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  1. Well, end result is the same. Like you said, on Steam, OpenVR. With inferior performance. No launch parameter to change it to Oculus mode, so that performance would be on par with Oculus Store version. Which I'm sure everyone who purchased the game (many people before Steam sales, many people on Day 1), well deserves. If there is such parameter, please share the information and dunno... sticky post it everywhere, with largest, fattest font available. Until that, I believe there is no such parameter. I really hope you can bring the Steam VR performance 1:1 on par with Oculus store version. The early adopters, owners of Steam deluxe edition, and in general your customers deserve it. It is obvious that SteamVR reduces performance (in this case drastically, but always some), only way to make it run optimally, is adding Oculus Native support into Steam version too.
  2. Not including OculusVR support into Steam version, is a major dickmove. I supported from Day 1 by purchasing full priced Deluxe Edition. Codemasters said VR would come in Summer. Lot of people have done this, and played on pancake screen until VR comes. Even if not on Day 1. On my overclocked 8700K and 1080Ti OC the performance in OpenVR is absolute garbage. Stutters, framedrops. No matter settings. And FYI, the command lines like -vrmode Oculus are placebo, @PJTierney said here that there is no command line option for Steam version: https://forums.codemasters.com/topic/41487-vr-dirtfish-patch-notes-version-17-of-dirt-rally-20/?page=3&tab=comments#comment-45276 So people are imagining a "fix". The Steam install folder contains only OpenVR_api.dll and that's it. No OculusVR_api.dll Now you say I must double dip for 55€ again, to get playable performance? The Oculus Store version doesn't even include DLCs! So you expect me to pay twice for DLC too? And not to mention, DLC that is already recycled from Dirt Rally 1 for the most part. How about giving me a VR support, that works and I paid for? Like you goddamn promised. In your blog you even advertised Steam sale, and right after that say "VR: Yes, it's still coming!": http://blog.codemasters.com/community/06/the-dirt-roadbook-june-28-2019/ How misleading can you get... you tricked VR owners into buying from Steam... so that now they must repurchase from Oculus store
  3. Sorry for being a bit of pr*ck about it, but it was really annoying issue and started to get on my nerves big time. However, I figured a workaround for this... It was, because I had lowered my FOV, to suit better a triple screen setup (which has wide FOV anyway, by nature). Lower FOV seems to boost this flickering ten fold. When I put FOV back to default (FOV slider into middle), it's nearly gone. However, would be good to address this, correct triples FOV would need some adjustment ("zooming in")
  4. WOULD BE COOL TO HAVE A REPLY FROM DEVELOPERS! AS THIS IS 1.4 AND CRITICAL BUG STILL NOT FIXED! YOU'RE AWARE THAT TRIPLE SCREEN IS STILL MORE COMMON THAN VR, AMONG SERIOUS SIM RACERS...? VR, THE THINGY YOU ARE GOING TO SUPPORT? Because while VR is now the gold standard for PC sim racing, it used to be triple screen for over a decade! And many people still have their triples, because A) VR motion sickness B) Money, people still have their old screens left C) More accurate, sharper image than VR has D) Not all sims support VR What is actually hilarious, is that you still haven't figured after 20 years of making driving games, that all serious simulators (Assetto Corsa, Automobilista, rFactor 2, iRacing, Project Cars 2, RaceRoom, Live For Speed released in 2003.... list goes on) have BEZEL and ANGLE correction for Triple screens. Yet you never had it, in F1 or Dirt series.... What is triple screen support, Inside Sim Racing article: https://www.isrtv.com/pc-racing/triple-screen-support-sim-racing-explained/ (From Assetto Corsa) But this grass flickering never getting fixed, makes me believe you don't have triple screen at the office??? (You know to test, that it works?) Now I'm gonna tag your entire dev team, because multiple requests to ChristinaMC to reply to this subject provided no answer in months. And you don't even specify anywhere, who is responsible for graphics/bugs like this. So I could tag the correct person(s). @ChristinaMc @ChrisGrovesMCM @DanHawk1ns @jennyannem @againstmywill @AlexanderWhyte @AllanMulholland @Britpoint @ChandhokRules @CM Adrian Paul Smith @CM_Ads @cmAlexPapp @cmBadgio @cmgavincooper @CmKeithH @cmkmitson @CMMcBabe @cmMikeRobson @CMNickNC @CmRachel @cmRossGowing @cmsoundfx @DanHawk1ns @DanM3D @DGreco @DanTravis @davidjgurney @DEVWDN @DriverNumber22 @EvansR5 @Faya @Feronax @FerrousDueler @FlatOutIn8th @Flatty @GodUsopp @Hargers @helloisitme @Hoo @HussainPatel @issueskid @jclose @JohnSmedley @jonny174 @LexLoota @Lozzy @matthewhorsman @MaxiLive @MrBE2016 @MrJamieLowes @OliWright @OmarQA @PixelPusher87 @plovell1978 @RacePaceTyreMan @rannumgen1 @RodStreet @sjmgfx @SnoeL @Splatoon31 @steeeeeeeeeeee @Strezi @Stune @Tebsy @TheClaw @Timmsy123 @TomCooperCM @UKJealer Just in case you have never seen a triple screen setup, or don't have one at the office:
  5. Added videos to my original post. If VR gets support, this deserves to be addressed. Many people still use triples for simracing (I'd argue that more than VR)
  6. Seems that I had "grass=false" already, although I have never edited these files. No help on 5760 x 1080 sill flickering grass in Australia etc.
  7. Thanks for the tip. But I really think they should fix this. I'm afraid will larger screen users be neglected, when we are few in numbers. It's not noticeable in all stages, of course for example Sweden and Monte Carlo don't suffer from this. One of worst is Australia, the whole terrain just flickers like strobe light.
  8. Codemaster still did nothing about this in V 1.3? Ok.... now I'm getting annoyed. Horrible, horrible flickering... Not even a small reply from developers to ACKNOWLEDGE the issue? Does Codemasters actually test with triple screen setups (still MORE COMMON than VR among simracers!!!) or with widescreen setups? Have that at the office? Or you just test on regular screens, and then hope it works? The flickering is epilepsy inducing.. it looks absolutely terrible, and after 2 months still total silence?
  9. Actually it seems to be partially FOV dependent. When trying to get more realistic triple screen view and adjusting FOV, this starts to happen way more. Or when using trackIR to pan the widescreen image around
  10. Ground cover (grass, hay etc.) flickers like crazy. It's pretty distracting and constant, hope it would be sorted soon. I have 8700k and 1080ti, ground cover is on High Edit: Here videos about the flicker: It can get way worse, depending on spot, the amount of grass, and the viewing distance/angle. But it's ever-present (except snow stages). Sorry for poor quality, didn't manage to get Shadowplay working with triples, but should show what I mean by flicker. All grass flickers like that, every stage, all the time. This has happened since launch of DR 2.0 gpu driver doesn't matter. Someone suggested using TAA, but I have that on. Went through all the graphic settings one by one (both on basic and advanced), only thing that cures it is disabling "Ground cover" setting. Or switching into standard 1920 x 1080 resolution. Edit: Workaround (sort of) discovered This happens, because I had lowered my FOV, to suit better a triple screen setup (which has wide FOV anyway, by nature). Lower FOV seems to boost this flickering ten fold. When I put FOV back to default (FOV slider into middle), it's nearly gone. However, would be good to address this, correct triples FOV would need some adjustment ("zooming in")