LM Ultimate VR thread

I installed the latest Nvidia 576.40 drivers yesterday, and it seems that there is some more "stuttering" then it used to be before with previous versions of drivers (if they are the cause of problems, still not sure). Stuttering looks like watching slides (at lets say 30 fps) and it occurs randomly on X number of seconds (can be on 5 or 10 or 20, or more seconds, didn't find any parern yet) where each lasts for cca 2-5 seconds. It's really annoying looking those slides here and there, specially because I don't see any real reason for them. Anyone might know what could be the reason for them?
My specs are 9800x3d, 4090, 64gb, QuestPRO and using OpenXR. I set Max FPS at 72Hz. Headroom is good, always over 50-55% but stuttering still happens.
Temps are all fine, all bellow 55degC. I optimized as much as I think its possible, but still it seems not good enough.
 
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I installed the latest Nvidia 576.40 drivers yesterday, and it seems that there is some more "stuttering" then it used to be before with previous versions of drivers (if they are the cause of problems, still not sure). Stuttering looks like watching slides (at lets say 30 fps) and it occurs randomly on X number of seconds (can be on 5 or 10 or 20, or more seconds, didn't find any parern yet) where each lasts for cca 2-5 seconds. It's really annoying looking those slides here and there, specially because I don't see any real reason for them. Anyone might know what could be the reason for them?
My specs are 9800x3d, 4090, 64gb, QuestPRO and using OpenXR. I set Max FPS at 72Hz. Headroom is good, always over 50-55% but stuttering still happens.
Temps are all fine, all bellow 55degC. I optimized as much as I think its possible, but still it seems not good enough.
Hi! Is that driver update problems solved?
 
I had a bit of a win last night with LMU, I was constantly lowering settings until practically everything was Low and I was still getting drops below 90fps. Then it dawned on me that the Pico3 runs pretty damn well at half-rate as I've seen with MSFS, so I Forced On Motion Smoothing in SteamVR which sticks to 46fps. I then upped a few graphics settings and my Resolution and voila...solid performance with better graphics and the added bonus of being able to race at night with no drops whatsoever at Le Mans...result!

Sure 46fps is visually not as *clean *as 90fps, I do notice the odd artifact every now and then but nothing that detracts from racing, in fact when in the car I barely even notice, so it's win all round.
 
I had a bit of a win last night with LMU, I was constantly lowering settings until practically everything was Low and I was still getting drops below 90fps. Then it dawned on me that the Pico3 runs pretty damn well at half-rate as I've seen with MSFS, so I Forced On Motion Smoothing in SteamVR which sticks to 46fps. I then upped a few graphics settings and my Resolution and voila...solid performance with better graphics and the added bonus of being able to race at night with no drops whatsoever at Le Mans...result!

Sure 46fps is visually not as *clean *as 90fps, I do notice the odd artifact every now and then but nothing that detracts from racing, in fact when in the car I barely even notice, so it's win all round.
Reprojection is an unfortunately requisite tool for VR sim racing for many. Doubly so in sims like LMU where you can get huge swings in frametimes from one section of the track to another (like passing the pits or getting into heavy traffic). That's partly why I run my VP2 at 120 FPS, so when reprojection kicks in it's doubling up on 60 FPS instead of 45. Biggest downside to reprojection is the ghosting/trailing on objects in motion. Typically still looks decent when focusing on the track ahead, but when you turn your head to the side or when cars pass by quickly, it gets pretty ugly. Having been at this VR racing thing since 2015, compromises are generally a hard requirement. Glad you found a solution that's working for you!
 
Reprojection is an unfortunately requisite tool for VR sim racing for many. Doubly so in sims like LMU where you can get huge swings in frametimes from one section of the track to another (like passing the pits or getting into heavy traffic). That's partly why I run my VP2 at 120 FPS, so when reprojection kicks in it's doubling up on 60 FPS instead of 45. Biggest downside to reprojection is the ghosting/trailing on objects in motion. Typically still looks decent when focusing on the track ahead, but when you turn your head to the side or when cars pass by quickly, it gets pretty ugly. Having been at this VR racing thing since 2015, compromises are generally a hard requirement. Glad you found a solution that's working for you!
Yeah "other Sims" run at 90fps with decent settings just fine, currently LMU struggles though so hopefully that's some more optimisation across the board to come. I'd much prefer to run at 90 of course, but I'm happy with the compromise with this headset :)
 
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Yeah "other Sims" run at 90fps with decent settings just fine, currently LMU struggles though so hopefully that's some more optimisation across the board to come. I'd much prefer to run at 90 of course, but I'm happy with the compromise with this headset :)
Very helpful Video for Pimax Users on their Youtube Channel:
Yes hopefully with the big cash injection from Pimax S397 MSG will pour that back into the sim and give us all what we need from LMU....optimization and vintage content.
 
Funny as I thought that LMU is not that GPU taxing. I run it between 40 an 50% GPU load at 72 Hz on a Quest 3 whereas other sims ask for 60-70%. Maybe that´s because I run LMU without any supersampling so far. Is there a place ingame where I can add some supersampling?
 
For what it's worth, these are my settings in VR. I am using a quest 3 with link cable (sometimes Virtual Desktop). 9800X3D, RTX 5080FE, 32 GB RAM, Win11Pro, Accuforce Pro V1, Protosimtech Pedals, Simagic Neo GT
Screenshot 2025-06-16 083833.pngScreenshot 2025-06-16 083850.pngScreenshot 2025-06-16 083910.pngScreenshot 2025-06-16 082215.png
ALSO! In the settings.JSON file changing this setting from true to false...
"Screen Space Ambient Occlusion": false, was a huge gain in GPU headroom shown in the oculus debug tool performance graph. Now at certain places like Bahrain at night, I might have to drop some settings to keep my headroom above 0% (and rain).
 
9800x3d, rtx 5080 overclocked, quest 3 120HZ @ 1.8x using link cable. Ultra preset graphics, medium post effects, msaa 8x. Some little changes in oculus debug tool.
80+ hours loving lmu vr
 
unfortunately for me the vr has monstrous fps drops, before with the previous release everything was smooth, with the new update it brought a decrease in performance, latest nvidia drivers installed. let's hope for a fix on this problem, do you have any ideas on how to solve it?
 
unfortunately for me the vr has monstrous fps drops, before with the previous release everything was smooth, with the new update it brought a decrease in performance, latest nvidia drivers installed. let's hope for a fix on this problem, do you have any ideas on how to solve it?
Yes I've also noticed a performance decrease since the last updates were released, hopefully this can be addressed before V1.0 release as it stands LMU requires quite a bit more optimisation in certain areas.
 
Very helpful Video for Pimax Users on their Youtube Channel:
Did these tips help anyone ?

Tested myself and seen no change at all. Feels like complete misinformation to me. I'm be glad to be wrong though

So if anyone tested Sweviver tips with success please let us know !
 
Did these tips help anyone ?

Tested myself and seen no change at all. Feels like complete misinformation to me. I'm be glad to be wrong though

So if anyone tested Sweviver tips with success please let us know !
These tips from Sweviver helped me a lot to get stable 90 FPS with my Headset. That's why I posted his Video in this thread.
So no misinformation here...
 
Alright ! What setting from Nvidia panel made a difference ? (i'm referring to this actually, OpenXRTK is a thing for sure, but it's widely used already).
 
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