VR & Displays – RaceLab overlays on triples, ultrawide and VR

VR & Displays

How to get RaceLab overlays behaving on triple screens, ultrawide monitors and in VR using RaceLabVR.

Key points • RaceLab overlays work on single screens, triples, ultrawide and VR. • VR overlays use a separate app called RaceLabVR v3, which supports OpenXR and OpenVR and requires a Pro membership. • For any setup, you must avoid exclusive fullscreen so overlays can draw on top of the game.

1. Desktop displays: single, triples & ultrawide

RaceLab’s standard overlays are just windows that sit on top of your game. To make that work reliably on any monitor setup:

  • Disable exclusive fullscreen in the sim and use borderless / windowed modes instead.
  • Run your sim at the full desktop resolution (for triples: combined resolution like 7680×1440).
  • Position overlays using RaceLab’s layout tools so they sit where you want across the full desktop.
  • If you use G-Sync/Freesync, test with it on and off – some PCs behave better with overlays and streaming when G-Sync isn’t being too clever.

1.1 Triples

  • Let your sim handle the triple projection (bezel and angle settings) as normal.
  • RaceLab sees one big desktop – so place overlays based on the full resolution, not per-monitor.
  • Keep critical HUD items (relatives, radar, fuel) near your centre monitor so you don’t have to turn your head to read them.

1.2 Ultrawide / super-ultrawide

  • Same rule: borderless or windowed, not exclusive fullscreen.
  • Place overlays towards the centre third of the screen; avoid the far edges where distortion is strongest.
  • Check readability with your usual seating distance – you may want slightly larger fonts than on 16:9.

If overlays randomly disappear when you alt-tab, make sure the sim window has focus and overlays aren’t hidden via the global hide/show hotkey. (That hotkey also affects VR.)

2. RaceLabVR – overlays inside the headset

For VR, RaceLab uses a separate component called RaceLabVR v3. It lets you place and edit overlays directly in VR, with support for all major VR runtimes through OpenXR and OpenVR.

Feature Details
Membership RaceLabVR is a Pro-only feature. You need an active Pro membership to use VR overlays.
Install You install two things: the normal RaceLab app and the separate RaceLabVR installer from the official VR installation page.
Supported VR APIs RaceLabVR v3 supports:
OpenXR (recommended)
OpenVR
SteamVR via OpenXR
Supported GPUs Works with both NVIDIA and AMD GPUs.
Headsets Designed to work across major PCVR headsets via OpenXR/OpenVR (Index, Rift/Quest via Link, Reverb, Pimax, etc.). OpenXR is the preferred runtime for world-locked overlays.

The legacy Oculus-only API is not supported; you should use OpenXR or SteamVR for Quest/Rift devices.

3. Starting VR and moving overlays in-game

Once RaceLabVR is installed, the basic workflow is:

  1. Start your sim and load into a session.
  2. Start the normal RaceLab app and make sure you’re logged in.
  3. In RaceLab, use the VR Start/Stop button in the footer, or press your Toggle VR key binding.
  4. If VR is working, you’ll see a short welcome overlay when VR starts (this was added in the 2025 VR update to confirm it’s running).

3.1 Overlay sets & key bindings

  • Use the VR Settings page in RaceLab to build one or more Overlay Sets for VR. Each set is a group of overlays for a specific role (driver, spotter, etc.).
  • You can bind keys to cycle through sets or jump directly to a specific set while in VR.
  • The currently active overlay set is indicated in the UI so you know which one you’re editing.

3.2 Moving overlays in VR

RaceLabVR gives you edit controls inside the headset so you don’t have to guess positions:

  • Press your Toggle VR edit key (default uses bindings like Tab for edit mode, Space to cycle overlays, M to switch transform mode, and Esc to exit).
  • A helper overlay appears, and RaceLabVR temporarily captures your mouse and some keyboard inputs while you move overlays around.
  • Emergency exit: if you ever get stuck without control, press Esc five times quickly – this immediately stops RaceLabVR and releases mouse/keyboard control.

There is also a global Show/Hide overlays key binding which hides all overlays (desktop and VR) without changing the layout. If overlays “vanish”, check that this hotkey hasn’t been toggled.

4. VR settings, performance & scaling

VR is heavy on the GPU even before overlays. RaceLabVR includes a small number of performance-related options; the most important ones are:

4.1 Resolution Scale

  • Resolution Scale controls the internal resolution of RaceLabVR overlays (default 1.0).
  • Increasing it to 2.0 doubles width and height (4× the pixels), 3.0 is 9× the pixels – this can eat VRAM quickly and hurt performance.
  • It’s mainly helpful for Varjo headsets which do poor scaling on overlays; most other headsets should stay near the default unless you have lots of spare GPU headroom.

4.2 World-locked vs head-locked overlays (OpenXR vs OpenVR)

  • RaceLabVR can place overlays in world-locked (attached to the car/world) or head-locked (attached to your view) spaces in OpenXR.
  • OpenXR allows per-overlay tracking spaces, so you can mix world-locked and head-locked overlays for the best experience.
  • OpenVR has technical limitations – it effectively forces all overlays to be treated the same, making it harder to get perfect world-locked behaviour and sometimes causing “floatiness”.
  • If you notice jittery or floaty overlays on OpenVR, switching to OpenXR as your runtime is recommended where the sim supports it.

4.3 General VR performance tips

  • Start with a small set of overlays in VR – relatives, radar, one timing overlay – and then add more once performance is stable.
  • Prefer OpenXR when your sim supports it natively (for example iRacing, LMU and modern F1 titles) – it usually provides better overlay stability than legacy paths.
  • Keep the sim’s own render scale/resolution moderate; overlays still need GPU time to compose into the scene.

5. VR compatibility & known issues

The RaceLab Garage VR docs maintain a live list of supported configurations, plus known headset/runtime issues. Here’s a condensed version as of 2025.

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