Homepage › Forums › General vorpX Discussion › Headtracking – rfactor 1 & 2
- This topic has 4 replies, 2 voices, and was last updated Jan 4, 2017 12:04am by
rhino23.
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Jan 2, 2017 at 9:15pm #124175
rhino23
ParticipantI didn’t think I was an idiot, but for the life of me I can’t get headtracking to work in rfactor 1 or 2 with my Rift and I’m pretty sure I’ve toggled every option numerous times. The whole screen moves with my head rather than my head moving within the world – making it unplayable – unless Virtual Cinema Mode is on.
I’ve downloaded setups from the cloud and read: https://www.vorpx.com/forums/topic/headtracking-issues-tips-and-tricks/ but it seems some of those options have changed in the past two years.
Can someone point me in the right direction? Thanks in advance!
Jan 2, 2017 at 9:21pm #124176TheIronWolf
ParticipantYou need to enable mouse look. You can see overall procedure here http://www.nogripracing.com/forum/showthread.php?t=365161
Except that with 17 update windowed mode is no longer necessary, runs full screen fine. Also, 8:9 resolutions work fine now. I do not use any 3D reconstruction – geometry mode does not work nicely and I see no difference between z buffer and no reconstruction.
Jan 3, 2017 at 6:49pm #124253rhino23
ParticipantThanks, TheIronWolf – once I enabled mouse-look and mapped it to my wheel I finally had headtracking! (really would be great to have a vorpX manual…)
Still trying to tweak settings to maximize the otherwise muddy & jagged rfactor2 + Rift CV1 image while maintaining 90fps. Currently using 1280×1440 resolution and FXAA. I’m a real-life racer, not a gamer (though semi-computer proficient) so this is all new to me – any suggestions or tweaks are appreciated (running an i5-6600 @ 3.5, a GTX 1070, 16GB RAM and Windows 10).
And I agree, 3D Reconstruction via Z-Normal and Z-Adaptive don’t work at all, and Geometry cannot be aligned close enough to work, plus both eyes don’t render all of the same information in the cockpit.
Jan 3, 2017 at 7:28pm #124257TheIronWolf
ParticipantYep, 1280×1440 is one of the res I am trying (yesterday I tried 1080×1215, did not get FPS gain though). I have some suspicion that FPS might not be calculated correctly, because I don’t see much of the visual speed up (smoothness) with lowering the settings, but it might be all asynchronous hacks in Oculus fooling me :)
Here are 2 things to make rF2 look nicer, though. – Use SGSSAA (again, check guide I linked earlier). And, I just discovered, Sharpness setting in vorpx. I bumped it to 2.00 – looks much better. You might want to try Crystal image Aggressive, although I prefer Normal. No way it will be 90FPS with SGSSAA, but again, with all the asynchronous things involved games is playable event at vorpx reported 30FPS.
Good thing rF2 will be getting native support soon, so we hopefully will have higher framerate.
Both eyes don’t render the same, that’s for stereo vision, but again, there serious issues in G3D (mirrors, flashes etc).
Jan 4, 2017 at 12:04am #124275rhino23
ParticipantTheIronWolf – you seem to know quite a bit about vorpX and rfactor, maybe you can lend a hand…https://www.vorpx.com/forums/topic/massive-fps-drop-w-vorpx/
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