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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. KahvaEel

    ffb fixed, some comms from devs

    Not in my opinion, if it wouldn't flicker. My FPS is fine with 1080 ti. Anyway, it needs addressing, "turn off grass" isn't a solution. Triple screens are more common than VR headsets (in sim racing, because it was the "gold standard" of sim racing for many years before VR became a thing. Lot of simmers haven't sold their triples, some not even if they have VR)
  6. 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)
  7. KahvaEel

    ffb fixed, some comms from devs

    Yeah I get that. But after this patch I hope. VR is getting support, so triple screen shouldn't be neglected. I have TAA on and most settings maxed Here videos about the flicker: The flickering can get way worse though, depending on areas (lot of grass). 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. Went through all the graphic settings, only thing that cures it is disabling "Ground cover" totally. Other people reporting same thing: https://forums.codemasters.com/topic/35041-foliage-is-flickering-badly-in-5760-x-1080-resolution-this-doesnt-happen-in-1920-x-1080/
  8. KahvaEel

    ffb fixed, some comms from devs

    Hmm yeah. Well to me those 2 other issues are even bigger, the FFB is okay while not as good as Dirt Rally 1. Especially the triple screen flicker is game breaking (every grass texture in every track flickers like a strobe light, nonstop... so only stages I use now are Sweden/Monte, due to no grass) To me it's weird that this doesn't get addressed, triple screen owners must still be larger portion of PC simracers, than VR owners... @ChristinaMc Here videos about the flicker: https://youtu.be/NWph0ZUObRk?t=1 https://youtu.be/Z8xagEzUwTA
  9. KahvaEel

    ffb fixed, some comms from devs

    Hope the update also includes - Ability to keep old FFB (in case the new is even worse) - Fix for triple screen and widescreen foliage/grass flickering (it's terrible, reported by many people, no fix so far) - Car specific transmission (H pattern for old cars, seq for new)
  10. 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.
  11. 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.
  12. 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?
  13. Codemasters have helped SimXperience multiple times, before the games even launch, to get Day One support. For Dirt 2, Dirt 3, Dirt Rally, Dirt 4, and Dirt Rally 2.0. Plus every single F1 game ever by Codemasters. And they had Dirt Rally 2.0 Beta access weeks prior to launch... to work on their Day One support, courtesy of Codemasters. Without Codemasters help, they would have never gotten it working and their product would be largely worthless. Which is what happened for example with WRC7, they tried to contact WRC7 developer Kylotonn multiple times, but with no reply... result, SC4 support (that was requested by many users) never happened and never will... same story with WRC6, Kylotonn doesn't care nor reply. (While they support DBox, so telemetry is there, they just don't want to give it). Where as Codemasters titles have always been one of they key strengths. Less games supported --> lesser value for SC4 product. If you think door doesn't swing both ways, and it isn't in great interest of SimXperience to keep Codemasters happy, you must be out of your mind.... They aren't asked for source code of SC4 (which is much much more, than just FFB algorithm, I use SC4 for bunch of stuff and none of it is FFB), just some helpful tips to get the FFB working.... The first iteration of SC4 Dirt Rally 2.0 support was broken and unusable, you had to use the Dirt 2 plugin, and they still don't have all effects working... and probably already exchange emails, to get it working. They need Codemasters more than Codemasters needs them... which has always been the case. They don't really even afford to say no, if they are asked for help, actually... It would mean no SC4 support for new Codemasters titles, ever again. No free beta keys, no telemetry access. (Codemasters can easily encrypt the telemetry, and make it exclusive to lets say DBox motion rigs... which is exactly what WRC7 does, it supports only DBox... possibly due to exclusive deal)
  14. This is from Assetto Corsa official forums, Dirt Rally 2.0 thread: I've seen multiple similar reports from AccuForce Direct Drive wheel owners. Their FFB is fine, and very similar to Dirt Rally 1! This guy has two DD wheels, and he wasn't happy with the FFB with his other (OSW) wheel. Only until testing with AccuForce. This is his post before he tested with AccuForce, but OSW direct drive, which wasn't positive at all: AccuForce uses a software called Sim Commander 4, with an option to draw the FFB straight from telemetry instead of using the game's own FFB algorithm. It's called "Foundation FFB". Sim Commander 4 is also used to control motion simulators and such, also by telemetry. Straight from the game's physics engine. Why Codemasters doesn't ask them, how their FFB works? And implement it for regular wheels. It's all based on the same telemetry.... not like they created their own physics, it's already 100% all in the game! Just use the telemetry in same way as AccuForce wheels do. Codies handling team should just contact them, I'm sure they are happy to help. Site: https://simxperience.com/en-us/home.aspx