12/25/2022 0 Comments Rfactor 2 vr settingsUpdated to use multi-core CPU technology.RFactor 2 is also an evolving product, which will be updated and added to for many years, so the list of features will expand! Features Everything can be customized by the community, including adding new tracks and cars, and a wealth of add-ons are available on-line.Working with several partners, rFactor 2 has been used in hundreds of esport championships all over the world – in particular McLaren’s World’s Fastest Gamer and Formula E. You can run full 24 hour endurance events and in multi-player mode, driver swaps are also supported. Tracks feature "real-road" technology that changes the grip as more cars drive on it. rFactor 2 supports a full day-night cycle as well as dynamically varying weather conditions such as rain which dynamically builds into puddles. Race against a field of AI cars, or in multi-player mode against others. rFactor 2 features mixed class road racing with ultra realistic dynamics, an immersive sound environment and stunning graphics, perfect for top-level esports and a rich single-player experience. It offers the latest in vehicle and race customization, great graphics, outstanding multiplayer and the height of racing realism. I’m wondering how far I could push the G2 once I get it but I know I’ve been pleased in XP11 with the G1 vs the Index regarding fps.RFactor 2 is a realistic, easily extendable racing simulation from Studio 397. I know the Reverb G1 has a very small mask and probably the G2 too, so that not only it has higher panel resolution but proportionally the video card must render much more pixels in percentage. This is why besides the panel resolution, what is important is also how much of this resolution is in your eye sight (the masks are there to prevent the video card rendering pixels which are not visible due to the optics). PS: You can see the masks are taking a lot of pixel estate in the Valve Index. The captured fps in the shots is what I get in average with some minor variations. I’ve not find how to reset the counter yet. NB: fpsVr average fps is since the beginning of the session through different tests. In the meantime, here are 2 screenshots from yesterday’s tests, in radically different aircraft/location for comparison, with fpsVr information displayed: I’ve just posted a number of updates and I’ll have more to come. Having said this, I’ve tried in a most empty place yesterday, namely in the Carribean and it was really so fine I’ve managed to bump clouds to HIGH while achieving a solid and very confortable in practice 45 fps, 95% of the time! This was great. This is most pleasant because once you reach this balance you don’t care about your fps anymore and you just enjoy flying (it is a habit for most simmers I guess to constantly check and chase the fps LOL) But I’m also trying to find a suitable balance so that wherever I’m flying I keep an average consistent fps and a limited min/max variation. For example, I prefer Windshield HIGH for this reason, and I can’t bare the surrealistic Ambiant Occlusion if it is set above LOW. I’m generally trying to find/detect what is really affecting the performance but I don’t want to sacrifice any visual which I deem being essential for the pilot. On the other hand I’ve made more tests yesterday and I’ll be publishing updates in the coming days (maybe some today). I’ve explored this, along with disabling both EyeAdaptation and ColorGrading (which makes the out-the-cockpit-window world not over exposed by the way) in order to compare whether these would save some more fps, but it was marginally helping overall. I also found that setting the sharpen filter in UserCfg.opt to 0
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