6 Takeaways From Properly Trying Sim Racing in VR

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Sim racing in VR is likely the most immersive experience you can get in a virtual car. RaceDepartment editor Yannik recently got to hit the digital track in Virtual Reality properly for the first time - here are his key takeaways.

Sim racing in VR - it hardly gets any better than this, if you believe the amount of "no VR, no buy" comments regarding certain titles. I never quite understood this notion - sure, VR is cool, but does it really add that much? Well, it took me a while to find out for myself after lacking the hardware to run VR properly for the longest time.

But as always in sim racing, your spending hand starts to itch sometimes. And in this case, it did so regarding a VR headset. The idea of basically sitting in a race car in 3D and being able to look around like you were actually there was just too intriguing. After all, basically all 10-year-old me ever dreamt of was to sit in a late 1990s, early 2000s F1 car.

Doing so in VR finally gave me an idea of what this must be like - namely unimaginably awesome! But we shall get to that again a bit later. After getting some serious run time with in VR under my belt, let's dive into the list of key takeaways for sim racing in VR.

1 - Newer Does Not Always Mean Better​

Many VR headsets these days come with standalone capabilities, meaning you can play games or use apps with them even when they are not connected to a PC. Having the option to do so is great, but many newer models also only feature connectivity via USB-C in addition to their wireless connection capabilities.

It may be worth looking at their predecessors as a result - if they feature a dedicated Display Port connection. This is due to a simple reason: Via a DP connection, the headset can directly use the signal coming from your GPU. Using the USB-C connection, the image needs to be compressed by your PC, then decompressed by the headset itself, using more resources. It is also possible that you get a nicer image out of the older tech that uses a DP connection.

Of course, this is not universal. Newer headsets that you hook up to your PC via USB-C get a lot of praise, too. So this is not be-all, end-all advice, but rather something to take into consideration. Every hardware setup is different, after all. DP connections also result in lower latencies, which can be beneficial for sim racing in VR.


2 – Settings Tinkering Is Time Well Spent​

Getting things set up for sim racing can take a little while. VR is, of course, rather resource hungry. This means that on most systems, you will have to turn down some of your favorite graphics settings in order to have a smooth experience.

A smooth framerate – 90 fps seems to be the most common number to shoot for – is not only good for immersion, but also puts less of a strain on your eyes. Meanwhile, the other main element is clarity. Usually, this can be achieved by upscaling the resolution of your headset. You may need to turn down further graphics settings then, but your eyes will thank you.

To find the sweet spot where everything is running well and without fps dips, you will need some time. Once everything is running and you simply have to hop in your rig, strap on the VR headset and head to the track, you will be happy you went through this process.

3 – Prototype Cockpits Are Tiny​

Remember the Big Boi M8 memes from a few years ago? The BMW M8 GTE was significantly bigger than all of its competitors and absolutely towered over the prototypes, which got taken to the extreme by racing fans in rather hilarious fashion.


It is no secret that prototype race cars are relatively small and look bigger on TV (until you see a GT car next to them, that is). Even knowing this and having seen a Porsche 919 LMP1 in person, I was very surprised just how little room a modern prototype’s cockpit offers.

Jumping in an LMDh car in VR for the first time was astonishing. The cockpit is extremely cramped, which becomes very apparent when you look around. Even the slightly roomier Group C Porsche 962C is not exactly big. Having the cars in front of you in the size they actually are will likely change your perception of them.

4 – Open Wheelers Are An Entirely Different Experience When Sim Racing In VR​

Running an open-wheel car like an F1 racer or an IndyCar is good fun. On an ultrawide screen or a triple-screen setup, you can easily see the apex and position your car accordingly. Hopping into one of these rocketships in VR is an entirely different experience, though.

Sim-racing-vr-takeaways-formula-usa-gen2-road-america-ams2-2-1536x643.jpg

Look at me mom, I am Adrián Fernández in 1998!

With the added depth perception, it feels much more natural to position your inside tire as close to the apex as possible. You can look around in the car and see what is going on around you much better – and being able to use the mirrors properly adds a lot to the experience.

Plus, there is the view you get when exiting the car. It feels like you are actually in one of these high-performance, carbon-fiber-tub based monoposti. 10-year-old me would probably have fainted with how impossible something like this seemed back in 2001.

5 – Sim Racing In VR Changes How You Drive​

Admittedly, this only applies if you switch off certain HUD elements in VR. On a screen, I am used to using the virtual mirror due to the wing mirrors usually being out of sight. A quick glance upwards before a braking zone is usually enough to tell me what is happening around my car.

Using the actual mirrors when running in VR requires some adjustment, though. You need to look to either side of your car, check the mirror, then look at the corner you are trying to make again. For open wheelers, this is easy, as the mirrors are conveniently placed. But try running a race in a Porsche 962C that has its mirrors high up on the A-pillar – that will change how you approach a corner.

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Not pictured due to their inconvenient location: The Porsche 962C’s wing mirrors.

Also, not looking straight ahead all the time like you would on a screen makes a lot of difference as well. Looking to the left or right to see if your opponent is still there is a vastly different experience compared to simply relying on a spotter and radar – and very immersive. This capability also helps to see oncoming traffic when trying to rejoin after a spin. Not that I ever put that to the test…

6 – PC Hardware Has Some Catching-up To Do​

Anyone who has heard of sim racing in VR will know that it is hardware hungry, as we touched upon earlier. What is remarkable, though, is the fact that even on a high-end GPU like an RTX 4080, it is impossible to crank up all the graphics settings and go like you probably would on a single-screen setup. That is even true in arguably the VR-friendliest recent sim, Automobilista 2.

It makes sense, of course. Say you are running a 21:9 screen at a resolution of 3440 by 1440 pixels and you switch to a decent, but not high-end VR headset. That means that all of a sudden, your GPU needs to handle two tiny 4K displays at once – that will take a toll on peformance.

With newer generations of GPUs arriving, this will likely become less and less of a problem in upcoming years. But until then, this also raises the bar for entry into the world of sim racing in VR considerably, as many middle-of-the-road setups might struggle to provide a great experience.

What are your thoughts on sim racing in VR? Got any tips and tricks up your sleeves? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Premium
Quest 3 owner also, but using a 7900XTX and not even tried it yet.
Got the headset for other reasons.

Will wait for a good tutorial or video by someone on configuring both of these together. Most likely the majority of people will be using Nvidia cards.

Curious though how well it would perform with the various titles.
 
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Never looked back after adopting VR for sim racing, that is after getting past the initial motion sickness.

All pretty much upside, but one thing that hasn't been mentioned so far is ... keyboard! It's now a gigantic faff responding to chat, or using functions bound to the keyboard once you've run out of buttons on the wheel; either you take off the HMD altogether - and potentially lose visibility of what/where you're typing - or you're holding the headset partially off your face and pecking at keys one-by-one with your free hand, heaven help you if you need a shift- or control-key combination.

Anyone found any solutions to make this even a little less of a problem?
 
Staff
Premium
Never looked back after adopting VR for sim racing, that is after getting past the initial motion sickness.

All pretty much upside, but one thing that hasn't been mentioned so far is ... keyboard! It's now a gigantic faff responding to chat, or using functions bound to the keyboard once you've run out of buttons on the wheel; either you take off the HMD altogether - and potentially lose visibility of what/where you're typing - or you're holding the headset partially off your face and pecking at keys one-by-one with your free hand, heaven help you if you need a shift- or control-key combination.

Anyone found any solutions to make this even a little less of a problem?
Well, let's just say that taking the screenshots for this article was not the most convenient thing in the world :D For that, mapping the screenshot hotkey to the space bar made things easier. For everything else I'd be happy to hear anyone's solutions as well!
 
Premium
AMS2 is better for sure but if you have a beefy PC and willing to tinker with the settings for all three elements (GPU, HMD & ACC) it can look fantastic; I know because I've done it (RTX4090, 64GB RAM, Quest 3).

As for motion sickness, it definitely diminishes after a while and a simple trick to help with this is to have a small fan blowing air at your face.
 
Those of you who suffer with motion sickness from VR, enable camera lock to the horizon ! My cousin tried VR sim racing for the first time and it was off, he felt sick. So i turned camera lock ON and he was all good ! I did the same in Dirt Rally 2 and it is the best way to play that game with a proper lock to the horizon, not the car.
 
Premium
Luckily, I did not. Even did a 90‐minute league race with it a few days after getting it set up and was fine, except for my eyes being more strained than usual. Bit risky with points on the line, but I really wanted to find out if I would be fine in longer sessions :)

What does this actually mean? What symptoms do you have? What does it feel like?

I've always wondered when people talk about this.
 
Staff
Premium
What does this actually mean? What symptoms do you have? What does it feel like?

I've always wondered when people talk about this.
For the lack of a better word, they just felt more tired than usual. Now that might just be me still getting used to it but it wasn't that noticeable on a screen.
 
Premium
AMS2 is better for sure but if you have a beefy PC and willing to tinker with the settings for all three elements (GPU, HMD & ACC) it can look fantastic; I know because I've done it (RTX4090, 64GB RAM, Quest 3).

As for motion sickness, it definitely diminishes after a while and a simple trick to help with this is to have a small fan blowing air at your face.
I've spent more hours than I'd like to admit trying to get ACC looking fantastic in VR. I can get it to run at 90 FPS, and with reasonable clarity and detail, but it still doesn't look right. It's something to do with the shadows and the unreal engine, cars just look like they are floating. Doesn't happen in flatscreen. In the end I concluded it wasn't worth any more effort.
 
I was sceptical about vr becouse I used opentrack and somehow managed to had that 6dof like in vr but recently bought vr headset (quest 2) and oh man... it was completly different experience! The feeling of speed, near by opponents, awareness of space, lag free cockpit movement made all on a different another level.
I wish technology is that advanced where we can easily have high clarity in the headsets and enjoy vr even more, but even in this state with not that good graphics and compromises needed to actually race it was totally worth it in my opinion.
 
D
For the lack of a better word, they just felt more tired than usual. Now that might just be me still getting used to it but it wasn't that noticeable on a screen.
If you get IPD wrong and headset has relatively small sweet spot (like most of them), your eyes are straining trying to focus to get a sharper picture, it's almost like wearing a wrong prescription glasses.
 
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Staff
Premium
If you get IPD wrong and headset has relatively small sweet spot (like most of them), your eyes are straining trying to focus to get a sharper picture, it's almost like wearing a wrong prescription glasses.
That's solid advice!

To be fair, I spent half the day before the league race tinkering with settings, so it was way more than those ~2 hours used for the race, quali and practice. So that might have had something to do with it as well :D
 
My first VR simming experience was 2017 with GT Sports on my PS4 Pro. Even with very limited gameplay and massiv nausea after 15min I knew VR racing was the future. And the future was only a few years later when Valve dropped it's Index. AC and PC2 in VR were so amazing I had to upgrade my hardware from RTX 2070 over a 3090 up to my current 4090. Bought an Quest 2 and a Quest 3 recently but ended up with a DP native HP G2 with the lowest possible latencies. For me the G2 and the 4090 is the sweetspot if you want to achieve 90hz and perfect visuals in 3160x3060 per eye. Ok, not for the shitty UE4 ACC but in all the other sims I love. I'm so hooked to VR I can't race flat anymore. That's why I didn't mount a display to my simrig.

"No VR, no buy" ;)
 
D
That's solid advice!

To be fair, I spent half the day before the league race tinkering with settings, so it was way more than those ~2 hours used for the race, quali and practice. So that might have had something to do with it as well :D
Infinite tinkering is part of the package. :D
The moment you set everything right the weather changes and you need to start over to compensate for more demanding rain or night condition.
So either you need to have significant headroom, not possible with current HW unless you really sacrifice image quality by dropping settings and resolution, or have different visual presets for different conditions.
Few praise ACC VR, but at least this title has not much difference in performance when conditions change.
 
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Premium
I was sceptical about vr becouse I used opentrack and somehow managed to had that 6dof like in vr but recently bought vr headset (quest 2) and oh man... it was completly different experience! The feeling of speed, near by opponents, awareness of space, lag free cockpit movement made all on a different another level.
I wish technology is that advanced where we can easily have high clarity in the headsets and enjoy vr even more, but even in this state with not that good graphics and compromises needed to actually race it was totally worth it in my opinion.
The crystal and aero already have that clarity . The q3 is not far off but the lack of display port connection means you always get compression artefacts which you really notice in vr .
 
For me, again just my 2 cents, I really enjoy the immersion in VR. However, there are a couple of things (again just my opinion), that has made me step away from VR a bit.

- I like quality, immersive audio as well with as full of a frequency range as possible, so I always removed the earphones from the VR headset and wore an audio headset along with my VR headset. Not the most comfortable thing.

- I always struggled with having to raise the headset to navigate the mouse and keyboard while in menus. Then I'd end up getting at least one smudge on a lens or both lenses.

- Cables , cables, cables, when wearing the VR headset with a wired audio headset.

- I still have to look down to use the buttons on the steering wheel and button box, so that was tough in VR as well.

I've been debating even selling my VR headsets or just keeping one on-hand for whenever I feel like playing a little VR. The ones I've used and reference in my experiences above have been the HP Reverb G2 (have 3 of them), and a Pimax Crystal.

I REALLY want to be able to get to a point where VR just feels natural since the immersion is amazing. It's just that, for the total sim racing experience, I've kind of reverted back to the 55" OLEDs I have on my rigs.
 

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