Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Ialyrn

  1. Ialyrn

    Rain again, appologies.

    Ive played on a gaming laptop with an i7 8750h and a gtx 1070, laptop cpus dont boost as well as a desktop cpu does. as well as on an i7 6700k with a gtx 1080 desktop. It looks the same on both sets of hardware. Turn screen space reflections off, turn off night light, set vehicle details to low, set ground cover to medium. That should help you out. As for how i drive, i use sequential in cars that use sequential irl, and i use h pattern in cars that use full manual and clutch irl. I just happened to be using the 2000cc impreza in most of those videos. I use a t300 with sparco rally wheel, a th8a shifter for h pattern, and a second th8a in sequential mode as a handbrake. Anyway, hope it helps.
  2. Ialyrn

    Rain again, appologies.

    You may want to actually watch my videos linked above, because i Can set top 20 times all the time in the rain in vr.
  3. Thats pixel response time you are talking about, usually timed using a grey to grey pixel response (because its faster), which does help with input lag, but not the only reason for it. Pixel response time helps more with ghosting than anything, as its the speed at which the pixels themselves can change. The main reason why TV's run slower than gaming monitors, is because TV's run with a lot of post processing to improve the image displayed. This is why most TV's now come with a "game mode" that you can turn on while gaming, as this removes most (and sometimes all - tv set dependant) of the post processing a TV will do. If you tested the gaming monitors with a 1ms pixel response time, you would still find they have a good few MS of input lag on top of that (17ms in fact for a 60hz refresh rate on a gaming montior with a 1ms pixel response time). You have to keep in mind you have a button press going from whatever controller interface you have, been processed by the computer, passed to the GPU and then pushed to the display. It is possible to get a TV now, and since about 2017 in fact, that will go as low as 9ms, but they are hard to find. There are very few places that test what TV's are best for gaming, and the ones that are tested are few and far between. If you do some digging, you can find a TV that is perfect for gaming. I have a 43inch LG UK6300 4k tv that has an 11ms response time that I use for my Xbox one, which works very well for me. I wouldnt expect an honest answer in an electronics shop if you ask the question of "which TV is best for gaming", as more often than not, they do not have that information. So they will usually just be a sales person and direct you to a higher priced TV and tell you that one, because commission after all. This usually ends up with a gamer getting a TV set that is just not fit for the purpose of gaming (unless they really have some amazing luck), and then usually leads to complaints of input lag within video games, when its actually the TV that is the issue. For this reason, if its for serious gaming. I always recommend getting a gaming monitor over a TV (1080p for base xbox one/PS4 - or a 4k gaming monitor for PS4 Pro and Xbox one X). Consoles will happly run on them, you just need another way for audio, as monitors tend to have rubbish speakers, or even none at all. Not an issue if you always wear a headset while gaming, or use the consoles optical out into a sound system. What helps more than pixel response time, is refresh rate. The Hz that the screen can run at, so long as you can push that amount of frames. As input lag will lower with a higher refresh rate. As mentioned above, you get 17ms input lag on a 60hz display. On a 144hz, you get around 7ms input lag. Though dont take my word for it, plenty of tech channels have covered this topic, and some have even tested it themselves using high speed camera's. If you want a gaming experience with as little input lag as possible, you need a good computer that can push a high framerate well above that of 60fps. Coupled with a screen that can keep up with a high refresh rate, and a pixel response time that decreases ghosting. Anyway, the TL:DR, is that I agree with the concensus that the op is handicapping themselves using on older tv for gaming on, if the new one was infact displaying things faster. Which it appears it was from the discription in the original post. P.S current iteration of Sony TV's are considured some of the worst TV's for gaming since about 2018, with much higher levels of input lag and high pixel response times over their main competators. Even budget brands such as TCL. So make sure if you buy a TV for gaming, you have a good look around first and find a TV that has been tested for the purpose of gaming. Its the only way you will find a TV that is suitable for that purpose, and wont haveto rely on the luck of the draw. This Cnet website has a few TV's that was tested, you can see how badly the sony tv's they tested are compared to the competition. It also shows the difference between game mode been on and off - https://www.cnet.com/news/best-tvs-for-gaming-in-2020-low-input-lag-high-picture-quality/
  4. Ialyrn

    DiRT Rally 2.0 - Share your Videos!

    Testing out triple screens in Dirt Rslly 2.0
  5. Ialyrn

    Opel Ascona Wheel on wrong side?

    It all depends on what car they got hold of in order to scan and take pictures and reference material from. This one is a right hand drive, as an example -
  6. To use softlock in any game that has it, you have to manually set your wheel to its maximum rotational setting. So your T300 needs to be set to 1080 degrees of rotation for soft lock to function correctly. I run with a T300, I also have a G27 and a G920, and it is true for all of them. If you run on a DOR setting lower than the wheels maximum, it will throw off the games soft lock settings. Doesnt matter if its Dirt Rally 1 or 2, Assetto Corsa, Project cars 1 or 2. I assume the issue with the previously mentioned fanatec wheels, was running them in "auto" mode. I dont have a fanatec wheel, so I cant test. But I would assume the issue would be resolved by manually setting the max rotation on the wheel, and then recalibrating in game.
  7. Ialyrn

    VR FAQ & Performance

    I completely agree with that. The Madness engine has far better oculus vr and steam vr integration
  8. Ialyrn

    DiRT Rally 2.0 Head to Heads

    Look forward to seeing it.
  9. Ialyrn

    DR2 questions

    Im going to be very controversial here, and say I actually disagree with this. My reasoning, is that it puts you too far onto a knife edge in terms of car control. The later you brake, the harder you have to brake. That is all fine and well in some cars, especially on tarmac. But on loose surfaces, especially the ice of Monte Carlo; its going to give you far less control of the car. More likely to lock up underbraking, which means braking induced understeer. Not to mention some cars like to overtake the front under heavy braking. And although that latter aspect can be solved with tuning, to a point. I tend to go for a much more balanced approch with regards for braking. I usually brake over a longer distence, but with less pressure on the pedal. This allows me to maximise my grip in the corners, and then power out of them. I find its much more consistent, far less risky (perfect for those daily and career rally session where damage can ruin your run), and I dont find my times suffer for it. Ive always been told my approch in sim racing is odd, and also wrong. But whether I am driving in a circuit racing title like iRacing or Assetto Corsa, drifting in a racing title, or playing a Rally title like Dirt. I always use the approch of braking earlier with less pressure. So for me, the benifits of braking late; especially in a rally game. Just put to much risk to car control, and makes it much more likely you will make a mistake. So it can potentially cost you more time than it can save. Im not saying late braking cant work, because its results do speak for itself, when no errors are made. But it isnt the gateway into getting faster that it is often believed to be.
  10. Ialyrn

    VR FAQ & Performance

    Oculus Mirror via "window capture" in OBS Studio, with my webcam and the Dirt Telemetry tool added over top. I do have the OpenVR plugin, but that only works if I am running the game in SteamVR mode. I use Oculus Mirror when I am in OculusVR mode. @somethingthing Aye, I noticed the game does some odd things with that file. It makes me wonder if it is still partially running from the nonVR version of the file, which could potentially explain why performance is often all over the place in VR. As that VR file keeps changing on its own to up the resolution, and even Multisampling keeps turning on. Its annoying.
  11. Ialyrn

    VR FAQ & Performance

    I would suggest turning screen space reflections off turning off night light lowering vehicle details to low turning crowds off entirely (known to cause the sort of freezes you are mentioning). Setting textures to low putting everything else on medium as a starting point. and turning off all the post processing light, bloom, and lens effects at the bottom of the graphical settings menu (the options below Skidmarks). I would also check your GPU temps, as it is such an old GPU at this point; it is highly possible you are also suffering with termal throttling from degraded thermal compound, as well as dust build up. It is worth checking that off the list, just in case. As componants can and do run hotter the older they get, just due to reduced thermal capacity when the thermal compound ages. And dust will just reduce the effectivness of the fans. You can also set a custom fan curve for your GPU, or set the fans to run between 80% and 100% also. But if its degraded thermal compound, the only realistic way forward is to take the cooling fans and heatsink off, use isopropyl alcohol to clean off the old stuff, and replace with a new thermal compound. Something that isnt electrically conductive, such as Arctic MX-4 as a viable example. Some people are also mentioning that the latest Nvidia device drivers have tanked GPU performance accross the board. So it may help you to roll back to an older driver, or if you are on an older driver currently, updating to a newer driver. Whatever is going on, I would say its GPU related. You may not want to hear this, but it could just be dying on you. Its something to keep in mind. It doesnt make sense that you could run the game ok previously on the same hardware, and then all of a sudden you are having these major gameplay issues. And that all leads to something wrong with the GPU, judging by what you describe in your post.
  12. Ialyrn

    VR FAQ & Performance

    Is there any chance you can copy and paste it into a "code" tag within your comment? I never download random files onto my computer. Not saying you are doing anything unscrupulous, but always better safe than sorry 😅
  13. Ialyrn

    VR FAQ & Performance

    I can sort of see that, I assume you mean the Ryzen 5 1600? If so, it would be more comparable to my gaming laptops 6 core i7 8750H, but that ones runs at 2.2GHz due to been a laptop CPU, and I run the exact same settings on it. Though saying that, early Ryzens, although excellent. Still couldnt match the per core performance of an intel CPU. So its possible its that aspect that is holding you back. I know Ryzen 2nd gen, and especially 3rd gen; have really stuck it to Intel in refards to the per core performance though. The CPU in my desktop is only a quad core. Could you post up your full "hardware_settings_config_vr.xml"?
  14. Ialyrn

    VR FAQ & Performance

    That is odd. I will just change that to "4" and see what happens. Edit: I set it to "4", like it is in your file. I didnt notice anything odd by changing it. What version of the GTX1080 do you have? I have the MSI GTX 1080 Gaming X plus, which is a facotry OC'd unit from MSI.
  15. Ialyrn

    VR FAQ & Performance

    Here you go. If you copy my "hardware_settings_config_vr.xml", make sure you only copy from the "resolution" line and below. So that your core system information remains the same. <?xml version="1.0" encoding="UTF-8" ?> <hardware_settings_config version="25" deviceId="0x1B80"> <cpu> <threadStrategy workerMapFile="system/workerMap4Core.xml" forceFeedbackProcessor="3" dvdStorageProcessor="3" dataSetMonitorProcessor="1" renderProcessor="0" updateProcessor="2" fileStreamProcessor="3" /> </cpu> <audio_card> <dynamic_range value="low" /> <eq value="flat" /> <voice_chat enabled="true" /> <push_to_talk enabled="true" /> <music level="0" /> <replay_music level="0" /> <effects level="100" /> <engines level="100" /> <speech level="100" /> <surfaces level="100" /> <voip level="100" /> </audio_card> <motion_platform> <dbox enabled="true" /> <udp enabled="false" extradata="0" ip="" port="20777" delay="1" /> <custom_udp enabled="false" filename="packet_data.xml" ip="" port="20777" delay="1" /> <fanatec enabled="true" pedalVibrationScale="1.0" wheelVibrationScale="1.0" ledTrueForGearsFalseForSpeed="true" /> </motion_platform> <physics environmentalDamage="true" vehicleDamage="true" /> <input device_type="auto" /> <controls neutralTimeToShift="0.25" /> <graphics_card rating="2"> <eyefinity force="" osd="" /> <stereo enabled="false" separation="0.015" convergence="0.5" /> <resolution width="1920" height="1080" aspect="auto" fullscreen="2" vsync="1" refreshRate="60" multisampling="off" supersampling="1" taa="0" /> <gamma level="1.0" /> <hdr level="1.0" /> </graphics_card> <shaders low_quality="false" /> <textures quality="3" /> <anisotropic target="16" /> <shadows enabled="true" size="2048" maskQuality="1" particles="true" grass="false" /> <particles enabled="true" wind="true" dynamicRes="false" lowResScalar="4" nearFadeBias="0" emissionRate="1.0" /> <weather quality="1" /> <crowd enabled="true" detail="1" /> <cloth enabled="true" tessellation="true" /> <ground_cover clutter="true" enabled="true" lodScaling="1.0" /> <objects lod="1.02" maxlod="0" stones="true" /> <trees lod="1.2" maxlod="0" meshes="true" /> <vehicles characterQuality="1" lodQuality="0" textureQuality="1" /> <track lod="2.0" /> <reflections> <envmap size="512" quality="1" scaleminsize="1.0" mindistance="100.0" facesPerFrame="3" /> <ibl probeSize="256" diffuseSize="16" diffuseSamples="128" specularSize="256" specularSamples="128" /> </reflections> <mirrors enabled="true" width="768" height="256" car_maxlod="1" car_culldist="300.0" /> <skidmarks enabled="true" /> <dynamic_ambient_occ enabled="true" quality="3" /> <dynamic_ambient_occ_soft enabled="true" /> <night_lighting volumes="false" shadows="false" onlyHeadlights="false" shadowSize="1" renderTrees="false" renderVehicles="false" renderOrganisms="false" /> <anisotropic target="4" /> <aoit enabled="false" /> <avsm enabled="true" /> <postprocess> <motion_blur enabled="true" replayonly="false" /> <god_rays enabled="true" replayonly="false" /> <chromatic_aberration enabled="true" replayonly="false" /> <bloom enabled="true" replayonly="false" /> <lens_flares enabled="true" replayonly="false" /> <light_streaks enabled="true" replayonly="false" /> <lens_dust enabled="true" /> </postprocess> <screenspace_reflections enabled="true" replayonly="true" /> <vr enabled="true" eyeDistanceMultiplier="1.0" lockedOrientation="false"> <motion_blur enabled="false" /> <vignetteless enabled="true" /> </vr> </hardware_settings_config> Edit: Also, just noticed its reset to 1920X1080 again. It keeps doing that.
  16. Ialyrn

    VR FAQ & Performance

    If you mean in file settings. I have it set to 720p window mode atm. Though i have tested it with fullscreen and what i assume is borderless window (setting number 2 in file). Mainly as i am planning on running the onscreen oculus window fullscreen to output over hdmi to my elgato hd60s for recording. And fps barely budged in fullscreen mode. I set it to number 2 in the file in order to still use my mouse. Since alt/enter doesnt work in vr.
  17. Ialyrn

    VR FAQ & Performance

    After an absolute ton of testing, over and over again, for months on end. Monitoring performance, and repeating it on my gaming laptop. With both an Oculus Rift CV1 and an Oculus Rift S. I can honestly say this guide is wrong, based on your testing system specs. In my desktop I have an - i7 6700k@4.2GHz (same CPU as in your tests) GTX1080 with 8GB GDDR5+ 16gb DDR4 system ram In my laptop I have - i7 8750H@2.2GHz hex core (with a temporary boost to 4.10GHz, if temps are cool enough) full GTX1070 with 8GB GDDR5+ Vram 16GB DDR4 system ram. I initially tried the settings layed out in this guide, and lets be real here, the game is utterly ugly with "shaders" turned off. I also, and wrongly, assumed that ground cover was the fault that was causing the issues. But though my testing, I found that to be very false. There are 3 in game settings that are the biggest issue with gaining and maintaining a stable FPS. And this is true for the Oculus SDK and the SteamVR version of the game. The first one is "screen space reflections", this setting, although pretty (for the most part), drops the FPS significantly. The stronger the system, the easier you can get away with this one; but it does make stability an issue. On top of this, it causes a weird transparant box to appear at the edges of oblects. From the aerials on the cars, to the guard rails, to even the sign posts. Its off putting, and its distracting as hell in VR. So the fault of this setting, could quite easilly be due to rendering in extra stuff that is mostly transparent. Its visible, but totally clear and see though. The next setting is "night light", not much to say on this one. But driving around a stage at night, this one causes a random drop in FPS every now and again. A random drop I dont get with it turned "off". I cant 100% say on this one what may be causing it to act that badly with this option turned on. So you would need to investigate it yourselves, to see if anything odd is happening where it shouldnt be. The third, and admittedly, strangest option. Is "Vehicle details". I find this setting has to be set to low. And this is where my confusion and wrong assumption that "Ground Cover" was the bad option. When Scotland released, this is where I noticed how wrong I was. Driving the stage "Newhouse Bridge" in the day setting, I acidently hit the button to turn on the cars lights on my racing wheel. As soon as I did, the FPS tanked (this was with Ground Cover turned off). After some looking into it, dropping this setting to medium, and then low. The FPS stabalised. After that, I turned on Ground cover, as the reason I had it turned off in the first place; was due to the issues with it turned on during night stages. Which I assumed was caused by shadows case from the cround cover. Turns out, I can have ground cover on "high" now, without the FPS drop I suffered before lowering the vehicle details. But it only happens if the car lights are on, no matter the time of day on the stage. I went back and tested this my go to stage of Wales Pant Mawr at night in the heavy rain. Honestly, I would suggest these 3 settings, and the asscociated assests for them, need looking into. But I also understand the game is nearing the end of its dev cycle. Still, if they are an issue in Dirt Rally 2.0, they may be an issue in any further Dirt Games that use the Ego game engine. So could still be worth them been looked into. As it stands now, and I have tested this in both SteamVR and OculusSDK via steam, on two different computers (specs listed above). With both the Rift CV1 and Rift S headsets. I can run with every other setting on "high", and even on ultra in regards to Trees, Objects, and track details when it comes to my desktop; and maintain a stable 90FPS (80FPS in the case of the Rift S). So it seems you have 3 graphical settings that are misbehaving, or are just poorly optimised. Turning just these 3 settings down (or off in the case of night light and SSR), improves the FPS significantly on my 2 systems. These 3 settings alone, are the first 3 things I now recommened are adjusted. With Reflections, Mirrors, and Shadows following behind, should people still have any performance issues. I hope you pass this information on PJ, as I have done so much testing on this, and I have been double checking my findings over and over again before making this post. I had to be certain, at least as far as my 2 systems go.
  18. Ialyrn

    VR Motion Sickness

    Make sure you are running at 80fps solid (Oculus Rift S), or a solid 90FPS (Oculus Rift CV1). The game doesnt like dropping frames, and that is likely one thing that may be causing discomfort. Notable options to turn off or reduce. Screen space reflections - off Night Light - Off Vehicle Details - Low Ground cover - medium Then after that, if you have an unstable frame rate, you want to lower shadows, reflections and mirrors. Make sure there is no supersampling in Oculus Debug tool or Oculus Tray tool, and dont use multisampling in game. Another thing to do, is make sure the view isnt locked to the car, otherwise you will rock and sway with the movement of the car. If you unlock the view from the car, it will rock and sway; but your view will remain much more stable. It should be called "lock orientation", you want that turned off.
  19. No worries. Was just checking in as it had been a week without anything been said. Good to know there is a ticket.
  20. @PJTierney Just wondering if there has been any update on this issue with the Oculus headsets on Steam?
  21. Ialyrn

    TM T3PA Pedals with Fanatec DD1

    Thrustmaster do infact make and sell an adaptor to make their pedal sets USB standalone. http://www.thrustmaster.com/en_UK/products/trj12-usb-adapter
  22. Performance does seem to be better atm. I ran my usual Pant Mawr at night in the rain test and it was smooth. I also tried out Greece, Sweden, and Scotland. Only hickup I saw, was on the bridge at "old Mutterstone Muir". Had the Oculus performance monitor open while testing. So it is possible something unrelated happened at the time the pop up first starting toappear, but I will still feel better once this has been investigated fully by Codemasters and the "unrecognized" headset pop up goes away.
  23. I will run the game tonight when i get a chance and check. Its possible something unrelated hit us both at the same time we tried to run the game previously when we got the pop up.
  24. If it is steam though, Codemasters, as a company that pays steam a platform fee to sell titles there, needs to make a ticket with steam directly on behalf of their customer base and themselves with the relevent information.