This page lists unofficial community reports about using RaceLab in VR (Quest, Index, Reverb, etc.) across multiple sims (iRacing, LMU, ACC, AMS2…). It focuses on FPS, latency, clarity and general comfort when overlays are active.
| Scope | VR Area | Issue, Cause & Workaround (Unofficial) |
| iRacing (Quest / Virtual Desktop) | Performance / FPS |
Issue: When RaceLab overlays are enabled in VR, FPS can
drop from a smooth ~120–135 fps down to ~20 fps. CPU and GPU graphs spike
as soon as overlays are turned on, especially when many widgets are active. Likely cause: Overlays are extra Chromium/Electron surfaces rendered on top of the game. In wireless streaming setups (Quest + Virtual Desktop) the combination of high VR resolution, supersampling and several fast-updating panels can saturate GPU and encoder resources. Workaround ideas: • Start with a very simple layout (1–2 key panels) as a baseline test. • Reduce VR resolution / supersampling slightly in the headset software. • Try RaceLab with hardware acceleration ON vs OFF and compare FPS. • Close any other overlay/monitoring apps (hardware graphs, other HUDs). Status: Investigating – reported by multiple VR users. |
| Multiple sims | Latency / Jitter |
Issue: With overlays active in VR, the scene feels “laggy”
or slightly delayed when turning the head quickly. Some users describe it
as micro-stutter or a “rubber band” effect that gets worse over a long
session. Likely cause: Small timing delays from the overlay windows plus VR reprojection / motion smoothing. When the system is near its performance limit, the compositor has less margin and motion smoothing becomes more aggressive or uneven. Workaround: • Aim for a solid, stable FPS (e.g. 72/80/90) instead of pushing maximum resolution. • Disable unnecessary background apps (browsers, launchers, monitors). • Reduce overlay complexity – fewer panels, fewer transparent layers, slower update widgets where possible. Status: Ongoing optimisation area – varies by PC and headset. |
| Multiple sims | Readability / UI Scale |
Issue: RaceLab text and widgets are readable on a monitor
but become hard to read in VR – fonts feel too small or cramped, especially
on high-resolution headsets. Likely cause: Layouts designed for flat monitors do not always scale well to VR FOV and perceived distance. Small font sizes and dense panels that look fine in 2D can be uncomfortable in VR. Workaround: • Create VR-specific layouts with larger fonts and more spacing between elements. • Use fewer widgets and keep them closer to the centre of view. • Test in a simple practice session and adjust until you can read everything comfortably without leaning. Status: Usability issue – layout tuning usually fixes it. |
| Multiple sims | Mirror / Desktop View |
Issue: When running VR plus overlays, the desktop mirror
window does not always match what the driver sees in the headset. This
can confuse streamers or spotters who rely on the monitor view. Likely cause: Some sims and VR platforms expose a cropped or single-eye mirror image to Windows while the full stereo view is rendered in the headset. Overlays positioned for VR can therefore look offset or partially off-screen on the mirror. Workaround: • For streaming, adjust your broadcast overlay/layout to focus on the mirror area that is actually visible. • Keep critical information (relative, flags, etc.) in regions that are visible both in VR and in the mirror. Status: Mixed – part platform limitation, part layout design. |
| Endurance / long sessions | Session length / stability |
Issue: During very long VR sessions (multi-hour stints),
users report overlays becoming slightly out of sync or behaving oddly
after a long period without restarting. Likely cause: Long-running browser processes plus sim restarts, session changes and VR compositor resets can slowly desynchronise connections or increase resource use. Workaround: • Plan a quick reset of RaceLab overlays during natural breaks (driver change, long FCY, pit stop). • Avoid making large layout/editor changes mid-stint in VR. Status: Investigating – endurance-specific reports. |
| [Sim or All Sims] | [VR sub-area] |
Issue: [Short description of what the user sees.] Likely cause: [Best understanding of what is happening.] Workaround: [Steps users can try right now.] Status: [Open / Investigating / Fixed (Unofficial) / Limitation] |
Note: All information on this page is based on community reports and testing. Behaviour can vary a lot between different PCs, headsets and streaming setups. Always test changes in a simple offline session before using them in an official race.