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DiRT Rally 2.0: VR FAQ & Performance Guide


Hello everyone.

Please see below for answers to common questions surrounding VR support for DiRT Rally 2.0, along with a guide to help players improve the feature's performance on their system.

Frequently-Asked Questions



Is DiRT Rally 2.0 the same on Steam and Oculus?

  • DiRT Rally 2.0 on the Oculus Store stand-alone version of the game, and is not included with purchase of the game on Steam.
  • The Oculus version provides native support to Oculus devices through the Oculus SDK.
  • The Steam version uses the SteamVR platform to support VR devices.

Can I play with Steam players while using the Oculus version, and vice-versa?

  • All versions of DiRT Rally 2.0 provide support for cross-platform asynchronus play (which players can opt out of in their game settings). 
  • This includes Leaderboards, Clubs and Community Challenges.
  • Synchronous (as in PvP) Multiplayer is platform-specific. Steam players cannot join Oculus Lobbies, Xbox players cannot join PlayStation Lobbies etc.

Does the Oculus version have DLC?

  • The Oculus version contains the same base-game content as other platforms.
  • Post-release DLC content that was available on other platforms will come to Oculus at a later date.
  • Free content (like the DirtFish location and liveries) are available on Oculus at the same time as other platforms.

Does the Oculus version have exclusive content?

  • A number of cars feature an exclusive, Oculus-themed livery on the Oculus version.
  • Additional Daily, Weekly and Monthly Community Challenges are available in My Team, exclusive to Oculus players.

Will VR come to PlayStation?

  • There are no plans to implement PlayStation VR support for DiRT Rally 2.0.


Recommended Settings


Based on our tests, these are the settings we recommend to give the best performance boost:

  • Ambient Occlusion: Off
  • Ground Cover: Off
  • Shader: Low
  • Screenspace Reflections: Off
  • Anti-Aliasing: Off

Initial Performance (graphics preset; Medium):

  • 60-67 FPS

Results after Recommended Settings:

  • Over 90 FPS+ - Medium graphics preset plus all of the above changes.
  • Slightly under 90FPS - Medium graphics preset plus all of the above changes, Shader Detail on High

For reference, here was our PC build with which we tested each setting:

  • GPU: Nvidia GTX 1060
  • CPU: Intel Core i7 6700k, 4.0 GHz
  • Version: Steam (using Oculus headset)

Depending on your hardware, PC build & peripherals, and their settings, performance may differ so please experiment with these settings until you find what works best for you.



These are what we consider high performance savers. Lowering these settings will significantly increase performance (in order of impact):

  • Shaders: Low
  • Anti-Aliasing: Off/CMAA 
  • Crowds: Low/Off
  • Ambient Occlusion off
  • Trees, Bloom, Light Streaks, Godrays (These help a lot in areas dense with trees)
  • Shadows: Off (or as low as possible)
  • Ground Cover: Off
  • Screenspace Reflections: Off, lower overall reflections settings too will help.

We recommend not using Multisampling (or lower values), it is costly in VR.
Supersampling methods from SteamVR would be more beneficial if you can run them.


These are low performance savers and won't make much difference if you're using them under Medium, but lowering them all may save a few frames:

  • Vehicle Details (Note: Ultra Low removes drivers and other elements, so use it if nothing else is working for you)
  • Texture Detail
  • Track
  • Night Lighting
  • Objects
  • Chromatic Aberration,  Lens Dust
  • Anisotropic Filtering (performance gain is negligible compared to High)

With our Recommended Settings and some minor tweaks, performance on Steam should be similar to that of Oculus.

We increased our framerate from 60-67 FPS up to 90 FPS+ with the Recommended Settings, using the GTX 1060 in our reference build.

If you have a higher-end graphics card you may be able get similar performance with Shader Details set to High and other settings on Low/Off.

So long as you don’t increase Multisampling, and ensure you play in Windowed Mode on a reasonable resolution, you should see notable performance gains.

VR gameplay will sync to 45 FPS if it drops below 90 FPS, so it's important to keep it the framerate high for a smooth experience.

Other Notes


On Steam DiRT Rally 2.0 will try to run normal setting configs, typically in fullscreen on higher presets by default.

Fullscreen isn't recommended as it can cause issues with performance (upping resolution) and stretch UI elements. 

We're working on a fix for this in a future update; a workaround for now is to disable fullscreen in the hardware settings:

  • C:\Users\ YOUR NAME HERE \Documents\My Games\DiRT Rally 2.0\hardwaresettings\hardware_settings_config.xml 
  • ‘ fullscreen="0” ‘
  • You can also change the resolution here; another quick way is to change these settings in the flatscreen mode before going into VR.

Incase you didn't know, in the Gameplay settings (which can also be accessed via the pause menu) there is a tab for VR Comfort.

This contains options for the following:

  • Enable all Views
  • Enable Right Stick Camera Control
  • Enable Looking Back
  • Enable Locked Orientation
  • Enable Motion Blur
  • Full View During Crashes

Known Issues


The following is a (non-exhaustive) list of known issues with VR:

  • 4x MSAA and higher, combined with Shader Detail set to Low, causing outline effect on trees.
  • Ambient Occlusion set to Low causing shadowy effects on nearby objects.
  • DiRT Rally 2.0 automatically running in VR mode if you have any VR peripherals (including sensors) connected while SteamVR is installed.
    (This is set to be resolved in version 1.8)
  • Vive HMD resets position slightly behind head.
  • Text being hard to read in SteamVR Pause screens. 

There are more known issues than this, however many are too minor to post here. As always the team is actively reading the forums to see how you're all getting on with the game.





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Thank you for the guide.

However, fundamental things are still missing!

1. mouse input. It is very difficult to navigate with buttons on the steering wheel.

2. native oculus support. Steam VR is always a performance killer for Oculus users.

3. Head position in VR: The head position must be freely adjustable! In the Ford Ecort you look the driver dummy in the throat, because the head position is too far back.

You should urgently check out the VR support of Assetto Corsa or Race Room Racing Experience or Project Cars 2 to learn how to do it right! 

Translated with www.DeepL.com/Translator

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Posted (edited)
1 hour ago, totho1504 said:

3. Head position in VR: The head position must be freely adjustable! In the Ford Ecort you look the driver dummy in the throat, because the head position is too far back.

There is an option already to move the head. From what I noticed it may differ from car to car, but I succeeded to set my heat in place so far in every car I tried. The option is called seat position (or something) while in fact it moves virtual head. But it does the job.

TBH I would like to have a head positioned on the neck after VR reset, and then to be able to move a seat (whole driver model incl. VR head). But what is now is satisfying I think.

Edited by MaXyMsrpl

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Something is very wrong with the VR mode. The speed and the sound do not match. :-(

When driving in 6. gear i feel and see i only drive max 80 km/t.  And that is very bad.

You can hear the revs go up fast but the feeling of the speed do not goes up.

Before introducing VR the speed feels like the actual speed you are driving. Very fun.

But now it is unplayable. :-(

By the way. When driving on estering and in a audi the speed feeling and the sound match. !!

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Codemaster and oculus, you take hostage thousands of players, just for a .dll of some byte.
You are disappointing players who all legally buy your game.

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So after trying literally all possible combinations and taking this guide into consideration I believe there is a tracking issue with the Rift S.  Maybe drivers are to blame but it doesnt make much difference to my framerate having low or high settings. 

GTX 1080ti

i5 7600k

16gb DDR4 3200

If I keep my head still I can pretty much run all high bar blending, adv ambient occl, screenspace reflections an no AA. It is smooth as butter 75-80fps. As soon as I move my head all hell breaks loose. Had these issues with DR 1.0 and by the end Codies had sorted pretty much all bugs (ahem, continued controller support???) and the game also ran like butter all maxed out.


What I'm tryin to say is I'm sure they are aware without feeding themselves to the pack of hounds we are and a fix is in the works.

What can I say, with all effects on the Wales tracks especially through the wooded areas and that bloom and rain looks sooooo good in VR. Cannot wait for Codies to perfect it!!



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@Codemasters - are you going to include the Oculus SDK in the Steam version?  I and many others have seen that it clearly outperforms the SteamVR implementation.  Many other games on Steam include the Oculus SDK, so there's no technical reason not to.  You're aware of antitrust laws I assume?

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Runs good for me, at least in VR it seems smooth but when monitoring frametime it tells me that it's dropping to roughly 70fps (still acceptable) when driving through shadows.  So shadows seems to be the culprit, really don't want to turn off shadows and low shaders looks disgusting.  As you can see around 0:55 in this video that frametime floats around +14ms when driving through a bunch of trees.


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On 8/18/2019 at 5:27 AM, Ialyrn said:

I cant speak for others, but I am unhappy because its known that OculusVR and SteamVR do not always work that well together. Its using 2 different VR systems in order to just run a single application in VR for rift owners. What should have been done, is adding OculusVR and OpenVR to steam, then giving the end user the option on which SDK to run when starting the game. That simple addition would mean Oculus owners only need to run with the Oculus systems running, and not with SteamVR also running alongside it.
Think of it how non rift owners have to use something like revive to run apps from the Oculus store.

I am also unhappy because Codemasters should have been transperant that the steam version of the game wouldnt run on the Oculus SDK like Dirt Rally 1 did, and that the only native Oculus version would be via the Oculus store. Basically, they kept quiet and allowed people to purchase on steam at release in good faith that the Oculus SDK would be supported via steam. There was never any mention publicly over steam only running in openVR, till the day they dropped the VR update.


@PJTierney Ive not seen any mention of SteamVR automatically increasing the per eye resolution of HMD's yet. Any chance you could pop that in as something to be checked while setting up for VR on steam?
It causes a significant drain on performance when raised too high.

Rift CV1 is at 1080x1200 per eye resolution, as an example. SteamVR on my end set it to 1624x1940 per eye by default.


Good summary.

There are plenty of games that offer a choice when you fire them up from Steam: 2D, Steam VR or Oculus VR.

I‘m pretty sure the Oculus API is free to use for devs, so this shouldn’t be a major impost or cost to them to implement.

Regarding resolution, I noticed the same thing but I have a feeling that is the render resolution that the headset has to produce for a useable image at 1080x1200. My understanding is that VR over renders because the shape of the actual image required is quite warped in order to look normal through the fresnel lenses.

Having said that, the oculus on screen overlay you can turn on through OTT is telling me the image is 1.24 (from memory) super sampled by default so perhaps you’re right. Either way, even at 1.24x the performance is way under what it should be in openVR. 

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So DR2.0 is an inferior piece of work. I just ran a bunch of monitoring tools and lowered ALL graphical settings to their ABSOLUTE MINIMUM.


My liquid cooled gtx 1080ti hybrid was barely 40% utilized.  The game stutters every few seconds.  The only activity that spikes is lan activity.  No disk activity on my SSD's.  minimal amount of ram used out of my 32g.  CPU is cruising in the low 30%.   what a piece of ****.


So i tested this game from my steam account again on another pc.  i7 9700k.   gtx 2080.  My rift, my steam account.  Same piece of **** behaviour.

My friend purchased the oculus version, saw how well it ran, then refunded it. WE NOT GOING TO BUY THIS GAME TWICE.

FIX IT PJ, you fcuking thieving cnut.

Edited by Hicks613
clarification that codemosters are a bag of dicheds

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Thank you! This is exactly what I needed. Last two days was extremely frustrating for me while trying out different settings for VR (Samsung Odyssey +).

Keep up a good work.

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Many thanks guys, Yes shadows and ambient occl. are def culprits!


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Posted (edited)

For once I'm happy with current VR implementation because the original Dirt Rally had ONLY Oculus support, now there is proper support for all VR owners. And why you Oculus owners feel so betrayed - you played the game already for months, and now can play it in VR. No one is stopping you.

And I'm sure that this is Oculus decision not to allow Oculus SDK in Steam version.


Edited by IlmarsM
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