( NOTE: I originally mistakenly posted my feedback below on the "non-VR stuttering" thread in response to the recent suggestions to unplug USB devices & disable HID devices, so mods are welcome to remove/edit my post on that non-VR thread if desired, although some of the content may still be relevant there if it turns out the cause of the periodic stuttering is not VR-specific. I experienced no stuttering at all when using my standard display before the VR update. My comments below are specific to my experience of the SteamVR version of the game. Despite the game basically running quite smoothly with Low-to-Medium settings & ASW, there are very brief periodic stutters/shudders that myself & certain other players are getting once every 2 seconds, including some with much more powerful hardware than my low-end VR setup. Unfortunately, the suggestions regarding USB devices didn't work in my case. I think I've run out of things to troubleshoot for now [see below!], so I await further updates or suggestions. Thanks! ) Thanks for adding those tips, but unfortunately neither help solve the periodic CPU spikes & judder for me with the Rift on SteamVR. I even tried unplugging everything including keyboard, just leaving mouse to launch the game. I was hoping this might work around the problem for now, as several people mentioned a possible cause being USB devices being regularly polled or similar by the game. The CPU spikes consistently happen every 2 seconds (pretty much exactly every 2 secs), as reported on the other VR bug thread, matching charts someone else posted of the same CPU spikes. I can see the CPU usage spikes/pulses on SteamVR's "advanced frame timing" graph, each pulse lasting for a fraction of a second (perhaps less than 0.2s, I didn't take too much notice of the duration, but the frequency is almost exactly 0.5Hz, so there's clearly something happening repeatedly at that frequency causing brief but heavy CPU usage.) The CPU spikes happen even with all the game's settings on the absolute lowest... and on those settings I'm clearly getting very fluid motion, and the hardware is easily capable of rendering at higher settings... except every 2 seconds my view "shudders" slightly for a few frames during the CPU spikes. I've tried various tweaks suggested by the community & guides here but haven't found anything which works yet. I've tried all these plus some others I probably forgot...! close all unnecessary programs temporarily switched to SteamVR Beta v1.7.4 force the game to use windowed mode for the VR mirror display instead of fullscreen by editing the hardware config xml disabled (lowered to zero) in-game "head shaking", just in case it was a bug with that disabled Steam overlay lowered the game's settings to minimum, including AA (worth mentioning since it's in a separate section of the game's options) unplugged all USB devices including my wheel (except for just mouse or keyboard to launch/navigate the game! I tried once with each left plugged in!) disabled USB HID devices in device manager updated to latest Nvidia driver & also tried latest hotfix driver Nvidia max render-ahead frames for VR = 1 all different options for Oculus ASW (CTRL+1/2/3/4)... interestingly disabling it (CTRL+1) seemed to make the game exhibit a constant jitter/delay with the game's tracking of the HMD, even when the framerate was very good, which doesn't seem normal at all... perhaps that's hinting at some kind of "fighting"/conflict between SteamVR & the game, in determining the position of the head/view? Or some kind of out-of-sync / delay on the game determining the head position? I mention that because I've noticed the floating HUD elements seem to track with that same kind of delayed response (regardless of ASW setting), like they're slightly behind the HMD movement (maybe just a couple of frames, only just perceptible), so they move slightly independently of eg. the windscreen etc. as you look around, and then they catch up when you stop moving your head. I just wondered if it could be related? reduced 'Application Resolution' in SteamVR, but it didn't seem to make a visible difference even at the lowest 20% (which I would have expected to be extremely blocky/blurry, but the resolution in the HMD looked the same, so either this setting doesn't work with Rifts, or the game is overriding something?) I run a number of other VR games on the same hardware, all the usual suspects of driving games which I won't bother to name, including the original DR... all without any problems. I usually settle for 45fps with ASW enabled, because my hardware isn't up to consistent 90fps, but that is perfectly acceptable to me, so I'm not expecting wonders here. DR2.0 does also seem like it would be plenty smooth enough, if it weren't for these regular brief judders every 2 seconds. Reading around the various forums (Reddit, Steam, here) I've seen a number of people having the same issue, not just with Oculus hardware but also with Valve Index & with WMR headsets. It would be interesting to find out if this issue is specific to the SteamVR build, but until/unless the native Oculus SDK build is made available as an option on Steam, we can only rely on feedback from people who have purchased on both stores (whether they own Oculus headsets, or use Revive with different headsets). ... ONE QUESTION: Have CM managed to observe or reproduce this regular/periodic (every 2 seconds) judder / CPU spikes ? Or at least taken note of the reports that it exists so they can investigate ? Thanks! ... Steam / DR2.0 Deluxe / Oculus Rift CV1 + 2 sensors / i5-4460 + GTX970 + 16GB RAM / Logitech G29 + Shifter + Pedals