Iracing graphics feedback

Good to know. Thanks!

RFactor 2 is running much better in VR than on my triple setup. The new GT3 cars on the new Sebring Track are stunning! Its 50% on Steam right now!

3 Likes

@McErono

Do you have 8k or 5k+?
Are you achieving the 80FPS or 90FPS respectively with your HMD?
Normal or wide FOV?
What are your system specs?
How many opponents?
Are you happy with your choice?

1 Like

Is this true even for Vive? I’m running very high SS with Vive to approximately equate my system burden to the Pimaxes. But if Vive doesn’t run in parallel projection then my approximation is not correct.

Edit: I don’t see a switch in SteamVR to turn PP on or off with my Vive. So I suppose PP is a Pimax feature only. And therefore it is not on when I use my Vive. Which sucks because I was getting very favorable performance with SS at 290%. I guess I can throw those results out the window. :disappointed_relieved:

1 Like

Yes it’s a Pimax feature since it has slanted screens. Some games can accommodate for it, others need the PP setting.

3 Likes

rfactor 2 does not need PP but the performance is horrible anyway.

you can not use or even compare SS settings from vive. I run iRacing pixeldensity at 1.25, 8xAA, pitool at 1.0 and steam SS at 60% and the resolution is still higher than native.

use sharpening in iracing! I had 125 in the rift and now 175 in the 5k plus. it looks so awesome!

1 Like

So I have had a couple of days to play with the 5K headset. I will post my settings hopefully tonight. I am still in the 80-90 FPS range at the moment.

As far as the PiTools software, multiple people have complained about it as buggy. I have had some issues with the software, but I have determined that for me all of the issues come down to the service for pitools is not running(I will have to check the actual service name tonight). Once I restart the service, it detects the headset without problems. I am not sure why it is sometimes started and sometimes it isn’t. Anyway, it is an easy fix and can be done from within the pitools software.

As far as the display, the wide field of view is wonderful. As I mentioned previously, there is distortion around the edges. I would guess it to be about 5% on the top of the headset and the bottom of the headset. Additionally, I would also guess about 15% of the outer edges (left and right) is also distorted. The easiest way to explain this is about 40% of the field of view that is limited to one eye (when looking to the left, discount the field of view that can be seen by the right eye… with the remaining field of view only available to the left eye, at about the outermost 40% mark some distortion starts to occur) has some level of distortion. This was not that noticeable to me when I started since I am a glasses wearer. The distortion occurs outside my range of view looking through my glasses (and I don’t wear the glasses with the trendy little lenses). I wore a set of contacts the other nights and was able to better determine where the changes occurred.

The big difference is that the distortion is ā€œdifferentā€ then that of the rift or Odyssey. On the rift and Odyssey, things get blurry near the edges as you almost leave the sweet spot. With the Pimax, it has a much more looking through a bubble kind of feel for the distortion. The easiest way to describe it is like sitting in the center of an old TR7 and looking through the window… clear when looking ahead but the curved glass at the edges of the window distorts your view. If you focus on this… it is annoying… but I have moved on and it doesn’t bother me. For iracing, it is mainly being able to see cars as they pass me in my peripheral vision.

Two other notes on the distortion. the distortion seems to occur in normal field of view (~150 degrees) and wide field of view (~175 degrees) at about the same percentages… so I just accept it and run in wide field of view. The second note is that the phenomenon seem to vary from game to game…with some games looking perfect… so it somehow comes down to how implementation occurs within iracing.

I will get my setting posted for reference.

For those that asked about the sweet spot, it is huge. Better then any headset I have used attached to a PC… but not as good as the Oculus Go. With the Pimax, you just put it on and you don’t have to mess with it. With that said, I do miss not having the built in headphones and having to use ear buds with the Pimax. Additionally, the padding reminds me / smells like weather stripping foam. I will have to find an alternative.

With all of that said about the distortion, it is still a wonderful experience, and I intend to buy my dad a Pimax 5k to replace his Odyssey in the next few weeks.

Brian

3 Likes

My settings are as follows

Pi Tools settings
Checked Hidden Area Mask
Checked Compatible with parallel projections
Field of View : Large
Brightness: Normal
Render Quality 1.5

SteamVR settings
Application Resolution Manual Override 200%
Default Video at 200% is 14742x6981 per eye (This has to be wrong)
iRacing Video at 200% is 20848x9872 per eye(This has to be wrong)

iRacing Settings
Sky/Clouds: High
Cars: High
Pit Objects:High
Events: High
Grand Stands: High
Crowds: High
Objects: High
Particles: High Full Res checked
Max Cars 20
Frame Rate: no limit
Max Prerendered Frames: 1
Anisotropic Filtering 8x
AA Samples 8x
Render Dynamic Track Data checked
Render Dynamic Tire Data checked
Shadow maps on everything -> Objects Self shadowing checked
Night Shadow Maps / Walls / Headlights checked
Number of Lights 1 pcf8p filter
Shader Quality High Detail
Two Pass Trees
Cockpit Mirrors Max 3
Higher Detail in mirrors
Sharpening checked
video mem swap high-res cars checked
2048x2048 car textures

And finally my rendererDX11.ini

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

[Graphics Options]
SkyDetail=2 ; 0=low update rate, 1=med update rate, 2=high update rate
EnableTireMarks=1 ; 0=Disable Tire marks 1=Enable tire marks
DynamicShadowRes=1 ; (For 3 maps! So, x3) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096
AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping
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
EnableSwayTrees=1 ; 0=normal trees, 1=trees sway with wind
DNSMFilter=4 ; 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=1 ; 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=1 ; 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=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=1 ; 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=2 ; 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=2 ; 0=low, 1=med, 2=high
CrowdDetail=3 ; 0=off, 1=low, 2=med, 3=high
PitObjectDetail=3 ; 0=off, 1=low, 2=med, 3=high
CarDetail=2 ; 0=low, 1=med, 2=high
Trilinear=1 ; 0=off, 1=improved texture quality
MaxAniso=8 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
FarTerrain=1 ; 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=3 ; 0- 6 = Shadowing lights per-fullscreen pass
DynamicTireRendering=1 ; 0=render without dynamic tires, 1=render with dynamic tires
DynamicTrackTextureUpdateRate=1 ; 0=min, 1=low, 2=med, 3=high frequency of dynamic track texture updates
DynamicTrackDataRendering=1 ; 0=render without dynamic track data, 1=render with Dynamic Track Data
ShaderQuality=2 ; 0=low, 1=med, 2=high, 3=max
HeadlightLevel=-1 ; 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=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
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=100 ; % to scale dist before choosing level-of-detail
OcclusionCull=0 ; 0=disable occlusion culling, 1=enabled (usually best)
LimitFrameRate=0 ; 0=no limit, 1=use DesiredFPSLimit
DesiredFPSLimitBatt=60 ; Enabled when LimitFrameRate=1 and on battery
DesiredFPSLimit=84 ; Enabled when LimitFrameRate=1 and on ext. power
MaxPreRenderedFrames=1 ; 1=normal 0=disabled/multi-gpu
VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate
TwoBackBuffers=0 ; 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=200 ; 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 - 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)

[Oculus Rift]
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=2248 ; System use only -> do not edit…
PrevVirtualMirrorHeight=432 ; System use only -> do not edit…

[OpenVR]
OpenVREnabled=1 ; Enable OpenVR Support
PredictionMode=1 ; 0=off, 1=dynamic, 2=fixed
ResolutionScalePct=100 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
AutoSelect=0 ; Use OpenVR without prompting (note: Oculus has priority if enabled)
AutoCenter=1 ; 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=0 ; 0=off, 1=more self-shadowing objects when shadow mapping
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
DNSMFilter=2 ; 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=0 ; 0=off 1=car headlights cast shadows
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
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=1 ; 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=0 ; 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=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
ParticlesSoft=0 ; soft particles: 0=off, 1=on
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
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
Trilinear=1 ; 0=off, 1=improved texture quality
MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
FarTerrain=1 ; 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

3 Likes

Hey just in case you feel like getting rid of that top/bottom distortion, try adding some extra padding (or pull the HMD away from your face a bit to see what I’m talking about). I had some leftover from my Vive (6mm) and it helps. Also, making sure the HMD is up onto your cheekbones high helps. I finally got rid of my USB issues,(constant HMD disconnects with simracing stuff connected. Using my Vive LinkBox for powered USB passthrough now), so I can race without being scared of a disconnect!

Also, thanks for the settings.

3 Likes

What’s your SS settings, and in-game settings? I couldnt get over 70-75fps with my 5k+
with RTX 2080Ti, 32gb ram, m2 ssd, 8700k @ 4.8

Hey @cazman321 - I originally had the linkbox from my vive pro taken off and someone told me to reconnect the linkbox because the vive basestations connect via bluetooth to the linkbox, so I did that and had it connected for over 2 months now, since I’ve gotten the pimax 5k+…

If you check steamVR settings, nothing comes up in the bluetooth section and in devices both base stations come up because the pimax headset has bluetooth built in.
I took off my linkbox yesterday and I plan on doing a 1 hour race later today. I’ll let you know how it goes, but I just did a 30 min practice, and the connection to the base stations, and tracking was the same as if it was with the linkbox connected.

I want less wires because with my rig, I have WAY too many.

1 Like

By the way, SteamVR SS doesn’t work with iRacing. Only the dx11render file has that setting, which you have at 100 (that’s what I have it at also) under OpenVR.
I keep PiTool at 1.0, but I’ve tried higher and had no issues, but I just didnt see too much of a bump in quality to justify it.
Here’s my dx11renderfile if anyone needs it.
EDIT: I just bumped Sharpening to 175 and turned it on, and it does make a little bit of a difference in text readability, and on the edges. I’ll keep it on unless I get issues on any tracks.

I have an RTX2080Ti, 32gb ram, 8700k @ 4.8, running off an M2 SSD
Sim Racing Rig: Accuforce V2, HPP PRX pedals, fanatec shifter, f1 wheel, handbrake, SRS 2-fans and button box, 49" samsung, on a SimLab p1 rig

DX11Renderer file:
[AutoCfg]
AutoCfgCompleted=1 ; 0=need to run 3D autocfg at startup
Version=1 ; Version of this file

[Graphics Options]
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=1 ; (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=0 ; 0=off, 1=more self-shadowing objects when shadow mapping
EnableSwayTrees=1 ; 0=normal trees, 1=trees sway with wind
DNSMFilter=0 ; 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=1 ; 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=0 ; 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=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=0 ; 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
Trilinear=1 ; 0=off, 1=improved texture quality
MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
DriverHands=0 ; 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=3 ; 0- 6 = Shadowing lights per-fullscreen pass
DynamicTireRendering=0 ; 0=render without dynamic tires, 1=render with dynamic tires
DynamicTrackTextureUpdateRate=2 ; 0=min, 1=low, 2=med, 3=high frequency of dynamic track texture updates
DynamicTrackDataRendering=1 ; 0=render without dynamic track data, 1=render with Dynamic Track Data
ShaderQuality=1 ; 0=low, 1=med, 2=high, 3=max
HeadlightLevel=1 ; 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=1 ; 0=off 1=dynamic player car headlights if headlightLevel >= MED
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
AAQuality=0 ; 0=low - 0=max (GPU & AASamples specific)
AASamples=4 ; 1=off, 2, or 4 - num samples
MipLODBias=0 ; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp
LODPct=65 ; % 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=100 ; Enabled when LimitFrameRate=1 and on ext. power
MaxPreRenderedFrames=2 ; 1=normal 0=disabled/multi-gpu
VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate
TwoBackBuffers=0 ; 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=4096 ; Maximum GPU video memory to consume (MB)
UIScalePct=200 ; 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 - 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)

[Oculus Rift]
RiftEnabled=1 ; 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=1112 ; System use only -> do not edit…
PrevVirtualMirrorHeight=212 ; System use only -> do not edit…

[OpenVR]
OpenVREnabled=1 ; Enable OpenVR Support
PredictionMode=1 ; 0=off, 1=dynamic, 2=fixed
ResolutionScalePct=100 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
AutoSelect=1 ; Use OpenVR without prompting (note: Oculus has priority if enabled)
AutoCenter=1 ; 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=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
DNSMFilter=0 ; 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=0 ; 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=1 ; 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=0 ; 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=0 ; 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=1 ; object population 0=low, 1=med, 2=high
GrandstandDetail=2 ; 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=1 ; 0=off, 1=improved texture quality
MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
FarTerrain=1 ; 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

2 Likes

Hey Mike, the abundance of wires does suck, but for me I need the linkbox not for bluetooth, but for a constantly powered USB port. Apparently my motherboard can’t handle the 5K+ with a wheel + shfiter plugged in. The linkbox USB has power going to it, so it keeps the headset running. I’l take the wires vs an unsuable headset :stuck_out_tongue: . I don’t keep the bluetooth setting on for the basestations. I just switch one of them off from a powerstrip, and then the other basestation goes into standby after it can’t see the 1st one. When I switch the powerstrip on, one goes on, sends a signal to the other to turn on.

1 Like

I dont understand. You have the pimax hooked up to the linkbox???

Yes. Just the USB. Pimax USB to linkbox (linkbox is still plugged into power), then I plug the linkbox USB to the PC. My PC is ā€œold,ā€ Z97 motherboard with an i5-4690K overclocked, 1080Ti, so for you it shouldn’t matter. It seemed like my wheel/shifter took up too much USB bandwidth for the headset to stay on. The headset would lose tracking, cut to black, I’d hear the USB unplugged sound, then it would come back on. Some suggested to buy a powered USB hub, but since the Link Box is basically a 1 port powered USB hub, I tried that out. If you see others with the same problem, the powered USB hub seems to be the solution. Without my steering wheel/shifter plugged in, I had no problems with disconnects.

1 Like

Can you take a picture of how you did this? The front of the link box has a special connecter that’s only for a Vive Pro. Unless you’re using the old Linkbox for the original Vive, and that one may have been made differently.

OG Vive LinkBox. Normal USB/HDMI/Power separated.

Oh makes sense then. Understood

Mike my steam SS does work in iRacing… just set it to a very high number and you will see a slide show (fps).

So you guys have the same issue that your lighthouses are not going in to automatic standby right? I thought the vive link box would take care of that… bad… my lighthouse powersupplys are not that easy to reach :frowning:

btw I would change prerendered frames to 1. every prerendered frame at 90hz uses 11,1ms so you have 22.2ms input lag with it set at 2.

Try these…