▲ 10 r/Pimax

Quick heads-up, try OpenVR for iRacing with sboys

Since using sboys Ive been using OpenVR on iRacing for the first time and it runs much better than OpenXR using sboys in my honest opinion. I would recommend you try, keep in mind the graphic ini file is named differently when using OpenVR

reddit.com
u/no6969el — 2 days ago
▲ 8 r/Pimax_Official+1 crossposts

If you have a 50ppd I want to suggest something

Try out sboys but use the ultrawide distortion profile and make sure to run openxr (I did not have success in openVR) Try these settings (be sure to also calibrate your contrast/gamma)

I was pretty impressed enough that if it wasn't for the weight of the 50ppd, I wouldn't mind using it in iRacing to gain the extra fov now since it seems like a new panel with sboys.

I think you may be impressed.

https://preview.redd.it/ejueump6ofjh1.png?width=1057&format=png&auto=webp&s=67bf86b221b1e2667a7afd39929e8752a59be202

reddit.com
u/no6969el — 5 days ago
▲ 17 r/QuietWindows+2 crossposts

Script that auto-installs the Cyberpunk 2077 VR Port and every dependency (no Nexus Premium needed)

Setting up dariulone's VR port means installing eleven separate things in the right order before you can even launch. I got tired of doing it by hand, so I wrote a PowerShell script that does the whole thing.

Download: [https://github.com/no6969el/cyberpunk-vr-port-Auto-installer/releases

What it does

Finds your game folder automatically (Steam / GOG / Epic), then downloads and installs the latest version of everything:

RED4ext, Cyber Engine Tweaks, redscript, TweakXL, ArchiveXL, Codeware, Equipment-EX, and the VR port itself — all of these are on GitHub, so they need no account and no login at all.

The three Nexus-only mods (Visual Holsters, Visible Bullets, Nova Optics) can't be fully automated — Nexus only hands out API download links to Premium accounts, and no amount of "being logged in" changes that. So for those the script opens each mod page, you click Manual Download, and it grabs the archive out of your Downloads folder and installs it for you. Three Enter presses total.

If you do have Premium, pass -NexusApiKey and it's completely hands-off.

Safety stuff

  • Backs up every file it overwrites before touching anything
  • Logs every file it writes, and -Uninstall reverses it exactly
  • Warns you if you're not on game version 2.31
  • Re-run it any time to update everything to the newest releases
  • Only touches your game folder and your Downloads folder

Usage

Unzip, double-click the .bat, answer the prompts. It prints the post-install checklist at the end (launch flat once, Low preset with the six effects off, start your OpenXR runtime before the game, F10 for the VR menu).


Fair warning: it's tested on my setup. If your install layout is unusual or something breaks, tell me and I'll fix it. Everything's readable plain-text PowerShell — please do read it before running it, that's good practice with any script a stranger hands you.

All credit for the actual mod goes to dariulone — go endorse it. This just automates their install instructions.

reddit.com
u/no6969el — 8 days ago
▲ 19 r/QuietWindows+1 crossposts

Worth trying if you have frame drops/microstutters

The mobile app randomly recommended me a post from u/no6969el with this tool that stops windows processes from stopping up the system. I didn't think it would do much because I already have a decent CPU and a pcie 4.0 x4 SSD. Whatever it did actually improved 1% lows consistently across the board and the input for counter-strafing is a lot more accurate and less frustrating. Even bunnyhopping feels noticebly smoother and I can casually chain 4-6 hops on official servers using scrollwheel without capping my fps at all (aside from freesync.) Your mileage may vary, but if your pc already runs circles about the min specs and still feels laggy, this is worth a shot because I was thinking about selling my CPU and getting an X3D one for better 1% lows before this. I'll explain more in comments, but I'm starting to think maybe it was just the timing and it really was Windows 11 and not the upgrade to Source 2 lmao

github.com
u/no6969el — 10 days ago
▲ 1 r/Pimax

Question on Sboys program (opening to white screen)

Just wondering if I need something else on my system before I can open this app (custom-headset-gui.exe)

I was able to just copy the files over to get it working, but I cannot currently access the gui for the app to make any changes. Any suggestions u/sboys3

FIXED : It was msedgewebview2.exe, I had to make sure it was running.

u/no6969el — 12 days ago
▲ 12 r/Pimax

Sharing my tuned iRacing .ini for max clarity and graphics (5090/9950x3d)

Since iRacing does not use more than 16gb vram I am sure this would be fine on a 4090/5080 as well.

I recommend you change your current .ini to .old and then place this in your iRacing my documents folder.

This is my best graphic settings yet. Let me know what you think and if you do anything differently.

Link to download : https://limewire.com/d/Ojnvi#kDRQvaKadE

If you want to see it here is the code below (looks better on PC, mobile condenses it)

AutoCfgCompleted=1                              	; 0=need to run 3D autocfg at startup
Version=1                                       	; Version of this file

[Graphics Options]
VirtualMirrors=0                                	; 0=off, 1=virtual mirrors enabled
UIScale=125                                     	; User Interface Size
VRMode=2                                        	; 0=normal  1=NV Single Pass Stereo  2=NV foveated quad view w/MVP
AllowTSOSelfShadows=0                           	; 0=off, 1=more self-shadowing objects when shadow mapping
DNSMFilter=3                                    	; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
DNSMShadowFadeTime=25                           	; 0 to # = time to fade in night shadows in 100ths of a sec (5 default)
DNSMNumLights=3                                 	; 0 to 128 = Max number of shadow mapped lights at night
DNSMWallsCastShadows=1                          	; 0= off 1=track walls cast shadows
DNSMTSOsCastShadows=0                           	; 0= off 1=track objects cast shadows
DNSMDownsampleFirst=0                           	; 0=per-AA-sample shadows 1=per-pixel shadow
DNSMEnable=1                                    	; 0=off 1=dynamic night shadow maps
AutoExposure=1                                  	; 0=off, 1=on  (only functions when HDR is also enabled)
SSRRainOnly=0                                   	; (only if SSRLevel > 0) 0=SSR on always, 1=SSR only kicks in during 'wet rules'
SSRLevel=0                                      	; 0=off, 1=lower res, 2=full res
TwoPassTrees=1                                  	; 0=off, 1=render trees with higher quality in two passes
NumFixedCubemaps=0                              	; number of fixed cubemaps to render per frame(100 = 1/frame)
NumDynamicCubemaps=0                            	; number of dynamic cubemaps to render per frame(100 = 1/frame)
ReplayRenderModes=0                             	; 0=off, 1=Replay Render Modes enabled
Distortion=0                                    	; 0=off, 1=Distortion enabled
SharpeningClamp=9                               	; sharpening clamp (0=min, 10=default, 100=max)
SharpeningAmount=100                            	; sharpening strength (10=min, 125=default, 300=max)
Sharpening=1                                    	; 0=off, 1=sharpening enabled
SSAO=0                                          	; 0=off, 1=screen space ambient occlusion enabled
MotionBlurBroadcastCams=0                       	; 0=disabled, 1=enabled
MotionBlurDrivingCams=0                         	; 0=disabled, 1=enabled
MotionBlurStrength=0                            	; motion blur strength: 0=off, 1=low, 2=med, 3=high, 4=ultra
HeatHaze=0                                      	; 0=off, 1=heat haze enabled
DepthOfField=0                                  	; 0=off, 1=depth of field blurs enabled
ShadowMapType=1                                 	; map onto: 0=off, 1=on (Turn on on for clouds/overcast to work best)
DynamicShadowTrim=0                             	; 0=off 1=dynamic shadow maps trim some objects by size.
DynamicShadowMaps=0                             	; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
ShadowDetail=0                                  	; 0=fewer shadows, 1=maximum shadows
MaxCockpitMirrors=4                             	; Maximum number of cockpit mirrors to enable (0 to 4)
MirrorDetail=0                                  	; 0=low detail, 1=high detail in mirrors
ParticlesFullRes=1                              	; full resolution particles: 0=off, 1=on
ParticleDetail=1                                	; particle detail: 0=low, 1=med, 2=high
WeekendDetail=2                                 	; event detail: 0=low, 1=med, 2=high
FoliageDetail=2                                 	; foliage density 0=off, 1=low, 2=med, 3=high
ObjectDetail=2                                  	; object population 0=low, 1=med, 2=high
GrandstandDetail=1                              	; 0=low, 1=med, 2=high
CrowdDetail=0                                   	; 0=off, 1=low, 2=med, 3=high
PitObjectDetail=2                               	; 0=off, 1=low, 2=med, 3=high
CarDetail=2                                     	; 0=low, 1=med, 2=high
SkyRefreshRate=2                                	; 0=low update rate, 1=med update rate, 2=high update rate
LODPctDynoMirrorsMax=400                        	; above 100% increases FPS and decreases LOD (25 to 500)
LODPctDynoMirrorsMin=250                        	; below 100% decreases FPS and increases LOD (25 to 500)
LODPctDynoMax=100                               	; above 100% increases FPS and decreases LOD (25 to 500)
LODPctDynoMin=100                               	; below 100% decreases FPS and increases LOD (25 to 500)
LODPctMirrorsMax=400                             	; above 100% increases FPS and decreases LOD (25 to 500)
LODPctMirrorsMin=250                            	; below 100% decreases FPS and increases LOD (25 to 500)
LODPctMax=100                                   	; above 100% increases FPS and decreases LOD (25 to 500)
LODPctMin=80                                     	; below 100% decreases FPS and increases LOD (25 to 500)
LODMinFPSTarget=84                              	; Reduce LODs (see LODPct* settings) when FPS is below target. 
MaxPitObjsToDrawInMirrors=12                    	; 0 to 192: Max number of pit objs to render per mirror camera
MaxPitObjsToDraw=20                             	; 0 to 192: Max number of pit objs to render per camera
MaxCarsToDrawInMirrors=6                        	; 4 to 64: Max number of cars to render per mirror camera
MaxCarsToDraw=16                                	; 10 to 64: Max number of cars to render per camera
HideCockpitObstructions=0                       	; 0=hide nothing, 1=hide halo, 2=hide a-pillar/rockcage, 3=hide everything
DriverHands=1                                   	; Show driver hands? 0=no, 1=yes
SteeringWheel=1                                 	; Show steering wheel? 0=no, 1=yes, 2=fixed, 3=show only if has display
EnableTireMarks=1                               	; 0=Disable Tire marks 1=Enable tire marks
EnableHDR=1                                     	; 0=LDR rendering, 1=HDR rendering
ResolutionScaling=0                             	; Render to lower resolution and upscale (0=off, 1+ on)
NvReflexMode=1                                  	; Low Sim to Render Latency Mode (0=off, 1=on, 2=on+boost)
ContrastAdj=0                                   	; Adjusts scene contrast: -6 to +6 
BrightnessAdj=0                                 	; Adjusts scene intensity: -6 to +6 
FSRSharpness=4                                  	; Adjust sharpening amount for AMD FSR
GammaAdj=0                                      	; Adjusts gamma encoding: -6 to +6 
ZBuffer32Bits=1                                 	; 0=off, 1=on
LowQualityTrees=0                               	; 0=off, 1=on
EnableSwayTrees=1                               	; 0=normal trees, 1=trees sway with wind
TrackDisplacementEnable=1                       	; 0=render without displacement, 1=render using track displacement shaders
DNSMMaxLightsPerPass=3                          	; 0- 6 = Shadowing lights per-fullscreen pass
StaticShadowNumber=3                            	; Maximum number of high quality static shadowmaps (3-8)
StaticShadowRes=2                               	; (For 3 or more maps) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096 4 = 8192x8192
DynamicShadowRes=1                              	; (For 3 maps! So, x3) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096 4 = 8192x8192
ShaderQuality=3                                 	; 0=low, 1=med, 2=high, 3=max
HeadlightLevel=2                                	; 0=low quality, 1=medium, 2=high quality
ParallelSorting=1                               	; 0=disabled 1=multithreaded scene sort
MonochromeHeadlights=0                          	; 0=color headlights 1=all white (less blotches/banding)
HeadlightsInMirrors=1                           	; 0=off 1= headlights illuminate track surface in mirrors
LoadTexturesWhenDriving=1                       	; 0=only load when out of car
NumMultiGPUs=1                                  	; Number of GPUs in Crossfire/SLI (1=off to 4). Set low as works.
CompressTexturesSuits=1                         	; 0=uncompressed   1=block compress (recommended)
CompressTexturesHelmets=1                       	; 0=uncompressed   1=block compress (recommended)
CompressTexturesCars=1                          	; 0=uncompressed (warning! no!!)   1=block compress (highly recommended)
CompressedVertices=1                            	; 0=off  1=Use compressed vertices
ReduceCockpitFlicker=1                          	; 0=off  1=enabled
CarPaint2048x2048=1                             	; 0=1024x1024 car textures res,  1=2048x2048 car texture res (max)
CacheSwap3HighResCars=1                         	; 0=shrink to fit  1=cache swap higher res for nearest cars
WorldNearPlaneDistance=10                       	; In 1/10 meters, min=1(0.1m) max=30(3m), helps z-fighting but may clip track.
VisibilityFrameDelay=5                          	; Number of frames to wait before re-testing object visibility. 0 = no delay
MSAAUseFilter=1                                 	; The filter to use for MSAA resolve (if MSAA is in use): 0=soft, 1=neutral, 2=sharp, 3=simple (legacy)
MSAASamples=4                                   	; The number of MSAA samples (if MSAA is in use): 2, 4 or 8
AntiAliasMethod=1                               	; The type of Anti Aliasing method used: 0=None, 1=MSAA, 2=FXAA, 3=SMAA
MipLODBias=-25                                    	; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp
AutoAddNoDynOnEmptyLOD=1                        	; 1=Never use the FPS based LOD adjustment when popping to the 'empty' level
OcclusionCull=1                                 	; 0=disable occlusion culling, 1=enabled (usually best)
LimitFrameRate=0                                	; 0=no limit, 1=use DesiredFPSLimit
DesiredFPSLimit=203                             	; Enabled when LimitFrameRate=1 and on ext. power
MaxPreRenderedFrames=1                          	; How many frames the GPU is allowed to trail behind the CPU. 0 to 4. 1=normal, 0=disabled/multi-gpu
VerticalSync=0                                  	; 0=allow tearing, 1=lock FPS to refresh rate
SysMemToUseMB=32768                             	; (64-bit) 1024 to 32768 MB
VidMemToUseMB=16384                             	; Maximum GPU video memory to consume (MB)

[Drive Screen]
VirtualMirrorSize=1                             	; Size of virtual mirror, 0-large, 1-med, 2-small, 3-X-small, 4-XX-small
UIOffsetBottomPct=0                             	; Shift bottom of UI up by specified percent

[User Options]
SessionUITransparency=0.800                     	; Adjust session UI transparency up or down
SessionUIMaxAspectRatio=1.800                   	; Adjust session UI maximum aspect ratio up or down
SessionUIFullScreen=0                           	; Let triple headed session UI expand to fill full display
reduceFramerate_WhenFocusLost=0                 	; Set this to 0 to hold full framerate when another program has keyboard focus
particleThreadPriorityAdjust=0                  	; belowNormal=-1 normal=0 aboveNormal=1
NotifyOfDirtRequirements=1                      	; Should the Session screen notify about too-low graphics settings?
maxParticleThreads=6                            	; #workers (0 to 6)
KeepUIHiddenOnFocus=0                           	; If set to 1 then the UI can only be enabled with the space bar
hideCarNum=0                                    	; Hide car numbers/decals in test sessions, so you can paint your own versions
ForceVisibleWhenMove=0                          	; Force all movable controls to become visible when moving UI elements
forceCrowdVisible=0                             	; Force the crowd in the grandstand to show up on practice/qualify sessions
DriveUITransparency=0.200                       	; Adjust driving UI transparency up or down
DriveUIMaxAspectRatio=1.800                     	; Adjust driving UI maximum aspect ratio up or down
DriveUIFullScreen=0                             	; Let triple headed driving UI expand to fill full display

[Display]
windowedYPos=702                                	; Window top left corner in windowed mode
windowedXPos=1427                               	; Window top left corner in windowed mode
windowedWidth=1040                              	; windowed mode width
windowedMaximized=1                             	; Window is maximized in windowed mode
windowedHeight=759                              	; windowed mode height
windowedAlignment=1                             	; windowed mode alignment: 0 - none, 1 - center, 2 - top left
pixelRatioWindowed=1.000                        	; Windowed mode - Adjust for displays with non-square pixels
pixelRatio=1.000                                	; Full screen mode - Adjust for displays with non-square pixels
RefreshRate=119.880                             	; Refresh Rate
ModeScaling=0                                   	; 0=unspecified 1=centered 2=stretched
HDRFormat=0                                     	; 0=8 bit color (SDR) 1=HDR10 or HDR16F (depends on fullScreenDepth 32/64 bit)
fullScreenWidth=1040                            	; full screen Window's width
fullScreenHeight=759                            	; full screen Window's height
fullScreenDepth=32                              	; Color depth
fullScreen=1                                    	; fullscreen?
displayRotateMode=1                             	; 0-auto, 1-landscale, 2-landscape inv, 3-portrait, 4-portrait inv
deviceIdx=0                                     	; which adapter
border=0                                        	; window border?

[Debug]
Renderer=?                                      	; Driver DLL - Don't Edit This!
Version=0                                       	; Driver Version - Don't Edit This!
Vendor=?                                        	; Driver Vender - Don't Edit This!

[Laser Scan]
PointSizeMM=80                                  	; desired physical point size width (mm): 1 to 120
PointSizeMin=1                                  	; min point size in screen pixels (1 to 256)
PointSizeMax=1                                  	; max point size in screen pixels (1 to 256)
MaxLaserScanVidMem=192                          	; Max scan density to load into vidmem 128-768 (MB)

[OpenXR]
ResolutionScalePct=100                          	; Scale the recommended width/hight resolution by this percentage (50% to 150%)
DepthLayerExtensionEnabled=1                    	; Enable XR depth extension if available, improves reprojection
ShowEyeTracking=0                               	; Dynamic Foveated: show eye tracking to help debug issues
AllowEyeTracking=0                              	; Dynamic Foveated: enable eye tracking via the OpenXR extension XR_EXT_eye_gaze_interaction if supported
FoveatedOuterPctRes=30                          	; Foveated: res to use for the peripheral part as a pct of the width and height of the image (25% to 50%)
FoveatedInsetWidthPct=50                        	; Foveated: the size of the hi-res inset as a pct of the width and height of the image (25% to 50%)
UIScreenWidthCM=130                             	; The width (cm) of the user interface screens in 3D world space
UIScreenDistCM=76                               	; The depth (cm) where the user interface screens are rendered in 3D
OpenXREnabled=1                                 	; Enable OpenXR Support
TwoStageAA=1                                    	; Repeat AA after the UI draws (note: consumes more vid mem)
MirrorViewVerticalShiftPct=0                    	; -30 to +30 percent - shifts the mirror image up/down (if clipped)
AutoSelect=0                                    	; Use OpenXR without prompting
AutoCenter=0                                    	; Re-center the HMD pose when health/safety warning disappears

[Replay Graphics]
AllowTSOSelfShadows=1                           	; 0=off, 1=more self-shadowing objects when shadow mapping
DNSMFilter=2                                    	; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
DNSMShadowFadeTime=25                           	; 0 to # = time to fade in night shadows in 100ths of a sec (5 default)
DNSMNumLights=3                                 	; 0 to 128 = Max number of shadow mapped lights at night
DNSMWallsCastShadows=0                          	; 0= off 1=track walls cast shadows
DNSMTSOsCastShadows=0                           	; 0= off 1=track objects cast shadows
DNSMDownsampleFirst=0                           	; 0=per-AA-sample shadows 1=per-pixel shadow
DNSMEnable=1                                    	; 0=off 1=dynamic night shadow maps
AutoExposure=1                                  	; 0=off, 1=on  (only functions when HDR is also enabled)
SSRRainOnly=0                                   	; (only if SSRLevel > 0) 0=SSR on always, 1=SSR only kicks in during 'wet rules'
SSRLevel=0                                      	; 0=off, 1=lower res, 2=full res
TwoPassTrees=1                                  	; 0=off, 1=render trees with higher quality in two passes
NumFixedCubemaps=0                              	; number of fixed cubemaps to render per frame(100 = 1/frame)
NumDynamicCubemaps=0                            	; number of dynamic cubemaps to render per frame(100 = 1/frame)
ReplayRenderModes=0                             	; 0=off, 1=Replay Render Modes enabled
Distortion=0                                    	; 0=off, 1=Distortion enabled
SharpeningClamp=9                               	; sharpening clamp (0=min, 10=default, 100=max)
SharpeningAmount=125                            	; sharpening strength (10=min, 125=default, 300=max)
Sharpening=0                                    	; 0=off, 1=sharpening enabled
SSAO=0                                          	; 0=off, 1=screen space ambient occlusion enabled
MotionBlurBroadcastCams=1                       	; 0=disabled, 1=enabled
MotionBlurDrivingCams=1                         	; 0=disabled, 1=enabled
MotionBlurStrength=0                            	; motion blur strength: 0=off, 1=low, 2=med, 3=high, 4=ultra
HeatHaze=0                                      	; 0=off, 1=heat haze enabled
DepthOfField=0                                  	; 0=off, 1=depth of field blurs enabled
ShadowMapType=1                                 	; map onto: 0=off, 1=on (Turn on on for clouds/overcast to work best)
DynamicShadowTrim=0                             	; 0=off 1=dynamic shadow maps trim some objects by size.
DynamicShadowMaps=1                             	; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
ShadowDetail=0                                  	; 0=fewer shadows, 1=maximum shadows
VirtualMirrors=1                                	; 0=off, 1=virtual mirrors enabled
MaxCockpitMirrors=0                             	; Maximum number of cockpit mirrors to enable (0 to 4)
MirrorDetail=1                                  	; 0=low detail, 1=high detail in mirrors
ParticlesFullRes=1                              	; full resolution particles: 0=off, 1=on
ParticleDetail=2                                	; particle detail: 0=low, 1=med, 2=high
WeekendDetail=2                                 	; event detail: 0=low, 1=med, 2=high
FoliageDetail=2                                 	; foliage density 0=off, 1=low, 2=med, 3=high
ObjectDetail=2                                  	; object population 0=low, 1=med, 2=high
GrandstandDetail=2                              	; 0=low, 1=med, 2=high
CrowdDetail=2                                   	; 0=off, 1=low, 2=med, 3=high
PitObjectDetail=2                               	; 0=off, 1=low, 2=med, 3=high
CarDetail=2                                     	; 0=low, 1=med, 2=high
SkyRefreshRate=2                                	; 0=low update rate, 1=med update rate, 2=high update rate
LODPctDynoMirrorsMax=100                        	; above 100% increases FPS and decreases LOD (25 to 500)
LODPctDynoMirrorsMin=100                        	; below 100% decreases FPS and increases LOD (25 to 500)
LODPctDynoMax=100                               	; above 100% increases FPS and decreases LOD (25 to 500)
LODPctDynoMin=100                               	; below 100% decreases FPS and increases LOD (25 to 500)
LODPctMirrorsMax=100                            	; above 100% increases FPS and decreases LOD (25 to 500)
LODPctMirrorsMin=100                            	; below 100% decreases FPS and increases LOD (25 to 500)
LODPctMax=100                                   	; above 100% increases FPS and decreases LOD (25 to 500)
LODPctMin=100                                   	; below 100% decreases FPS and increases LOD (25 to 500)
LODMinFPSTarget=60                              	; Reduce LODs (see LODPct* settings) when FPS is below target. 
MaxPitObjsToDrawInMirrors=12                    	; 0 to 192: Max number of pit objs to render per mirror camera
MaxPitObjsToDraw=40                             	; 0 to 192: Max number of pit objs to render per camera
MaxCarsToDrawInMirrors=6                        	; 4 to 64: Max number of cars to render per mirror camera
MaxCarsToDraw=16                                	; 10 to 64: Max number of cars to render per camera
HideCockpitObstructions=0                       	; 0=hide nothing, 1=hide halo, 2=hide a-pillar/rockcage, 3=hide everything
DriverHands=1                                   	; Show driver hands? 0=no, 1=yes
SteeringWheel=1                                 	; Show steering wheel? 0=no, 1=yes, 2=fixed, 3=show only if has display
reddit.com
u/no6969el — 16 days ago
▲ 96 r/QuietWindows+2 crossposts

Your games don't stutter because your PC is slow. They stutter because Windows is busy. I built a tool that proves it and shuts it up.

Everyone's first instinct when a game hitches is to blame hardware. Faster SSD, more RAM, maybe the GPU's dying. I spent a while chasing that before I actually measured it.

The proof

I recorded a 25-minute session at one line per second, with a kernel trace attached so every disk wait was tagged with the program that caused it and the file it was reading.

My PC waited on the disk 4,712 times. Here's who did it:

1,729  Windows' own filesystem bookkeeping
  829  the Microsoft Store, updating apps I don't use
  251  Edge, updating itself
  245  Windows Search, indexing
  201  the touch keyboard
   14  the game

Fourteen. And all fourteen were a font cache and a shader cache during loading not one texture, not one level file.

My storage was never the problem. Neither was my CPU or my GPU. Windows was just busy, and one of those landing while you're lining up a shot is the difference between a kill and a killcam.

Shutting it up

So I built QuietWindows. It puts that stuff on hold while you play and hands it all back when you're done:

  • Windows Update, Search and background scanning paused for the session
  • Your antivirus told to stop re-scanning your game folders (it still guards everything else)
  • USB power saving and the Xbox Game Bar off
  • The system clock steadied - this is the "it stutters until I click on the game window" problem
  • Graphics-card interrupts moved off the cores your game is using

It finds your games by itself across Steam, Epic, Xbox, GOG, EA and Ubisoft.

And it proves it on your machine, not just mine

The recorder that produced the table above ships with it. If something still hitches, run it, play, and it'll tell you what interrupted you:

--- 21:14:07 ---
  top faulter : backgroundTaskHost.exe
  reading     : WinStore.App.dll
  your game   : 0   (whole PC that second: 812)

That's the Store loading a 16MB file to update an app, mid-session. No guessing.

Using it

Unzip, double-click one file, press the green button, restart. Then quiet it down before you play and wake it up after. That's the whole thing.

Nothing runs until you press a button, every button explains itself in plain English first, and every change has an Undo. Windows 10 and 11, nothing to install, free and MIT licensed.

Genuinely curious what your own recording turns up - I'd bet the top offender varies a lot between machines.

https://github.com/no6969el/QuietWindows

https://github.com/no6969el/QuietWindows/blob/main/HOW-TO.md

https://github.com/no6969el/QuietWindows/blob/main/README.md

u/no6969el — 18 days ago

iracing-x3d-tuning: A measurement-driven guide + PowerShell toolkit to eliminate iRacing stutters and freezes on dual-CCD Ryzen X3D (9950X3D / 7950X3D / 9900X3D / 7900X3D) + NVIDIA systems — VR or flatscreen. Goal: zero hiccups.

github.com
u/no6969el — 20 days ago

X3D-Undervolt-Tester: A single-core stress + Correctness-Verification tester that hunts unstable Curve Optimizer / negative-offset undervolts

github.com
u/no6969el — 20 days ago
▲ 8 r/Pimax_Official+2 crossposts

Need High res VR testers to compare before after with Nvidia setting change. (Pimax/BSB2/etc)

I have been doing a ton of testing with my optimization tool and in my guide I had originally stated to change Anisotropic filtering forced to 16x in the Nvidia app. Someone had advised about iRacing devs saying not to do that as it breaks something. After verifying that on the forums I changed my guide and my settings. Over the next day I noticed that the textures on the tracks (only) were not clear until they were really close to me. I did a bunch of tuning all day only to realize that I had modified that just yesterday, so I put it back. INSTANT clarity across the whole game not just the tracks.

So now I need to know if I am just experiencing a glitch or if this is true.

Note: I would test on Nurburgring (the only track I race) as the graffiti is a great visual.

Additional note: I do notice randomly a texture glitch or something once or twice the whole way around but that is nothing compared to the clarity I gain. (I think that is the "break" they are talking about but it looks so much better than not setting it)

reddit.com
u/no6969el — 21 days ago
▲ 164 r/Pimax+2 crossposts

I spent weeks diagnosing stutters on my 9950X3D + VR rig down to zero. Turned the whole thing into a free guide + one-click fix kit for dual-CCD X3D owners

Edit: Project updated to support ALL X3D cpu. except 5600X3D

My 9950X3D / RTX 5090 VR rig went from session-ending freezes to genuinely zero perceptible hiccups, and every fix was found by logging races and measuring, not by stacking random YouTube tweaks. I've put the whole method into a free, open-source guide and script kit for Both single (5800X3D / 7800X3D / 9800X3D) and dual-CCD X3D chips (9950X3D / 7950X3D / 9900X3D / 7900X3D) + NVIDIA, flatscreen or VR. (Not 5600X3D yet)

Guide: https://no6969el.github.io/iracing-x3d-tuning/

GitHub: https://github.com/no6969el/iracing-x3d-tuning Follow for updates

What it's most effective at:

  • The "stutters until I click the sim window" problem (VR especially). Windows 11 drops the system timer from 1 ms to 15.6 ms whenever the sim loses window focus, which the VR compositor causes constantly. One registry fix ends it permanently.
  • Micro-stutter from GPU interrupts. NVIDIA's interrupts and iRacing's main thread both default to CPU 0 and collide. The kit steers them onto your other CCD. (Single CCD users will be detected and it moves to a different core instead)
  • Clockwork stalls every ~5–7 minutes. That cadence is Windows Update/Search scan tasks. Quieted during races, restored after.
  • Constant tiny hitches from Defender scanning every texture read mid-race. Fixed with folder exclusions only - Defender stays fully active for everything else.
  • Plus: USB Selective Suspend off (stops your wheel/headset USB power-cycling), Game Bar/DVR off, and pinning the sim to the V-Cache die with Process Lasso (CPU Sets, since EAC blocks hard affinity).

Edit: Project updated to support ALL X3D cpu. except 5600X3D

Why dual-CCD specifically: the popular single-CCD guides (7800X3D etc.) recommend the Balanced power plan - on a dual-CCD chip with VR that's actively harmful (core parking starves the compositor; I measured GPU util collapsing from 55% to 11%). This guide covers what flips and why. The site walks you through six steps (~30 min + a reboot), adapts to your exact chip and VR/flatscreen setup, and the kit has a one-click baseline installer. Everything is readable PowerShell, everything has an undo, and there's a logging tool so you can prove it worked instead of trusting placebo. It builds on rcsracing93's excellent single-CCD guide, credit where due.

Smooth sailing is the goal. Even when a race ran well if the full trace found anything, I optimized. I want console optimization on my PC. We deserve it for the money we've spent.

Happy to answer questions or dig into anyone's stutter logs in the comments.

Note:

  1. Single-CCD owners (5800X3D/7800X3D/9800X3D): I have updated the program to detect CPU and work for your system. Make sure you choose the right CPU (it tells you the right one) If you downloaded it from a previous version, delete it and download the latest.

  2. 5600X3D not supported (#5 optimization "GPU interrupts" will be set to the wrong nonexistent core and will break) - Will update soon

reddit.com
u/no6969el — 1 month ago
▲ 1 r/Pimax+2 crossposts

VR's real killer feature isn't the headset, it's input/output, and sim racing is the proof

I love VR but I admit the mobile VR that the quest was providing me just wasn't it. I started realizing that it is the input output methods that VR really needs. People swear by gun stocks and they really do work, ones that add haptics are even more awesome. Shooting games really took off in VR because it just made logical sense, and then they started coming out with the haptic vests and shooting games got even more amazing. But that's about it. After that there's really been nothing else and no other game makes use of peripherals as much as first person shooters.

But then I realized there was a whole community of Sim racing with awesome rigs with all sorts of input output. Wind simulators, haptics, belt tensioners, motion rigs. The list goes on. Add VR to the mix and wow you're really in for a good time.

The thing is, once you start adding all these things for immersion you start realizing that you need higher resolution VR. That's what led me to the Pimax Crystal super micro OLED, now after some comfort modifications I can drive in this bad boy for 4 hours plus. And the visuals can barely tell them apart from my 1440p screen.

The super runs at a resolution just under 6000x6000, so we're talking high power requirements. But damn with all those things on your Sim rig it really makes it for an amazing experience.

I'm looking forward to the end of the year when I get the zestum device, it's going to add scents of different things happening like burning, rubber and or champagne etc.. I love this stuff.

What cool mods for VR do you have?

TL;DR: VR headsets get all the attention, but peripherals are what make VR actually feel real. Shooters figured this out first with gun stocks; sim racing took it 10x further.

reddit.com
u/no6969el — 1 month ago
▲ 4 r/Pimax

Question for those with both Dream Air + Super mOLED

How much worse is the field of view on the Dream Air compared to the Super mOLED?

I keep seeing posts about the Dream Air and the one issue that is consistent would be complaints about small FOV.

Personally I think good FOV is important and while I don't think the Super mOLED has perfect FOV, I do not find it small or distracting.

So how much worse is the Dream Airs field of view?

reddit.com
u/no6969el — 2 months ago

Anyone else getting these "Memory Management" bugchecks?

I've been tracking a BSOD issue that started appearing after updating to the Nvidia 610.xxx driver series and wanted to post this to see if others are experiencing the same thing.

What happens: Screen goes black, system reboots after ~20 seconds, drops back to the Windows login screen. No warning, no error on screen.

Crash analysis (via WhoCrashed):
All three dumps show the same bugcheck: 0x1A (MEMORY_MANAGEMENT) — specifically subcode 0x61941, which points to driver-level memory corruption rather than faulty hardware.

Important: I ran a full MemTest86 pass (4 passes, ~11 hours) and got zero errors so the RAM itself is not the problem.

Pattern I've noticed:

  • Happens almost exclusively during iRacing, typically when loading into a new race session
  • Started after the Nvidia 610.x driver update
  • Seemed to improve after the Nvidia hotfix, but I got another crash last night on the latest driver

My system: MSI MAG X670E Tomahawk WiFi, DDR5-6000, RTX 5090

Posting this mainly to track it and see if anyone else is hitting the same thing. If you're seeing 0x1A BSODs in iRacing after the 610.x driver series, drop a comment with your GPU and driver version.

u/no6969el — 2 months ago

Simagic pro 2 to 3 update doesn't remove previous installations (Causes conflicts/Settings change)

Hey everyone, just wanted to give people a heads up on something that caught me off guard.

If you have both Simagic Pit House 2 and Pit House 3 installed at the same time, they can conflict with each other and cause your wheel/pedal settings to change on their own. It's not obvious what's happening at first and can be really frustrating to diagnose mid-session.

When you update to Pit House 3, it does NOT automatically uninstall Pit House 2. Both end up sitting on your system at the same time, and things can get confusing really fast, especially if Windows or the software decides to launch the wrong one on startup.

Just pick one and fully uninstall the other.

Don't just disable it, do a complete uninstall, then reboot before launching whichever version you're keeping. Partial installs of both seem to be enough to trigger the conflict.

If you're on newer Simagic hardware, Sim Pro 3 is probably the way to go. If your setup is working perfectly on 2, just stay on 2, don't install 3 out of curiosity unless you're ready to commit to fully removing the old one first.

Hope this saves someone a headache. Drop a comment if you've run into this too.

reddit.com
u/no6969el — 2 months ago
▲ 4 r/Pimax+1 crossposts

Simagic pro 2 to 3 update doesn't remove previous installations (Causes conflicts/Settings change)

Hey everyone, just wanted to give people a heads up on something that caught me off guard.

If you have both Simagic Pit House 2 and Pit House 3 installed at the same time, they can conflict with each other and cause your wheel/pedal settings to change on their own. It's not obvious what's happening at first and can be really frustrating to diagnose mid-session.

When you update to Pit House 3, it does NOT automatically uninstall Pit House 2. Both end up sitting on your system at the same time, and things can get confusing really fast, especially if Windows or the software decides to launch the wrong one on startup.

Just pick one and fully uninstall the other.

Don't just disable it, do a complete uninstall, then reboot before launching whichever version you're keeping. Partial installs of both seem to be enough to trigger the conflict.

If you're on newer Simagic hardware, Sim Pro 3 is probably the way to go. If your setup is working perfectly on 2, just stay on 2, don't install 3 out of curiosity unless you're ready to commit to fully removing the old one first.

Hope this saves someone a headache. Drop a comment if you've run into this too.

reddit.com
u/no6969el — 2 months ago