Lock Hz before graphics
Choose 72/80/90/120 Hz by headset and GPU. Stable 90 beats stuttery 120.
AMS2 Wiki · VR
The goal is not Ultra everywhere: it is reading the track, holding frames and finishing without nausea or shimmering in your face.
Updated June 17, 2026
Choose 72/80/90/120 Hz by headset and GPU. Stable 90 beats stuttery 120.
Raise resolution in Quest/OpenXR/SteamVR or AMS2, but avoid uncontrolled double scaling.
VR aliasing is painful in AMS2. Medium/high MSAA often matters more than high shadows or reflections.
Dry hotlap testing can break once grid, spray, lights and reflections arrive.
Meta Quest 3 / 3S
Stable 90 Hz; 72/80 Hz when clarity matters more on mid-range GPUs
Good AMS2 sweet spot: OpenXR/Link, stable bitrate and medium/high MSAA. 120 Hz only with a strong GPU and lower shadows/reflections.
OpenXR via Quest Link or Virtual Desktop
Meta Link 1.2x baseline; increase only with headroom
Meta Quest 2
80/90 Hz; drop to 72 Hz if stutter appears
Needs more care than Quest 3: control bitrate, avoid enhanced mirrors and do not raise render scale and SteamVR at the same time.
OpenXR via Quest Link or Virtual Desktop
Link 1.1x-1.2x; avoid double supersampling
HTC Vive / Vive Pro
90 Hz; lower supersampling before MSAA
Lower resolution than modern headsets, but sensitive to aliasing. Prioritise medium MSAA and stable 90 Hz.
Native SteamVR
SteamVR 100%-140% depending on GPU
HTC Vive Pro 2
90 Hz recommended; 120 Hz only on high-end GPUs
Very high resolution. Reiza forum users point to Vive motion smoothing when needed and lowering settings before living locked at 45 FPS.
Vive Console + SteamVR
High/Balanced mode before Ultra for long races
HP Reverb G2
90 Hz or 45/90 reprojection without enough headroom
Very sharp, demanding and sensitive to SteamVR/WMR overhead. Better lock a stable experience than chase Ultra.
OpenXR / WMR
OpenXR 80%-100%; increase only after MSAA is stable
Valve Index
90/120 Hz; 144 Hz only for very strong PCs
Great smoothness. In AMS2, 90/120 Hz with more resolution usually beats 144 Hz with a poor image.
SteamVR
SteamVR 100%-150%; use 90 Hz for more clarity
GTX 1060 / GTX 1070 / RX 580 / GTX 1650
Low/medium
Low/Medium
Only light headsets or low supersampling.
GTX 1080 Ti / RTX 2060 / RTX 2070S / RX 6600 XT
Medium
Medium
Watch rain, night and large grids.
RTX 3060 Ti / RTX 3070 / RTX 4060 Ti / RX 6700 XT
Medium/high
Medium/High
Well-tuned Quest 3/Reverb G2, without free Ultra settings.
RTX 3060 Mobile / 4050 Mobile / 4060 Mobile
Variable
Medium
TGP matters: plugged in, performance mode and temperatures monitored.
RTX 3080 / RTX 4070 / RX 6800 XT / RX 7800 XT
High
High posible
Still lower reflections, grass and mirrors.
RTX 4080 / RTX 4090 / RX 7900 XTX
High/very high
High
CPU, night and rain can still become the limit.
Medium baseline; High if GPU allows. It helps more than many pretty settings.
Medium. High only with headroom. Ultra is rarely worth it in VR.
Off. Use virtual mirror if you need performance.
Low/Medium. High reflections hurt rain and night.
Off/Low. High cost for little cockpit value.
20-30 in VR; increase only if large grids stay stable.
Off or minimal for clarity and lower cost.
High if VRAM allows; lower before accepting stutter.
Raise runtime resolution gradually, check Quest bitrate and avoid excessive post processing.
Raise MSAA before shadows. At night/rain it may not fully disappear due to the engine.
Lower shadows, reflections, visible cars and mirrors. Test rain/night, not only dry.
Lock stable FPS, lower Hz if needed and avoid reprojection constantly switching on/off.
Check cable/bitrate, active OpenXR runtime and avoid mixing SteamVR + Oculus unless needed.
Lower resolution mode/SteamVR and use Vive motion smoothing if needed.
Test 5 laps with traffic, not just hotlap.
Test rain or night if the event may use it.
Bind VR recenter to an easy button.
Keep performance overlay on until preset is stable.
Quest charged/cable stable or battery ready.
Close overlays, browser and capture tools if stutter appears.
Built from Reiza forums, Steam Community, user guides and official headset specs. These are starting points: VR depends on headset, CPU, GPU, runtime, weather and grid.
It depends on headset. Quest often works well with OpenXR/Link, Vive and Index naturally use SteamVR, and Reverb G2 often depends on OpenXR/WMR.
For racing, stable 90 Hz is usually better than unstable 120 Hz. Use 120 Hz only with real headroom in rain, night and traffic.
Shadows, reflections/environment map, enhanced mirrors, detailed grass and visible cars. Keep textures high if VRAM is fine.