LM Ultimate VR thread

Did some digging about the Nvidia CP and overriding AA. It doesn't work with DX11 games with some few expections and LMU surely ain't one of them. Enhancing can work so using MFAA does have a slight effect.
 
Tried it and even with max sharpening there was no change to oversharpened image, so doesn't seem to have any effect.

Seems to work on flat screen thou when tried on other games.

I must have had different settings in game and/or in my Pimax headset, because this did a clear change for me. As with everything, it seems to be a lottery.
 
Which VR improvements would we hope for for LMU?
  • Performance-related, like
    • Adding foveated rendering such as Variable-Rate-Shading or Quad Views
    • Making sure lower graphic settings look crisp
    • Improved settings for VR (each sim has some settings that tank FPS)
    • Better framerate stability, especially in demanding scenarios, such as race starts or when rain starts
  • Useability-related
    • More flexible and customizable HUD/UI
    • Ability to add third-party windows into VR such as Twitch chat
What are things you would add?
 
Just bought LMU, cranked the graphics up to Ultra, msaa to 2x, quest 3 resolution to 250%, and I'm getting a solid 90 FPS. Very happy, especially after AC EVO let me down with the performance. I was only getting 40 to 60fps even at 100% quest 3 resolution!

It's super clear, just like AC1. Loving the in game UI too, just wish I could use the quest controller instead of the mouse, as I keep forgetting to take it back to the computer 🤣
 
Which VR improvements would we hope for for LMU?
  • Performance-related, like
    • Adding foveated rendering such as Variable-Rate-Shading or Quad Views
    • Making sure lower graphic settings look crisp
    • Improved settings for VR (each sim has some settings that tank FPS)
    • Better framerate stability, especially in demanding scenarios, such as race starts or when rain starts
  • Useability-related
    • More flexible and customizable HUD/UI
    • Ability to add third-party windows into VR such as Twitch chat
What are things you would add?

Quad Views would offer up a great deal of performance headroom possibilities, this would be fantastic.

More settings to tweak, even if in a back door ini or settings file.

Car lights can be limited from within the settings file which helps perf, but this only applies to forward view. Inc this limited in the mirror view would help further.

Having been in VR from day one, the guys have improved performance vastly since then, which is very encouraging.

My biggest wish would be the aliasing, specifically the white lines on track. When there is full sun this stands out very much. In low light the aliasing is not so noticeable, and things look glorious. Everything else looks great but the white lines for some reason are very much effected.
 
  • Improved settings for VR (each sim has some settings that tank FPS)
  • Better framerate stability, especially in demanding scenarios, such as race starts or when rain starts
  • Useability-related
    • More flexible and customizable HUD/UI
    • Ability to add third-party windows into VR such as Twitch chat

  • especially the Hud settings would be an advantage.

    set the vr not only for Pimax but also for Oculus
 
Which VR improvements would we hope for for LMU?
  • Performance-related, like
    • Adding foveated rendering such as Variable-Rate-Shading or Quad Views
    • Making sure lower graphic settings look crisp
    • Improved settings for VR (each sim has some settings that tank FPS)
    • Better framerate stability, especially in demanding scenarios, such as race starts or when rain starts
  • Useability-related
    • More flexible and customizable HUD/UI
    • Ability to add third-party windows into VR such as Twitch chat
What are things you would add?

my biggest priority, over anything else, would be eliminating fps hotspots on the tracks. (every track still has them. usually track side objects, often even hidden from plain view).
what use is QVFR if these hot spots are still the limiter for settings? they hit cpu hard, for the draw calls they add.

there should maybe even be VR specific, track detail setting that has these addressed bit more carefully?
takes work to find them, but its not really that big of a task for someone who can spot them?

secondly, there really should be Z-mask kinda of culling of objects, and cars, that are now rendered even if blocked by something.

if these would be addressed, only THEN foveated rendering and other stuff would offer their maximum benefits, and the game would run in vr for most people almost regardless of HW.
untill these are addressed, QVFR is maybe more of an bandaid, that would mostly help people with beefy cpu's to get max out of their beefy gpu's.
and the hotspots would still be one the cpu bounding things, and QVFR is already adding to the cpu "stack" of things.

and what we (they too?) want is unified performance that scales linearly with HW?

I come with this, already having good performance. and would also welcome QVFR, no doubt.
But if the goals is to make vr as accessible for everyone, more than these tech is needed imo.
 
Which VR improvements would we hope for for LMU?
  • Performance-related, like
    • Adding foveated rendering such as Variable-Rate-Shading or Quad Views
    • Making sure lower graphic settings look crisp
    • Improved settings for VR (each sim has some settings that tank FPS)
    • Better framerate stability, especially in demanding scenarios, such as race starts or when rain starts
  • Useability-related
    • More flexible and customizable HUD/UI
    • Ability to add third-party windows into VR such as Twitch chat
What are things you would add?
Hi Jaap,

already some great points you mention.
And the performance points mentioned are definitely points to get attention.
I'd like to add some points that would imo improve the overall ingame experience and ease of use.

Controls:
- Thumbstick UI menu control
- Gaze UI menu Control, controller button confirmation instead of timer
- Automated filenaming for setup saving (no need to grab a keyboard)
- Generally avoid any keyboard control

Some Wild In-Game VR additions:
- Switchable restricted roaming viewing areas on racetracks (spectate functions)
- 3D VR engineering room / pitwall
- Integrated switching between Graphics editor of choice and Livery showroom for full livery creation in VR
 
I cant find anything VR specific in the 1.0 changelog and still it feels and looks different? I know that I always was thinking "looks a bit blurry, even on Virtual Desktop on Godlike". I havent played since before the update the teams feature came with. Did something change lol? It looks somehow sharper and .. overall better. More clean.
 
Hello folks, I'm new here and also within the LMU universe.

I recently got a Pimax 8KX and I'm trying to find my way with it on playing LMU.

I have also a Reverb G2 since a couple years now, and I've experimented with all the quirky software layers with it (OpenXR/OpenComposite,Toolkit and so on) but I feel a bit lost inside the Pimax ecosystem...

If someone can shade a light on what apps/settings works best with LMU would be greatly appreciated.

I'm now using Pimax Play on pretty vanilla settings (no quads, ffr) and OpenXR Toolkit with a slight supersampling and a touch of custom fixed foveted and CAS (maybe I need to try Pimax XR?)

System is 12600k/4090, looking to upgrade to 9800x3d (once AMD clarify a bit on the dead CPUs topic) as I'm quite CPU bottlenecked in VR

Thanks!
 
Hello folks, I'm new here and also within the LMU universe.

I recently got a Pimax 8KX and I'm trying to find my way with it on playing LMU.

I have also a Reverb G2 since a couple years now, and I've experimented with all the quirky software layers with it (OpenXR/OpenComposite,Toolkit and so on) but I feel a bit lost inside the Pimax ecosystem...

If someone can shade a light on what apps/settings works best with LMU would be greatly appreciated.

I'm now using Pimax Play on pretty vanilla settings (no quads, ffr) and OpenXR Toolkit with a slight supersampling and a touch of custom fixed foveted and CAS (maybe I need to try Pimax XR?)

System is 12600k/4090, looking to upgrade to 9800x3d (once AMD clarify a bit on the dead CPUs topic) as I'm quite CPU bottlenecked in VR

Thanks!

At least with Crystal Light, PimaxXR is more efficient in this game and Pimax OpenXR seems to have some CPU overhead. Also the central rendering FFR thingy seemed to cause little CPU cost for me. Check if these are true in your case and perhaps better to just use toolkit's FFR.
 
Since this game ran better with Q3 + VD without opencomposite, tried the same with Pimax and CPU frametimes were noticeably better. Frankly feels like devs are doing disservice to their VR customer by including OC in the game.
 
Since this game ran better with Q3 + VD without opencomposite, tried the same with Pimax and CPU frametimes were noticeably better. Frankly feels like devs are doing disservice to their VR customer by including OC in the game.

Sorry I'm not sure what you mean.

Are you running your Q3 with Pimax Play as openxr runtime, or a Pimax headset?
 
Sorry I'm not sure what you mean.

Are you running your Q3 with Pimax Play as openxr runtime, or a Pimax headset?

Running Pimax Crystal Light and removed opencomposite from LMU so the game runs on openVR and then just use SteamVR to play the game.
 
Interesting, will give that a try. Was using pimaxXR, but found Pimax play to be slightly better in the last 5 months.
 
Has anyone done any CPU related tests with VR and LMU?

In ACC I got a decent boost going to a 5800x3d, mainly resolved issues when being close to other opponents, otherwise it didn't do much.

I'm running a 4080 and a 5800x3d and wondering of going to a 9800 say would be of any benefit.

I still find VR looking pretty terrible compared to AC/ACC/iRacing and just about anything else on a Quest 3.
 
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