Hello fellow Pimaxers ,
I am exclusivly running racing simulators (iRacing, Assetto Corsa).
Assetto Corsa has good setup guides that work wonders to get most out of your Pimax.
It took several weeks to get iRacing to look and shine as I want it to at constant 90hz with high settings. The picture is crisp as good as it gets.
And here is how I did it:
My Setup:
i7-8086k @ 5Ghz all cores constant
Asus Strix 1080 Ti (manually flashed OC version bios) running at 1708Mhz/11001Mhz
Setup Guide includes:
Nvidia Settings
PiTools
SteamVR
iRacing Settings
How to launch the game
- Nvidia Settings:
Virtual Reality Prerendered frame is 1 (not in screenshot)
Also make sure under Configure Surround, PhysX to have the GPU do the processing.
-
PiTools:
Hidden Area Mask actived
Normal Brightness
Render Quality 1.25
Contrast 2 (still experimenting)
Brightness -3 (still experimenting)
Smart Smoothing on
Parallel Projections OFF (important)
Compatible with Vive Only Game on (not sure what it does yet performance wise)
FOV Normal
Refresh Rate 90hz -
SteamVR
Custom Resolution at 100% (4002x3292)
Application Resolution for iRacing at 88% (3754x3088)
This depends how you have iRacing setup with Steam (can be easily imported) if not just set custom resolution directly to 88%.
- iRacing Settings (rendererDX11.ini)
Open VR ResolutionScalePct=70
SPS off
It seems to be counter intuitive to reduce the SS here but it took the load of my system allowing to run 3754x3088 per eye.
Copy settings from below
[AutoCfg]
AutoCfgCompleted=1 ; 0=need to run 3D autocfg at startup
Version=1 ; Version of this file
[Graphics Options]
DynamicCubemapType=0 ; 0=RGB8, 1=RGBE, 2=RGB16
EnableHDR=0 ; 0=LDR rendering, 1=HDR rendering
SkyDetail=1 ; 0=low update rate, 1=med update rate, 2=high update rate
EnableTireMarks=1 ; 0=Disable Tire marks 1=Enable tire marks
DynamicShadowRes=2 ; (For 3 maps! So, x3) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096
SelfLitBloom=0 ; 0= disable 1= enable bloom for self lit objects
NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame)
Distortion=0 ; 0=off, 1=Distortion enabled
AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping
EnableSwayTrees=0 ; 0=normal trees, 1=trees sway with wind
DNSMFilter=3 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
DNSMShadowFade=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (25 default)
DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
DNSMHeadlightsCastShadows=1 ; 0=off 1=car headlights cast shadows
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=0 ; 0=off 1=dynamic night shadow maps
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)
ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled
SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max)
SharpeningAmount=200 ; sharpening strength (10=min, 125=default, 300=max)
FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow)
FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff)
FXAA=0 ; 0=off, 1=FXAA enabled
Sharpening=1 ; 0=off, 1=sharpening enabled
HeatHaze=0 ; 0=off, 1=heat haze enabled
DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
ShadowMapType=3 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
DynamicShadowFilters=1 ; 1=cockpit only, 7=all)
DynamicShadowMaps=0 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows
VirtualMirrors=0 ; 0=off, 1=virtual mirrors enabled
MaxCockpitMirrors=3 ; Maximum number of cockpit mirrors to enable (0 to 4)
MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors
ParticlesSoft=0 ; soft particles: 0=off, 1=on
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
ObjectDetail=2 ; object population 0=low, 1=med, 2=high
GrandstandDetail=1 ; 0=low, 1=med, 2=high
CrowdDetail=1 ; 0=off, 1=low, 2=med, 3=high
PitObjectDetail=2 ; 0=off, 1=low, 2=med, 3=high
CarDetail=1 ; 0=low, 1=med, 2=high
EnableSPS=0 ; 0=off 1=Use Single Pass Stereo VR (nvidia Pascal/Turing)
Trilinear=1 ; 0=off, 1=improved texture quality
MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
FarTerrain=0 ; 0=no far terrain, 1=far terrain in separate pass
DriverHands=1 ; Show driver hands? 0=no, 1=yes
SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
TrackDisplacementEnable=1 ; 0=render without displacement, 1=render using track displacement shaders
DNSMMaxLightsPerPass=2 ; 0- 6 = Shadowing lights per-fullscreen pass
DynamicTireRendering=0 ; 0=render without dynamic tires, 1=render with dynamic tires
DynamicTrackTextureUpdateRate=0 ; 0=min, 1=low, 2=med, 3=high frequency of dynamic track texture updates
DynamicTrackDataRendering=0 ; 0=render without dynamic track data, 1=render with Dynamic Track Data
ShaderQuality=1 ; 0=low, 1=med, 2=high, 3=max
HeadlightLevel=0 ; 0=low quality, 1=medium, 2=high quality. *** -1=disabled ***
ParallelSorting=1 ; 0=disabled 1=multithreaded scene sort
MonochromeHeadlights=0 ; 0=color headlights 1=all white (less blotches/banding)
ProceduralHeadlights=0 ; 0=off 1=dynamic player car headlights if headlightLevel >= MED
HeadlightsInMirrors=0 ; 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=0 ; 0=1024x1024 car textures res, 1=2048x2048 car texture res (max)
CacheSwap3HighResCars=0 ; 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
AAQuality=0 ; 0=low - 0=max (GPU & AASamples specific)
AASamples=8 ; 1=off, 2, or 4 - num samples
MipLODBias=0 ; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp
LODPct=50 ; % to scale dist before choosing level-of-detail
OcclusionCull=1 ; 0=disable occlusion culling, 1=enabled (usually best)
LimitFrameRate=1 ; 0=no limit, 1=use DesiredFPSLimit
DesiredFPSLimitBatt=91 ; Enabled when LimitFrameRate=1 and on battery
DesiredFPSLimit=91 ; Enabled when LimitFrameRate=1 and on ext. power
MaxPreRenderedFrames=0 ; 1=normal 0=disabled/multi-gpu
VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate
TwoBackBuffers=1 ; 0=1 back buffer, 1=try to create 2 back buffers
MaxWorkingSetMB_64Bit=8192 ; (64-bit) 1024 to 8192 MB - Lower to reduce page faults!
VidMemMB=8192 ; Maximum GPU video memory to consume (MB)
UIScalePct=125 ; User Interface Size
[MonitorSetup]
BezelProtectionPct=7 ; 0-10: % of screen width to keep UI elements away from bezels
Min3ViewZoomDistortion=1 ; 0=off 1=when cameras zoom in alot, relax screen angles
NumMonitors=1 ; 1 or 3
EnableSMPSurround=0 ; 0=off 1=Enable Simultaneous Multi-Projection via GPU
RenderViewPerMonitor=0 ; 0=off 1=separate view on each monitor (less distortion)
MonitorWidth=0 ; (mm) total width of each monitor (screen + bezels)
ScreenWidth=0 ; (mm) usable width of each screen (no bezels)
ScreenAngles=0 ; (deg) side monitor angle, 10=slight, 65=max
[Debug]
Renderer=? ; Driver DLL - Donāt Edit This!
Version=0 ; Driver Version - Donāt Edit This!
Vendor=? ; Driver Vender - Donāt 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)
[Oculus Rift]
MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped)
RiftEnabled=0 ; Enable Oculus Rift Support
PixelsPerDisplayPixel=116 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
AutoSelect=0 ; Use Rift, if detected, without prompting
AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
PrevVirtualMirrorWidth=1316 ; System use only -> do not editā¦
PrevVirtualMirrorHeight=256 ; System use only -> do not editā¦
[OpenVR]
AlignmentFix=0 ; 0=off, 1=simple (SPS), 2=simple (always), 3=advanced (SPS)
MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped)
OpenVREnabled=1 ; Enable OpenVR Support
PredictionMode=0 ; 0=off, 1=dynamic, 2=fixed
ResolutionScalePct=70 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
AutoSelect=0 ; Use OpenVR without prompting (note: Oculus has priority if enabled)
AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
[Replay Graphics]
SkyDetail=1 ; 0=low update rate, 1=med update rate, 2=high update rate
AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping
SelfLitBloom=1 ; 0= disable 1= enable bloom for self lit objects
NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame)
Distortion=0 ; 0=off, 1=Distortion enabled
DNSMFilter=3 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
DNSMShadowFade=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (25 default)
DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
DNSMHeadlightsCastShadows=1 ; 0=off 1=car headlights cast shadows
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=0 ; 0=off 1=dynamic night shadow maps
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)
ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled
SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max)
SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max)
FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow)
FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff)
FXAA=0 ; 0=off, 1=FXAA enabled
Sharpening=1 ; 0=off, 1=sharpening enabled
HeatHaze=0 ; 0=off, 1=heat haze enabled
DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
ShadowMapType=3 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
DynamicShadowFilters=7 ; 1=cockpit only, 7=all)
DynamicShadowMaps=0 ; 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=3 ; Maximum number of cockpit mirrors to enable (0 to 4)
MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors
ParticlesSoft=0 ; soft particles: 0=off, 1=on
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
ObjectDetail=2 ; object population 0=low, 1=med, 2=high
GrandstandDetail=1 ; 0=low, 1=med, 2=high
CrowdDetail=1 ; 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
Trilinear=0 ; 0=off, 1=improved texture quality
MaxAniso=1 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
FarTerrain=0 ; 0=no far terrain, 1=far terrain in separate pass
DriverHands=1 ; Show driver hands? 0=no, 1=yes
SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
- How to launch the game
Close PiTool
Close Steam VR
Launch Session from Browser via iRacing Website and choose VR when asked.
Enjoy! Hope it helps others.