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Since other input-related issues also still appear present I'm expecting this to be a lingering issue many people aren't aware of as well.
These issues seem to 'go away' once the GPU isn't hitting the render time limit, which is 13.9ms, and this does seem directly linked to the refresh/resolution. Which is logical of course, but F1 22/23 seem to be exceptionally sensitive to this.
90Hz would be ideal, but I have never found a usable render res that allows this to work properly.
Could you be more specific, as in what headset you have and your GPU? I'm thinking about compiling a list of hardware and headsets to see what appears to be the minimum viable requirements? And did it improve in any way at all?
All kidding aside. No effort has been put in VR. It has been tacked on to tick a buzzword checklist, but expect the same as the previous title = no fixes, no effort. Just shake and bake and repeat.
Ahaha I didn't notice that :D And yes.. apparently it didn't help!
I presume you mean VR Low? I would definitely check your Steam VR settings, and make sure resolution is NOT set to AUTO, but to 75% as this makes a huge difference to the overall FPS. DON'T make the mistake of thinking you shouldn't need to reduce this - unfortunately, you will - and now I think about it, I remember a setting in the game, under VR settings, that allows you to override SteamVR scaling - I would ensure this is OFF. (I guess you could use this instead, however I have not tested it using this setting).
Also, check on SteamVR and see what Compositor is being used - it should be Oculus. If not, then it might be worth trying to change the compositor being used by going to the EA App, F1 23, Properties and see if -vrmode oculus works (I don't know). If it's using the Steam or OpenXR compositor, that might be why my settings are not as effective.
For reference, im playing on quest 2, 5600X CPU and 4070 GPU. Oculus set to native resolution, Steam SS at 130%, VR High preset is absolutely pinned to 72hz (even with texture streaming on high!). SER does offer a small performance boost of maybe 5-7% or less it seems, with no cost that i can determine, so if you are using a 40 series, no reason not to turn it on for a few free frames.
Fantastic work here mate, well done.
Glad it helped. I'm also grateful for the feedback regarding SER - I suspected this would be helpful, so I'll edit the guide to mention that.
Clearly the higher the GPU the higher SteamVR Res can go - I am now suspecting this is a GPU video buffer issue. Stands to reason I guess. I'd be very interested to know how AMD GPU users are doing with VR. I also think 40 series cards can probably handle higher texture streaming, possibly due to RAM speeds.
Anyway, thanks for the feedback - have some points.