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VR support for rFactor2

Discussion in 'rFactor' started by Blame73, Apr 26, 2017.

  1. Blame73

    Blame73 Yet it moves!

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    I never played rFactor and I'll never play any (racing) games unless it's got VR support.
    Latest news say next update will bring VR support and DX11 to rFactor2
    https://www.studio-397.com/2017/04/roadmap-update-april-2017/

    Maybe it's about time to give it a try...
    • Agree Agree x 2
    • Informative Informative x 2
  2. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    To get rFactor 2 up and running with OpenVR, which supports the Rift and Vive, right click on the game in your Steam Library, go to Properties, choose the Beta tab and pick the dx11 open beta version. The game will install the beta update files. After that, start up Steam VR and fire up the rFactor 2 game. Start the single-player game mode in the launcher (on PC screen) and the game will automatically start up in the VR HMD: https://www.reddit.com/r/Vive/comments/6giunq/rfactor_2_has_got_vr_support_in_beta_release_car/

    • Informative Informative x 1
  3. Javo5

    Javo5 Active Member

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  4. HugoB

    HugoB New Member Gold Contributor

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    Does anyone see an increase in performance when using the OpenComposite dlls compared to running SteamVR?
  5. The Iron Wolf

    The Iron Wolf Member Gold Contributor

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    I actually forked a project with rF2 specific focus, see my signature (implements loading screen and removes bunch of stuff irrelevant to rF2). On my box (8700k@5.0ghz/1080ti) difference is subtle, but OC is less erratic. Pure FPS is higher with SVR sometimes, but OC does pacing correctly.
    • Informative Informative x 1
    Last edited: Jan 18, 2019