reel for races.
  9. Ialyrn

    FPS & Stuttering (PC, non-VR)

    This was patched a few months back, at least in DR2.0
  10. Could potentially be something to do with your headset or a setting in game/steamVR, because I have never had that issue personally. I have brightness in game set to default, and I have not messed with the "hdr" setting in the games files. I do have an issue on the Oculus rift where their is clear colour banding, which is a known issue. But yeh, I have never had an issue with the contrast personally. Also, you may be able to bump up details if you lower steamVR's resolution. SteamVR has a bad habit of automatically increasing the per eye resolution based on system specs, instead of just running at a particular HMD's native resolution. Same settings apply as I posted about above.
  11. I run with the latest Nvidia drivers on these 2 systems with a Rift CV1 with a stable 90fps. System 1 (old rig) i7 6700k MSI Z170A Krait Gaming Motherboard 16gb 3000MHz Corsair Vengeance LPX MSI GTX1080 Gaming X Plus System 2 (new rig as of June this year) i7 10700k Asus ROG Strix Z490 Gaming-E 16gb 3200MHz Corsair Vengeance RGB Gigabyte RTX2070 Super ------- The main 3 settings to change for VR are - "screen space reflections" - Off "Night Light" - Off "Vehicle Details" - Low I find these 3 settings to be massive drains on FPS, the latter 2 for no reason at all. Screen space reflections will do the most damage. Everything else I run at high, on both systems. Baring the lighting/camera effects at the bottom of the settings. I would also suggest removing the antialiasing (AA/Multisampling), and making sure you have no super sampling turned on. If you are playing through steam, make sure you DO NOT have steamVR open at the same time. It isnt needed when running the game in Oculus mode. I have tested these settings with a Rift S (my other half has a rift S) on both systems, and managed to get a stable 80fps. Also, keep crowds as off or set to low, any higher than that, and you get stutters. -------- System 1 footage - System 2 footage - Hope this helps.
  12. Ialyrn

    WRC 9

    Thats because the WRC franchise is fully licensed, which means all current Rally locations and all current WRC cars need to be added in the core game. This will also be the case in 2023 when Codemaster release their licensed WRC title, because thats how fully licensed titles work. Also, there is a deluxe edition that gives extra content, so not everything is included with the core game. People are entitled to hold a different opinion to you, they are entitled to state that opinion, just like you are. There is no need for you to be so abrasive towards people who do not think like you do. This is a public forum, and people will not always agree with what you have to say. As for your driving experiance in real life, is that normal road driving or actual rally driving? If its the former, then stop being so disingenuous. If its the latter and you have real world experiance driving rally cars on actual rally stages, in full competition; then I think people deserve some proof of your claims. Otherwise no one will take you seriously, especially given your attitude.
  13. Ialyrn

    T300 settings

    As said, all the settings are available in game now and it is a stand over from old racing titles where the force feedback was really bad on the pc, in order to allow people to adjust essential settings on the wheel to compensate. Most racing games these days have a good selection of ffb settings built into them now, including console releases. So you sould never have to use the settings in the driver software at all, unless you are going back to play an older title. I know that games like assetto corsa amd forza 7 as 2 examples, both use dynamic damping and dynamic spring. So setting thise 2 items to 0% in the wheels software has a negative effect. But in older games, you would have had to lower both thise settings.
  14. Ialyrn

    Serious Question

    ūü§® If I am playing on a single monitor on PC, I personally run the game at 144fps. The game will run at whatever FPS a persons particular computer is capable of running at. Though when I play in triple screen, I will admit that I do run the game at 60fps. But then the game at that point is spanning 3 different monitors, so just makes sense. But the game on PC is not limited to just 60fps. As for no mouse support. That is such a daft reason to avoid the pc version in my opinion, as it is such a non issue. The game has fully functional controller support for menu navigation, whether playing on a gamepad or on a wheel that includes a button box on the rim. Which is any mainstream wheel, unless modded by the end user. On top of that, it also has full keyboard support for menu navigation. There are only 2 racing titles I have played in the last decade that I felt a mouse was needed for, and that is iRacing and Assetto corsa, because their interfaces was never designed with controller support in mind. Thats why AC on Console has a totally different menu system when compared to the PC version. Yes, pc hardware can be an issue on occasion, but is also far less of an issue in 2020 than it was say a decade ago. The more reasonable thing would be to ask the original poster what their system specs are and give them actual detailed advice. Not just some run of the mill statement that the PC could have potentially more problems. I am fortunate enough to have grown up with both consoles and PC's, even now I have a good gaming PC and consoles in my possession. And its just as easy to get bugs on locked down hardware like a games console. There have been times when I have played a game on PC without issue, but played the exact same game on my Xbox one and had nothing but problems with it. Its a catch 22 situation. With regards to F1 2020, the only bug I have personally faced on my PC with it, was the game crashing at release after beating my personal best time in time trial mode. That has since been resolved, and for me, the gameplay has been solid without a single crash/glitch since then. It will help to give a better answers if you post up what your computer specs are, without that information; people can only give you blind advice. Because with an unknown PC setup, the only reasonable choice people can suggest is to buy the game on the PS4. The format that would be most readable, would be this as an example - i7 10700k RTX2070 super 16gb 3200MHz DDR4 Also, can be helpful to state if you are using a desktop or a laptop; since CPU speeds tend to be reduced for the sake of cooling on laptops.
  15. Ialyrn

    T300 settings

    That is not what I am saying at all. The wheels are still fully compatible with consoles. The PC software is just arbitrary, because all the settings you can change in racing games of today, are included in the games themselves. More often than not. The adjustability, as I said above, is a remnent mainly from an older time of force feedback, it was rudimentray, so wheel manufactures added adjustability settings into their software in an effort to offer more than their competitors. Quite possibly, I remember testing it myself with my old TX wheel and the Xbox One. And honestly, I never felt a difference. This was back in the days of Forza Motorsport 5, a game notorious for having really bad force feedback with built in high damper settings. So of course, I tried to remove the damper via the PC wheel control panel, because people suggested back then that the PC control panal software could make those changes and carry them over to the Xbox One. The TX was my first Thrustmaster wheels, so I had no basis to doubt their word. But the fact of the matter is, on the surface anyway. The wheels seem to forget all information once unplugged from the console/computer, baring the firmware data needed for the wheels base operation. This is why on Thrustmaster wheel bases, the end user has to recalibrate the pedals by pressing them after the wheel base has done its self calibration. Because it forgets it all each time its unplugged. Either way, I am still waiting for a response from Thrustmaster in regards to this.
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