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Posts posted by nbates66

  1. 39 minutes ago, Racer37 said:

    Sorry I'm saying I don't have any problems running DR2 on my G2. I loaded the same track and car that is in op video and I can run 50% and lowest settings and not drop a single frame. If I up the settings to medium, 4x msaa and 16x AF I dropped 10 frames for the entire stage and only 1 in the distance that he drove. 

    Ah when I read you had to run at 50% that sounded like 50% resolution, best to just state your actual resulting resolution number instead of percentages because the percentage ends up based off of the headset used and thus can be a useless number.

  2. 7 hours ago, Racer37 said:

     Are you using any LED control software?

    My setup:

    R5 3600


    16GB @ 3600mhz

    3080 Gaming OC

    HP G2

    I am running afterburner, rivatuner, cpu temp, gpu temp, fpsvr.

    I have no LED programs like Icue, just the mobo lighting service.

    Dang I see there are still many people pulling hairs trying to get this to work, Unfortunately I don't own a HP G2 to compare but I do notice a few of these ASUS boards in the mix. If you didn't try it already disable the ASUS Motherboard lighting device as well (disabling it in the UEFI/BIOS does nothing btw), early on when DR2.0 VR was released I had to disable this one to clear some stuttering on my Dell Visor Mixed Reality headset, apparently codemasters had fixed the USB issue since but I never tested with it re-enabled.

    My setup:

    R5 3600

    ASUS B450-I

    16GB @ 3200

    Radeon RX 6800 (also previously ran on GeForce GTX 1070 Ti)

    Dell Visor WMR headset, currently running SteamVR at 2144x2144

    The USB device of the subject:

    Only other things are that after I did the GPU switch I had some stuttering until I did a removal and re-install of Windows Mixed Reality Portal, SteamVR and the "Windows Mixed Reality for SteamVR" wrapper, that seemed to clear it.

  3. On 12/7/2020 at 10:01 PM, PJTierney said:

    One thing that can make a big difference though is the rig itself; if you can get/build something sturdy instead of clamping to a desk then you should get more of the force-feedback through the wheel than having some of that energy wasted shaking the desk.

    So my desk is actually a rather sturdy corner desk so that wasn't really an issue, what really made a difference when I moved to the rig was that I was no longer using my rotating computer chair 🤣

    So if a rig is out of reach (they're certainly expensive) do whatever you can to replace a computer chair with something else, something more solid. I've seen camping chairs suggested when could make sense if you get the right one.

    • Like 1
  4. 7 hours ago, PJTierney said:

    It might, not sure.

    Maybe somebody who has done VR would be able to weigh in.

    I play in VR, it ends up feeling more "real" because you are naturally trying to look where you want to go and can feel the rotation of the car when doing so, I don't know if that would work the same way if the game is just turning your view for the corners without you controlling it, I haven't played any circuit games with Look to apex on via monitor for comparison either.

  5. On 8/2/2020 at 8:06 PM, PJTierney said:

    Bonnet cam is my FOV adjustment 😄 


    That being said, if there was a true Look to Apex option I'd probably use Cockpit view. I've tried something similar in F1 2020 and it's great, and I think the Project CARS games have it natively.

    Hmm, that wouldn't mix up your sense of car rotation in a rally game?

  6. 2 minutes ago, PJTierney said:

    Bear in mind that if somebody's not having an issue, they're not posting (because they're playing the game).

    Sorry, but it never started working for me yet even though i didn't do any repeat posts, the time i was playing earlier today i was only doing historical because career and competitive isn't working, leaderboards in historical was barely intermittently working at best, Steam user in Australia.
    Latest error still:


  7. On 2/21/2020 at 9:39 PM, Rubbercow said:

    ied editing the "hardware_settings_config_vr.xml". I changed the setting: <resolution width="1600" height="900"" to <resolution width="2048" height="1152".


    This seems to be a good one, i set it to match my current SteamVR render resolution, so resolution width="1928" height="1928"

    (trying to match 1920x1080 resolution width for video capture)

  8. 1 hour ago, somethingthing said:

    its about the rain being way overdone and limit the view too much.

    Compared to what exactly? I mean perhaps it'd be nice if the rain IRL didn't obscure things as badly as it does but Reality doesn't give a stuff about what would be nice, as far as Dirt Rally 2.0's rain goes the main windshield seems ok to me, from both VR and non-VR perspective though there is certainly room for improvement to the sophistication of it's implementation, besides that the visibility through the side windows *maybe?* seems always fixed to a high speed effect but I'd be more interested in them restoring the puddle-pull effects from DiRT4 before focusing on that if possible.(and of course tarmac handling)

    • Agree 1
  9. 9 hours ago, somethingthing said:

    I recently read a thread where he said he dont drive in cockpit view..

    It's just every time i read that sort of thing (and the rain complaints) it reeks of the thinking pattern "oh if there was no external cameras I'd be better than these external camera noobs" But the truth is - It would make no difference.

    • Haha 2
    • Agree 1
  10. 20 hours ago, somethingthing said:

    It does not bother you because you dont drive in cockpit view.

    What is it with all you people who think you are the only one on the planet that drives in cockpit view?

  11. On 11/11/2019 at 6:11 AM, koog2003 said:

    54 ??? Wow mine arrives at 90 degrees while playing DR2. It is within the operable temperature of a GTX 1080ti I read.

    my MSI Armour 1070Ti gets to around 73C when playing and recording in VR on El Rodeo, I have overclocked it somewhat however to try to keep up with the demands of VR.

  12. 1 hour ago, Ialyrn said:

    One thing I hope is looked into however, is the corrolation between having "ground cover" turned on to any level, and the Shaders been set to high. For whatever reason, those two items do not work well together in VR. It causes the framerate to tank, and there really shouldnt be any reason for it. With shaders set to "low", the enviroment just looks horrid; but having "ground cover" turned off also removes certain details that add to the look. Obviously, as it currently stands, I pick "ground cover" to turn off; as the game really does look that bad when the shaders set to "low".

    This is normal, Ground cover has always incurred a massive performance hit to VR Rendering in DR1.0 and DR2.0, across Occulus, SteamVR and WindowsMR devices.

  13. 5 hours ago, obo said:

    I have the 2 second stutter issue in the original Dirt Rally, which I've tracked down to it polling for new input devices.  I suspect it could be the same in Dirt Rally 2.0, which I don't yet own, but I've been keeping a close eye on for VR.  I'm using Windows 10 x64 v1903 with a Valve Index HMD and the current SteamVR beta.

    I captured a CPU snapshot of the spikes seen in the SteamVR Frame Timing window. That showed the activity was a call to DINPUT8!EnumDevices, which came from drt.exe via the Steam overlay hooks in GameOverlayRenderer.dll.  Back in drt.exe it was sleeping for 2000ms and then looping back round to enumerate input devices, presumably to check if any new controllers had been plugged in.  Editing the 2 second sleep to 10 second changed the frequency of the CPU spikes in the timing window, confirming it to be the source.  Why it stalls everything so badly isn't currently known, but is probably a shared lock somewhere.

    Could someone in the development team check if it's the same issue with DR2?  Ideally, could that thread only be polling in the menus and when the game is paused?  If I get a chance I might knock up a utility to disable the device enumeration a minute after startup.

    Edit: For a quick test on the original Dirt Rally I've just hex-edited drt.exe and changed the sequence FF 68 D0 07 00 00 FF to FF 68 D0 07 00 01 FF.  That causes it to enumerate devices only once and then sleep for a loooong time.  As long as my wheel/pedals/shifter are plugged in when the game is started it's fine, and the game no longer glitches. It may be a different instruction pattern in DR2, and any module changes could trigger anti-cheat protection, so experiment at your own risk!

    Curious as to if that's also related to USB input devices I mentioned in the last post here:


    Does your issue also clear if you go through the USB input devices and disable them?

  14. On 9/9/2019 at 11:56 PM, B1rdy said:

    Maybe there is both an up- and downsampling process, when setting it to 46%. If you install OpenVR AdvancedSettings or check the corresponding config in SteamVR directly, you will see, that SteamVR actually uses two multipliers. One that applies 1.4x super sampling universally and the other one, that can be adjusted though the regular menu. I am not sure it is wise to mess with both of those. Probably you can find information on the internet about that.

    Steam VR has two, one for all apps and then an override that works on a Per-app basis, I'm not sure it really matters however if you change both, as long as you pay attention to the final application resolution:




  15. Figured I'd add this here, had a constant stuttering problem on new ASUS Strix motherboard based system, ended up clearing when the specific USB input device in this picture is disabled.

    My motherboard is an ASUS ROG Strix B-450-I but it's probably a safe bet that ASUS use the same AURA RGB controller on their ROG B350, X370 and X470 ITX boards, if you have a PC based on any of these boards see if disabling this device makes a difference, Entirely possible my system is just an edge case but anyone who finds that disabling a USB device clears the stutter please take note of the devices details here.


  16. 1 hour ago, James710 said:

    Dirt Rally 2 used OpenVR on steam instead of Oculus runtimes, so supported more headsets but ran terribly on all of them.

    As one who struggled to get DR1 to run well in VR, I cannot agree with this assessment on DR2.0 VR, however I only own one headset to test with.

    Also shoutout to those who predicted that if VR got added there would be various peoples complaining their particular platform was less favoured than some other. :classic_tongue:

    1 hour ago, MaXyMsrpl said:

    Some stages seems to be too dark while other overbrightened, resulting with white (or wiped out) road surface. Because there are two extremes, it cannot be resolved by setting brightness (unless I will do that before every stage)
    It's possible it is a flaw of HMD (Vive)

    Some lighting is sub-optimal on my Dell Visor as well but I thought it'd just be due to the quality of the displays, I gotta get my hands on one of those Samsung Odyssey's.

    • Recommended:
      • Requires a 64-bit processor and operating system
      • OS: 64bit versions of Windows® 7, Windows® 8, Windows® 10
      • Processor: AMD Ryzen 5 2600X or Intel Core i5 8600K
      • Memory: 8 GB RAM
      • Graphics: AMD RX Vega 56 or NVIDIA GTX 1070
      • DirectX: Version 11
      • Network: Broadband Internet connection
      • Storage: 50 GB available space
      • Sound Card: DirectX® Compatible soundcard
    Why is a NASA computer recommended? Graphics looks kind of similar to Dirt 4, plus it runs on consoles? Is this a port? Dirt Rally was awesome because it was a PC game in first place.

    seems ok for high settings to me, looking at the minimum requirements I'd probably still be able to play it on my GTX 670 If it hadn't chucked the bucket. Boy those #NOVRNOBUY snowflakes woulda been needing RTX titans to play it in VR though I bet haha.
  17. Re Mad Studios console: wait until they start talking like they have a clue what they're on about. "60FPS VR" Is probably great if you enjoy emptying stomach contents. There's a good reason most of the VR headsets around target 90FPS per eye (180FPS).
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