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.