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.

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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
Maybe I'm missing something here, but my HP G2 works perfectly in conjunction with the motion rig. Granted its a pretty limited motion rig. The software for the motion device even determines when VR is active and adjusts a few parameters accordingly. The experience is quite breath taking.

That said, My kids have jumped all around the room like monkeys using the VR headsets I own and that movement didn't cause any issue with function either.
 
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I'm now using Quest 3 (extra battery head strap) and 4090. Upgraded recently from my Vive Pro 1. The Q3 is miles better.. sweet spot is non-issue.. its pretty much all sweet-spot :). Also using Virtual Desktop for wireless.. I didnt think this had any hope of competing with the USB Link Cable @ 940mbs, but I have stopped using link cable. Virtual Desktop works great with dedicated VR Access Point.

Loving the Quest 3 tbh. I mostly play Race Sims, Flight Sims and Pinball (Why on earth I need 300+ different tables across 5 titles I have no idea) and all in VR.
 
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I KNEW I wasn't going crazy. A few years back when the Quest 2 came out I jumped ship from my Rift S and all the guys I was racing with in a league wanted to know how much better it looked than the Rift S. I told them it looked worse in fact, that there were picture quality issues. They all just figured I was being negative and that I was wrong! Now I know it's the fact that the Q2 was sending over visual data through the USB or USB-C and not DP.
 
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I KNEW I wasn't going crazy. A few years back when the Quest 2 came out I jumped ship from my Rift S and all the guys I was racing with in a league I was in wanted to know how much better it looked than the Rift S. I told them it looked worse in fact, that there were picture quality issues. They all just figured I was being negative and that I was wrong! Now I know it's the fact that the Q2 was sending over visual data through the USB or USB-C and not DP.
But this is not a problem if you use a high speed premium usb-c cable (I would recommend one with a charging bypass) or a wifi6 router and a beefy gfx-card. If the data transfer rate is high enough you won't see artifacts and the visuals are good. The only issue is the latency caused by compression and decompression.
 
Another hint to squeeze some more performance out of steamVR is to reduce the screen size in the video settings (for the specific application). With the G2 I can go down to 95% what is not visible with my IPD/FOV. That means 5% less render work for your card.

If you want to have static foveated rendering (outside the sweetspot lower resolution) in steamVR try the fholger fsr mod from github. It helps a lot in ACC. You can adjust the radius and the fsr mode in small steps.

/fholger/openvr_fsr
 
My way to VR:

16:9 --> VR (O+ in 2022) --> Tripples

The world is not ready yet. PC hardware is not good enough, you have to reduce your grafics settings and still have blurry images, flicering fences and corrupt shadows. Image quality is not as good as with standart pc displays. And it's getting HOT under VR, you are sweating like a pig, many fight against motion sickness and headache from the headset. But ok, thats is all feasible.
For ME the biggest downsize of the story is the fact that you have NO HANDS. Reaching to your buttonbox under VR is some kind of gambling. Turning the wipers ON or your ingnition OFF is just 2 or 3 cm away, ingame chat is impossible, flying a complex flight simulator (IL-2 in VR) is almost impossible with 234 functions mapped to your keyboard. There is no racing game where you can actually operate anything in the cockpit under VR.

So, for me it was an easy step to switch to tripples, and i will have a look on VR mayby in ten years again.
 
But this is not a problem if you use a high speed premium usb-c cable (I would recommend one with a charging bypass) or a wifi6 router and a beefy gfx-card. If the data transfer rate is high enough you won't see artifacts and the visuals are good. The only issue is the latency caused by compression and decompression.
Only issue... that was quite noticeable issue for me, and a occasional frame drop.
Running normally on 144hz triples, i want my VR to react just as crisp.
With the cable i can run some more hours than stand alone.
But if i would compete in sessions longer than a few hours i would drive on my triples anyway. VR is just gives a bit more eyestrain than looking at regular monitors.
 
Many VR racers don't have a monitor on their sim rig. So only logical. And after you experience something like a Pimax Crystal+4090 then the experience with a monitor is simply underwhelming.
Yep, fully understand that. And if they stated their position as reasonably as you just did, it adds to the discussion and helps developers.

A post saying "no vr, no buy" does none of that and is just a crass waste of electrons.
 
For ME the biggest downsize of the story is the fact that you have NO HANDS. Reaching to your buttonbox under VR is some kind of gambling. There is no racing game where you can actually operate anything in the cockpit under VR.
I strongly disagree with this. I'm like a blind man that's learned his surrounding. I know where everything is. I have my keyboard to the side and generally I am hitting the right buttons without looking. I'm also a piano player and guitarist so I guess knowing where stuff is without looking comes more naturally maybe.

I also generally don't go for the modern cars full of millions of aids and balance switches, No nonsense to mess about with in historic cars.
 
Premium
If you're in the UK and want a decent link cable for your Quest 3 take a look at Kenable. I tried a couple of the ones that were supposedly high spec from Amazon and they weren't great.

My PC only has a standard non Thunderbolt USB C port but using the Kenable cable I'll get around 3.0 gps in the speed test and the Quest headset charge will only drop down to around 75% in a 3 hour session and that's on a 5m cable.

The ones I tried from Amazon that were twice the price were slower and the Quest 3 lost charge far quicker. I even had one of the ones that give you an extra connection to add power but despite faffing about with the order stuff got plugged in etc it was still worse than the Kenable cable that is half the price.

 
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I started using VR in 2017 (Rift CV1) and since then I can't imagine doing simracing on a normal screen again. However, I still prefer to play all other forms of games on a normal screen. There are exceptions here and there in VR where it's really worth it: Half Life Alyx, Overload (Descent in VR), Lone Echo come to my mind.

What I would like to see in the future - and this is certainly only a matter of time - is of course a clearer image in the headset and then the right hardware for it. At the moment, I have a Quest 2 and my system is a Ryzen 7 5800X with a 3070 RTX. I run it on medium settings in almost all sims, but you quickly realize that VR is incredibly demanding on hardware and you can never have enough power.
 
I'd love to get into VR but the sickness (i get VERY sick just watching home videos where the camera wobbles, I fear the same will happen in VR) worries me and of course the price. It's all well and good extolling the virtues of VR, but it's like someone telling me a La Ferrari is the dogs danglies (no **** sherlock!). I'm not EVER going to be able to afford it! (Wife is disabled and I'm her carer so money is tight).

so for me Sickness+expensive VR = no buy VR!
 
Yep, fully understand that. And if they stated their position as reasonably as you just did, it adds to the discussion and helps developers.

A post saying "no vr, no buy" does none of that and is just a crass waste of electrons.
Nope, it's no waste of electrons. The phrase hits the nail on the head. If you are really addicted to VR you can't go back and look at a flat picture. It feels absolutly wrong. So, why should I buy something I would not going to use?! To make you or the developers/publishers happy and confirm that there is no need for VR in future products...? That doesn't make sense. "No VR, No Buy" is no hate, but a honest and clear message.
 
The merest concept of racing in VR has been something that's fascinated me for over 30 years now(I'm old). After racing in various PC sims and games since Geoff Crammond's Stunt Car Racer in 1990, I finally went VR in 2017 and I haven't looked back since.
 
Nope, it's no waste of electrons. The phrase hits the nail on the head. If you are really addicted to VR you can't go back and look at a flat picture. It feels absolutly wrong. So, why should I buy something I would not going to use?! To make you or the developers/publishers happy and confirm that there is no need for VR in future products...? That doesn't make sense. "No VR, No Buy" is no hate, but a honest and clear message.

Well, you could state your position in a somewhat civilized or dignified manner. If you can't even bother to write a single coherent sentence, who should care what you think?

"no vr, no buy" ... no one cares.
 
Well, you could state your position in a somewhat civilized or dignified manner. If you can't even bother to write a single coherent sentence, who should care what you think?

"no vr, no buy" ... no one cares.
If a lot of guys in a niche market won't buy LMU (for example) because VR is missing the publisher will care. And maybe others. Very simple to understand. ;)
 
I would really want to try it, but I am really sensitive to image quality and I would not want to miss out on games that don't support VR (in case VR ruined single screen for me). Maybe if I find a really great deal sometime.
 
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?
I dont need to use the keyboard on my race rig as I have enough buttons but on my flight rig, which also has a lot of buttons I do use the kb for various things. Probably like you I find there is no solution for a standard keyboard as it is to big to go in front of you so it ends up to the side where you have to reach and peck and look under your headset at.
I went with a split that can be mounted each side so that you can now use it. On my race rig, if I was to put it there like here in the flight rig it would go under the wheel rim each side, or even just on each side. You need to be a touch typist though.
 

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If a lot of guys in a niche market won't buy LMU (for example) because VR is missing the publisher will care. And maybe others. Very simple to understand. ;)
They apparently don't seem too worried about it at the moment. ;)

But, you do you.
 

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