With the frame near, how do you feel about initially being forced back to steamvr?
I've exclusively used VD and even with steamvr required games it's still been in the VD shell using VDXR. Has steamvr caught up to VD yet?
I've exclusively used VD and even with steamvr required games it's still been in the VD shell using VDXR. Has steamvr caught up to VD yet?
People should know this before buying this game for VR. They added a nice little hmd detected logo in the corner. But when you start and choose VR mode I'm almost sure it's just the UEVR injector. I've never seen a "native" VR game where the HUD annoyingly moves around like UEVR. Performance is not great either.
I just got voice attack to use with the ready or not mod. Since I'm a privacy phobe I installed the whisper attack plugin since it's fully local. The issue is that it uses a push to talk style setup. I obviously don't want to use my keyboard so looking for a creative solution.
I just got voice attack to use with the ready or not mod. Since I'm a privacy phobe I installed the whisper attack plugin since it's fully local. The issue is that it uses a push to talk style setup. I obviously don't want to use my keyboard so looking for a creative solution.
I know this game is cpu intensive but that shouldn't be an issue. I'm running a laptop 5090 with ultra 9 275HX processor. The install page says since the game isn't GPU intensive, turning up the render resolution (in cemu) shouldn't really affect performance. The recommendation is 2x. But that completely tanks performance. Keeping it at 1x only puts me at about 60fps. Lowering VD from godlike to ultra gives no performance gain. Using VDXR. Changing A filtering between 8x and 16x doesn't seem to make a difference.
I can hit 90 fps only at 1.5x and spacewarp. Anyone getting good fps without it?
Technically this headset checks all the boxes of what I want for pcvr (wireless and eye tracking). But I simply don't want to create any accounts lol. Can it be used fully offline while never connecting to the internet?
Sim racing in VR is simply unbeatable. Fortunately, I've completely adapted and do not get motion sick in circuit or rally (rally took a couple days to completely adapt). I know some people simply have a harder time adapting to motion sickness.
I guess another good reason is if you don't have AC. Yeah you can probably forget about it. I couldn't imagine fighting sweat while racing. One excuse I see some people use is the setup. This I don't get. If I want to race in VR I just put on my headset and it connects to my computer wirelessly within 20 seconds and I'm then staring at my desktop through the headset. Easy peasy.
I don't experience eye strain so I guess that's a valid issue for some.
I will admit that depending on the game you have to juggle different controllers. Some games can't be navigated with a steering wheel so I keep a controller on the side of my rig. Not a big issue.
Fortunately I started with VR so I never bought button boxes and a wheel with a screen that I can't see lol. I can easily access the buttons on the wheel from memory.
Anyway, the experience in VR is simply unmatched and no way I'd ever consider switching.
I've waited and waited to play this game and actually doubted I ever would. The original mother vr mod was controller based. That's a hard pass for me. Five years later (last year) the grandmother VR mod was released with 6dof. But it lacked roomscale and was made for sitting and using controller based turning. Also a hard pass.
But FINALLY, the grandmother VR mod has been updated with full working roomscale. The other great thing is that it was so long ago that I played this flat that I dont remember anything and its like the first time I'm playing is in VR. After a couple hours I can confidently say this will crack the top 15 of my best VR experiences ever.
Something to note is that hitting the option to disable the HUD still leaves the health bar and that super fucking annoying button prompt. I'm using a separate mod to remove it. Clean screen now.
Also, surprisingly, it takes A LOT of super sampling to get a perfectly clear image. I have virtual desktop at godlike and steamvr at 200 percent (I'm not using the mods pixel density option).
This list includes everything (native games, ports, and mods). In regards to mods I'll say that I'm very picky and have little tolerance for jank and bad performance. A lot of mods that people praise I tried and didn't want to continue. Also, this list is for today, not how good a game was when it first came out. Oh and since I'm not grouping games it can't be a top 10 list lol.
Honorable mentions: Tetris Effects, Walkabout Mini Golf.
If you're wondering about Resident Evil 4, I can't get a clear image on the Psvr2 and it makes me dizzy. And the PCVR mod doesn't have good performance, along with too many areas with too much jank. I know they are working on a version 2 of the mod so hopefully that one is a lot better.
I played Alyx a lot later than most (about 7 months ago). It was a good game but wouldn't make my top 15 list of VR games. One of the biggest issues was missing VR interactions and the weapon wheel.
I know gunman contracts is based on the Alyx engine and the mod had the same flaws. For me, in 2026, if this game uses the same mechanics, it's an instant skip.
I just uninstalled the omen gaming hub and switched to omen core as I'm hoping it will solve the issue of the fans just going crazy when doing nothing.
One thing I noticed is that the omen gaming hub has a separation between performance and all out (unleashed) where as omen core just goes from balanced to all out. I'm not an expert and mainly kept it on performance and only really chose unleashed when doing flight sims in VR. I didn't do any other changes.
My question is whether it's OK just to go all out with normal gaming that needs more than balanced. Or should I create a custom profile. I know nothing about changing CPU and GPU settings.
I am not a professional or expert and my only real prior experience is AMS2. What I've noticed is that in the 2 cars I've tried (lambo hurican evo and merc gt), I can't take turns anywhere near the speeds I can in AMS2. The cars understeer like crazy even at what appears to be slower speeds.
I'm attempting the same track (imola). I can run a 1:43xx in AMS2. But here it's like the cars are completely different. Is this a me issue? One of the 2 games not being that accurate? I don't understand this giant difference.
One thing I've noticed is that in rigs (including my own), the shifter and handbrake is really high up. I know on my rig, if I lowered them a lot it would impede my seat from sliding forward all the way. If I mount on the side bottom of the frame then it's too low. I'll get creative.
Kind of embarrassing question but I simply don't know how to launch the car from a stop faster than 0 and a half mph. I can win a poll but at the start of each race I instantly lose about 5 positions because slamming the gas pedals gives the equivalent speed of a 5 year old pushing the car from behind. In AC evo I just hit the gas and the car starts fast.
I can't get haptic feedback to my base shakers. With simhub it was automatic with AC Evo and AMS2. But with LMU it simply doesn't work.
I tried creating the plugins folder in the root of the game folder and adding both lmu and rfacter shared data DLLs. No success. I manually added the config info in the games telemetry json but it simply gets deleted by the game.
In simhub, the message says that simhub can't configure the game and to make sure it is installed and run it once to create the files. I made sure the haptics option is off in the game settings.
I've wasted hours on this. Using newest version of simhub and LMU.
I am about to abandon this game simply because I can't get haptic feedback to my base shakers. With simhub it was automatic with AC Evo and AMS2. But with LMU it simply doesn't work.
I tried creating the plugins folder in the root of the game folder and adding both lmu and rfacter shared data DLLs. No success. I manually added the config info in the games telemetry json but it simply gets deleted by the game.
In simhub, the message says that simhub can't configure the game and to make sure it is installed and run it once to create the files. I made sure the haptics option is off in the game settings.
I've wasted hours on this. Using newest version of simhub and LMU.
People were talking about it as if it was as equally optimized as ams2. Once you add some super sampling you have to start dropping settings. What settings are you guys using and what GPU?
I've gotten really comfortable with paddle shifters. I've watched videos in the past about entering and exiting corners and braking and all that good stuff. I've kind of learned what I can adjust for my own style and can comfortably recognize the lines and angles and braking later and if I need to make adjustments how to do it on the fly.
But all of this is with paddle shifters. It is not translating at all to the H pattern lol. It's like I have to do everything perfectly. I think the hardest part for me is that it seems everything must be done before turning. With paddles, I often downshift during a turn if I need traction. I can't pull this off with the H pattern. It's also so much harder to just know the right gear for the current speed while downshifting before a turn.
The H pattern is much fun but I am complete ass with it. Where should I start on getting better? I can't be limited to GT3 cars forever? I need to successfully drive the Ford GT dammit!
I've been thinking about this but don't have a headset with eye tracking so I can't test. I know that FFR is static and can be seen with your peripheral vision, while DFR moves with your eyes so that you can't see it.
But both are essentially cutting out the outer edges of your vision that you normally can't see. My question is aside from being eye tracked so you can't see the parts that aren't fully rendering, does DFR also provide performance gains higher than standard FFR?
I was try AC Evo in VR and the FFR option gives a noticeable performance boost. This is what has me wondering if it'll be an even bigger boost with an eye tracked headset.
I completed the game on pilot difficulty and now trying veteran. Everything seemed to be going well until I needed to destroy the star destroyer's targeting system before a hyper jump.
It's like I get the first pass for free and can take shots at the targeting system. After that first pass I'm getting annihilated no matter the angle of side of the ship I attack from. Even with full shields focused in the right direction I can't get anywhere near that targeting system without basically getting 1 shotted. What am I doing wrong?