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DiRT Rally 2.0: VR FAQ & Performance Guide

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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

DR2_Ford_FiestaRXMK8_Oculus-(2).jpg

 

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
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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.


Conclusions
DR2_Opel_Adam_DirtFish-(1).JPG

 

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
DR2_Ford_Fiesta_RX_OMSE_DirtFish-(1).jpg

 

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

DR2_BMW_M3_DirtFish.JPG

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.

 

 

DR2_Oculus_Photo_3.jpg

DR2_Subaru_WRX_NR4-(1).JPG

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Is DiRT Rally 2.0 the same on Steam and Oculus?

  • The Oculus release is a separate version of the game and is not included with purchase of the Steam version.
  • The Oculus version provides native support to Oculus devices through the Oculus SDK.

Will the Steam version eventually provide native support through the Oculus SDK? Maybe with a update?

I guess we should know that at least, is it planned?

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26 minutes ago, Dehh said:

Is DiRT Rally 2.0 the same on Steam and Oculus?

  • The Oculus release is a separate version of the game and is not included with purchase of the Steam version.
  • The Oculus version provides native support to Oculus devices through the Oculus SDK.

Will the Steam version eventually provide native support through the Oculus SDK? Maybe with a update?

I guess we should know that at least, is it planned?

It's pretty obvious that it's not, seeing as he's been skirting around the issue for the last week, never once giving a definitive answer, only that Steam and Oculus version are different.

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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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Not having a remappable Center view button is a HUGE issue in VR. Please add it to the priority. 

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This is incredibly disappointing news, and a spit in the face to everyone who supports Codemasters and the Dirt Rally series.

If the Oculus API isn't going to be supported in the Steam version, the right thing to do would be to provide folks who purchased the game with an Oculus Key. Knowind Codies' history, I doubt that will happen.

Shame it's too late for me to refund the game - the only reason a lot of people bought it was the promise of VR support.

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1 hour ago, Romkslrqusz said:

This is incredibly disappointing news, and a spit in the face to everyone who supports Codemasters and the Dirt Rally series.

If the Oculus API isn't going to be supported in the Steam version, the right thing to do would be to provide folks who purchased the game with an Oculus Key. Knowind Codies' history, I doubt that will happen.

Shame it's too late for me to refund the game - the only reason a lot of people bought it was the promise of VR support.

Too late to refund, stuck with VR version and terrible performance. Getting a Oculus key would be nice, but i'm not expecting anything nice coming from Codemasters after this shady VR move. 

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Now test the same setup in the oculus store version and share the results.

To be clear, it's not a problem to not have the oculus api on the steam version, the problem is that there apparently is a huge difference in framerate in these 2 versions. This need to be tested and we need to know if the team is looking into it if there is a difference.

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hate too say this. but this is the reason games get review bombed out of existence! already noticed both on the steam reviews people are changing their reviews of the game from positive too negative. this game could go the opposite of no mans sky! 

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Hey Codies, I feel gutted because back when you were touting the game excitedly as "VR is Coming",  all of us who are VR users were so happy, including those of us with Oculus headsets.  But you failed to mention that only the Oculus Store version would support the Oculus SDK and this is why your Oculus supporters are so upset. Oculus also is to blame.

Because it is a fair expectation, based on all other Steam VR sim racing titles, that you would include full Oculus support in the Steam version and you didn't tell us otherwise, even though you must have known.  Dirt Rally original was great, like many I bought in early access, and the Oculus SDK was supported so it ran beautifully, why should we not expect the same now ? 

It feels like a huge betrayal. We supported your VR announcement by purchasing in good faith on Steam even though we only wished to race in VR. Of course if Oculus HMD owners knew all this back then we would have saved our money and waited for the VR release. Pretty disappointing and actually dishonest of you really.

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Posted (edited)

As a Rift owner who waited for VR (my wheel setup is on the other side of the room from my monitor) it's still pretty disappointing. The Steam version sounds like a bad buy due to the lack of Oculus SDK support, and the lack of transparency for Rift owners who bought the Steam version is disheartening. On the other side, the Oculus store version is currently twice as expensive, has DLC coming 'in the future' (which hopefully means on 8/27 they will drop the 'Super Deluxe' version) and will have a fraction of the player base for rallycross multiplayer (which constitutes most of Season 4 content), not to mention the Oculus store's generally poor track record of support. 

The Oculus funding obviously prevents you from commenting publicly on this or officially supporting it, but it would be really cool if a future update of the Steam version was compiled to support dragging and dropping the Oculus SDK .dll  🙂 

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

HUGE THANKS FOR YOUR COMMITMENT TO VR SIM RACING! SERIOUSLY IT CAN ONLY GET BETTER BUT RIGHT NOW YOU GUYS HAVE DONE A PROPER JOB! ABSOLUTELY STUNNING GAME IN VR! 🙌👆🏎️🕹️🌈

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there is no reason why the oculus version and steam version should have such vastly different performance. if you do not acknoweledge it as a bug then you are making it clear to us you and oculus are working together to scam us out of our money. we paid for the vr version and we expect to get it. native steam vr/ open vr support should work better than the oculus sdk going through revive, but this is not the case here.... so even if you do not fix the steam version which you have either intentionally gimped or you are just half assing it and don't know what you are doing... but even if you leave the steam version (open vr) broken. then at least allow steam users to access the oculus api version of the game. in my case I have wmr but I could then use revive to get it working. which is what I expected to have to do. at first the inclusion of native open vr support seemed like a nice surprise to me. but now that its clear this is a very very flawed version I would much prefer to be running the oculus sdk through revive. I bought this game just for vr. I have waited almost a year for it to be implemented. I have sat through your shady business practices with all the dlc instead of finishing/ fixing the actual game. I have accepted the silly always online stuff. but now as well as giving us a game you label as a sim racer but with such poorly implemented force feedback and vr support that it might as well be a forza horizon game... I am not happy. fix the vr versoin. I don't care how long it takes. I can wait. I just need you to know you are going to. otherwise someone in trigger happy America that loves to sue should bloody well sue you.

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1 hour ago, IlmarsM said:

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.

 

they may not have played. they may have been like me and bought it on sale or to encourage/ fund its development under the promise that vr support will be added. and they were DEFINITLY promised proper vr support. oculus users above all else had no reason to believe they would not be getting reliable full vr support. this is a very cheeky and underhanded thing for oculus and codemasters to do. borderline illegal if you were to ask me.

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8 hours ago, RogerRamjet77 said:

Hey Codies, I feel gutted because back when you were touting the game excitedly as "VR is Coming",  all of us who are VR users were so happy, including those of us with Oculus headsets.  But you failed to mention that only the Oculus Store version would support the Oculus SDK and this is why your Oculus supporters are so upset. Oculus also is to blame.

Because it is a fair expectation, based on all other Steam VR sim racing titles, that you would include full Oculus support in the Steam version and you didn't tell us otherwise, even though you must have known.  Dirt Rally original was great, like many I bought in early access, and the Oculus SDK was supported so it ran beautifully, why should we not expect the same now ? 

It feels like a huge betrayal. We supported your VR announcement by purchasing in good faith on Steam even though we only wished to race in VR. Of course if Oculus HMD owners knew all this back then we would have saved our money and waited for the VR release. Pretty disappointing and actually dishonest of you really.

it is false advertising and borderline illegal for them to do this.

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10 hours ago, Killso2 said:

Now test the same setup in the oculus store version and share the results.

To be clear, it's not a problem to not have the oculus api on the steam version, the problem is that there apparently is a huge difference in framerate in these 2 versions. This need to be tested and we need to know if the team is looking into it if there is a difference.

exactly. there should be next to no difference in performance between oculus api and open vr. headsets are not that different from one another. just two screens and come accelerometers etc. they are essentially identical. they should have not reason to perform different. especially if there is native support. but I suspect even if I were to test open vr version on wmr device vs oculus version going through revive on wmr device the oculus would perform twice as well. which means either something is very wrong and codemasters could fix it. technically it shouldn't even take them long. OR they have deliberately crippled the steam version to make you buy the oculus version. VERY shady business practice. I cant believe this company. at every single turn they take shortcuts and make shady business decisions to shoot themselves in the foot. I loved original dirt rally and I want to support the company that made/ makes these games. but this company just doesn't seem honest lately. and I hate dishonesty. 

they could have had it all... if it had released with good ffb. not out of this world or anything. im not asking much. just AS good as the original dirt rally or any other sim racing game you care to name. so in other words. just the average, standard quality of ffb was all I ask... and if they had released with functioning vr. all they would have had was positive reviews on steam. stellar reviews. the game would be raking in the money. 

 

they had a second chance with the vr release. most if not all of the negative reviews would have been changed to positive. instead. they release a broken vr version and play dumb pretending they don't know why its not working right and that its just a limitation of steam vr/ the oculus versoin is better. ignoring all the oculus users that paid for this game on the promise specifically of oculus support. only to find they don't get it. very shady. instead of all the reviews turning to positive I would not be at all surprised if they all turned to negative. 

should have bug tested vr more and released when it is actually working. I could have waited a couple more weeks. or even months if I had to.

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For me with SteamVR (WMR Lenovo), I turned preset to medium then turned ambient occlusion, godrays and bloom off and turned crowd and reflections down and most of the others left at medium and the game runs pretty smooth.  I can't bear the thought of running with ground cover off and shaders low, that makes the game look outdated but if it's going to help performance.

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8 hours ago, IlmarsM said:

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.

 

you don't get it, the problem is not to not have the native oculus support on steam, the problem is that there apparently is a difference in framerate in both versions. This is a problem not only for oculus owners as they can feel scammed for buying the steam version while the oculus one runs much better ( apparently ), but it's also a problem for literally everyone buying the game on steam with a vr headset. There should be almost no differences in framerate in both versions, that's not acceptable and should be looked into it.

Of coures, the simple solution would be to be able to run natively the oculus, but I don't think it's the correct solution, we all should get the same performance regardless on the platform we choose to buy the game.

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Posted (edited)

This is an absolutely disgraceful move from codemasters! I bought the Deluxe Edition on release with the promise of Oculus support and didn't play the game till VR was released and now i'm stuck with an inferior ****** steam VR version! if they don't add proper Oculus support or give us an Oculus key I'm done with Codemasters! this is the final straw!!

Edited by wulliebhoy
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Thank you for the settings.

Getting it to run smoothly on my Lenovo Explorer has been about experimentation, but I've got it going ok. 

I'm disappointed that I paid full price as soon as I heard VR was in, and days later it's 50% off! Whiskey Tango Foxtrot?

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I am glad to have VR and certain the actual devs of this great Rally Sim aare working their best to implement it nicely for everyone, for that huge thanks to them for all their effort. :classic_love::classic_rolleyes:

But I find it hard to trust Codemasters the company and those managers divorced and remote from the customers who make purely business decisions like this that have such an impact on the enjoyment of what is a rather superb Rally Sim. Oculus would also have huge influence on how this unfolded.

Still there is time to make it right and I will wish for that as surely it can only get better ? ! :classic_cool:

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Im running this game on PC with a i7 9700k, 1080ti and 32 gigs of ram and an oculus VR. Even with the reccommended settings that supposedly run good on a 1060 I am still getting a frame drop every 3 to 5 seconds. I have about 40 to 50% of headroom according to oculus debug performance monitor and it will still drop from 90 fps to about 50 fps every few seconds. There is something wrong and it's not a graphics setting. 

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Posted (edited)

Codemasters, you have lied to and screwed Oculus customers.

 

If you cannot provide a version of the game that users both Steam/OpenVR and the Oculus API, then at the very least, you guys are incompitent.

THERE IS A SOLUTION

It woudn't take much in terms of deployment to give us beta opt-in option to get the oculus api version of this game out to steam clients.  But you won't implement it.  WHY?

 

There is either pressure from Oculus to sit on this quietly until they recoup their money for funding the VR port, or you guys are trying to recoup costs by selling the Oculus version at inflated costs with less content.

 

It is not in your interest to fix this issue.  We see that.

Edited by Hicks613
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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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