This guide will focus on setting up Automobilista 1 for VR and
getting the best experience out from it.
This guide is still work in progress
Download the latest release here: AMS1 VR MOD
VR Mod release post: https://forum.reizastudios.com/threads/ams1-working-in-vr.14245/
Ensure that you follow the install instructions on the VR MOD readme
Niels Heusinkveld VR Setup and Tipps Video: https://www.youtube.com/watch?v=JsCwdixVCJM
If you want to change the default numpad 5
key to some other keyboard key you need to do the following:
Value
for your key from the virtual key code tablerecenterHMDVirtualKey =
There is currently a bug when you change your FOV settings while you are already in a race. If you enter back the pits the FOV settings are reset to the value you have set before.
To work around that issue you need to setup the FOV before entering a race. At best set it to 100 and the VR MOD does the rest to adjust it to match your HMD FOV.
To greatly improve the image clarity/percieved resolution, it is recommended to use the Reshade VRToolkit Package
(Performance impact is very minimal)
To increase the priority for Automobilista to reduce the impact of other applications slow down AMS you can use command line options that the isiMotor2 engine allows to use.
+highprio
to the AMS startupAMS 1 uses the isiMotor2 engine that still uses DirectX9 as rendering API.
In addition, the game runs in 32 bit. This has the following downsides:
Because of this a few tweaks written on this guide will help to overcome/reduce that downsides.
Especially to give the CPU a bit more headroom to maintain a stable framerate by lowering the amount of objects rendered at the same time and other work that the CPU requires to prepare for the GPU.
Settin is required for the VR mod, otherwise it crashes when pressing ESC
Exit to Confirmation Menu = off
The settings below are subjective and can be adjusted to your liking to reduce motion sickness:
Head Movement = 0%
Look to the Apex = 0%
Lock to Horizon = 100%
Mirrors are expensive and disabling can help on CPU bound scenarios. But it should be keept on at best as the tips below in the *.plr file can already help to reduce the mirror impact greatly.
Mirrors = Off
Removes the static shadows of track objects but keeps car shadows
Shadows = Medium
Reduces the amount of particle sprites that needs to be updated by the CPU
SpecialFX = Low
Overall reduces the number of rendered objects to lower the CPU impact.
Number of Visible Cars = 10-15
CPU & GPU performance improvements to help to reduce the amount of rendered objects (batches)
[ Graphic Options ]
Rearview Cull="1" // enable that objects in the mirros are culled out of view (lower objects to render)
Rearview_Back_Clip="250.00000" // overrides a fixed rear mirror rendering distance regardless of the track settings
Rearview Particles="0" // disables particles in the rear mirrors to reduce CPU impact
Self In Cockpit Rearview="0" // reduce uneeded and often buggy read mirror onbjects of the own car
Garage Detail="0.15000" // LOD multiplier when vehicle is in garage (0.01-1.00)
Shadow Updates="1" // Static shadow updates per frame (Shadow Updates * Sky Update Frames should exceed number of static shadows on track)
Sky Update Frames="900" // Frames between sky and light updates
Max Headlights="5" // Max headlights visible relative to your car.
Reduce camera shaking for VR to reduce motion sickness. This setting is a preference and subjective.
[ Graphic Options ]
Cockpit Vibration Mult1="0.00000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
Cockpit Vibration Mult2="0.00000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
Head Physics="0.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
For some Direct Drive wheels it can help to lower the FFB rate to reduce the CPU impact. (Nils had issues with his wheelbase)
[ Force Feedback ]
FFB Effects Level="1"
FFB Skip Updates="7"
Generally you should try to use real super sampling over the SteamVR Super(over)sampling as it is more expensive for the CPU & GPU while looking less desirable over real super sampling.
For an better explanation see The Aliasing Adventure Part 4