For all the VR lovers out there... twinkle twinkle little star.

Fingers

Well-known member
First I have to thank @Emir_de_Passy for sparking my curiosity.

Post processing is no longer a pipe dream of daring to lift it above low.

In the Settings.JSON look for "Screen Space Ambient Occlusion": true, set this to "Screen Space Ambient Occlusion": false,

You can now set Post processing to high, with a small hit to your headroom. Visually, there is now god rays, without bringing your PC to its knees!!! Tested at LeMans 9pm clear sky.

There may well be other subtle effects I have not yet noticed, I am also yet to see what effect this has at night.

Thanks again to L'Emir.
 
How does the game look with AO on? Is it even noticeable? In VR i usually have to turn that option off anyways because it can cause un natural shadowing that does not look good in VR.


Thanks for sharing!
 
How does the game look with AO on? Is it even noticeable? In VR i usually have to turn that option off anyways because it can cause un natural shadowing that does not look good in VR.


Thanks for sharing!

I suspect the AO only kicked in when post processing is medium or high. Because the performance hit was so high I never used it enough to see what if anything AO does in VR. I would wager it was not working correctly at all hence the huge performance drop.

Give it a go, see what it's like on your system.
 
Not sure why this setting has so much influence but It's a visual improvement for sure in VR without any impact on performance.
great find (y)
 
yeah wow, this made a huge difference to visuals! bumped post processing to high, no perceptible headroom loss
 
If you do test this it might be useful to know what headset you have and the results you are getting visually and performance wise. Going from low to high Post Processing. Results may differ from headset to headset.

It also might be worth testing on flat screen to see what if any effect this has as the settings are shared.
 
I can confirm this also seems to work for non VR users. Thanks for sharing, I'm hoping the devs will fix this in the main build.
 
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I can confirm this also seems to work for non VR users. Thanks for sharing, I'm hoping the devs will fix this in the main build,

Great, I did have a quick look on my monitor to see if I could tell any visual difference with PP on high and the screen space ambient occlusion on or off.

I could not see any visual difference, I didnt monitor the FPS to see if there was any gain with it off, did you notice any change?
 
PP was set to low before on my rig, now it's on medium and I still get about 15 fps gain. I don't notice much visual difference though.
 
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What are the benefits of Post Processing on high - other than the occasional godrays?

Turning off ambient occlusion off seems weird because it (obviously) makes occluded areas (garage, stands, etc.) too bright.
It should also affect the car (shadow or interior), but I have not looked at that.
 
What are the benefits of Post Processing on high - other than the occasional godrays?

Turning off ambient occlusion off seems weird because it (obviously) makes occluded areas (garage, stands, etc.) too bright.
It should also affect the car (shadow or interior), but I have not looked at that.

I am seeing no downside at all, what headset did you test this with?
 
Has anyone else noticed (only tried this once so not yet statistically significant….)

After making this change, if you Watch another driver live and switch to the normal cockpit cam view (as if you were the driver), it gets pretty clunky and stutters? It might’ve been a one-off (‘ll try it again at some point) but previously the view was smooth. This was in one of the online daily races today.
 
I did some test but I struggle to understand the impact of PPhigh/-SSAO vs PPlow/+SSAO. Anyone can share feedback about fps/headroom in various stressing scenarios (eg. night/full grid/bahrein)?
Thanks.
 
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