Check out my thread here:
http://www.assettocorsa.net/forum/index.php?threads/vr-performance-in-oculus-vs-ovr-modes.47367/
Update: Something big has changed in the oculus update yesterday and the one the day before, OR mode now has much improved performance, matching OVR mode.
I will include a guide here, in case you do not have a verified account at assettocorsa.net
This will lower your gpu usage 20-40% in openvr mode with the rift.
Under render settings, change to' Openvr early access' instead of 'Oculus Rift'. AC will start steamvr when you start race/rift mode.
Note I have a GTX1060, not overclocked.
Have run many tests, initally in practice at lake louise in the lotus 3-eleven. In Oculus Rift mode (OR), I get 5% headroom (using oculustool), in OpenVR mode (OVR), I get 60-65% headroom!
At nordschleife, with 12x opponents, 4xAA, 16xAF, reflections low, mirror normal, smoke normal, BrakelightVR PP, world detail Maximum, Shadows disabled, I get 90 fps constant. On a gtx1060. This nearly matches the options a user mentioned, when he was in OR mode, on his GTX1080! (my smoke settings higher, his with shadows on).
*update: tried the above with shadows on (low), still 90 fps after the first corner.
*update2: frame rates are inconsistent with shadows on... some runs I get 90fps, others I get 45 fps a lot... dropped to 9x cars and its all good. Might turn shadows back off.
Notes:
Sometimes it does not activate properly, and will get a really low frame rate (I've seen -95% headroom). In this case restart everything, or reboot.
Occasionally steamvr crashes, wont close, loses steamvr server
OVR mode doesnt seem to like high reflections combined with high AF on some tracks. It spikes up and down in frame rate. especially when you look down, which is weird.
Other users have got this working successfully also, some others have not. We do not know why at this time.
I do not use SSAA/supersampling, I find inbuilt 4xAA way way better at antialias.
All steamvr reprojection etc, is OFF.
Oculus Home must be left running.
The screen mirror seems to be a 'true' mirror. i.e, rendering at 1080*1200 then resized to 1920x1020.
Therefore the aspect ratio is wrong. This could be corrected if you process the video, but not sure about streaming.
Thanks to user detoit, for mentioning openvr mode on his vive, which make me think of trying it on the rift.
Cheers,
Divxmaster
http://www.assettocorsa.net/forum/index.php?threads/vr-performance-in-oculus-vs-ovr-modes.47367/
Update: Something big has changed in the oculus update yesterday and the one the day before, OR mode now has much improved performance, matching OVR mode.
I will include a guide here, in case you do not have a verified account at assettocorsa.net
This will lower your gpu usage 20-40% in openvr mode with the rift.
Under render settings, change to' Openvr early access' instead of 'Oculus Rift'. AC will start steamvr when you start race/rift mode.
Note I have a GTX1060, not overclocked.
Have run many tests, initally in practice at lake louise in the lotus 3-eleven. In Oculus Rift mode (OR), I get 5% headroom (using oculustool), in OpenVR mode (OVR), I get 60-65% headroom!
At nordschleife, with 12x opponents, 4xAA, 16xAF, reflections low, mirror normal, smoke normal, BrakelightVR PP, world detail Maximum, Shadows disabled, I get 90 fps constant. On a gtx1060. This nearly matches the options a user mentioned, when he was in OR mode, on his GTX1080! (my smoke settings higher, his with shadows on).
*update: tried the above with shadows on (low), still 90 fps after the first corner.
*update2: frame rates are inconsistent with shadows on... some runs I get 90fps, others I get 45 fps a lot... dropped to 9x cars and its all good. Might turn shadows back off.
Notes:
Sometimes it does not activate properly, and will get a really low frame rate (I've seen -95% headroom). In this case restart everything, or reboot.
Occasionally steamvr crashes, wont close, loses steamvr server
OVR mode doesnt seem to like high reflections combined with high AF on some tracks. It spikes up and down in frame rate. especially when you look down, which is weird.
Other users have got this working successfully also, some others have not. We do not know why at this time.
I do not use SSAA/supersampling, I find inbuilt 4xAA way way better at antialias.
All steamvr reprojection etc, is OFF.
Oculus Home must be left running.
The screen mirror seems to be a 'true' mirror. i.e, rendering at 1080*1200 then resized to 1920x1020.
Therefore the aspect ratio is wrong. This could be corrected if you process the video, but not sure about streaming.
Thanks to user detoit, for mentioning openvr mode on his vive, which make me think of trying it on the rift.
Cheers,
Divxmaster
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