VR: Is it Really the Future?

Paul Jeffrey

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Virtual Reality is fast becoming a mainstream alternative to the traditional ways we view our gaming experiences, but is it a long term solution for sim racers? RaceDepartment has a think on the subject...

In the not too distant past Virtual Reality (or VR for short) was the lone possession of a select few arcade machines simulating anything from first person shooters to Battle of Britain style fighter pilot games, yours for a few minutes of gaming pleasure in exchange for a healthy handful of loose change and presented in a strictly controlled environment. In fact I can clearly recall my first VR experience back in the mid to late 1990's at a local arcade in the north of England, strapping on a bulky headset and piloting the guns of a 'Red Barron' style double winged aircraft as enemy planes (actually more like pixelated dots at the time) flew above me and I gasped in awe at the realism of it all. Of course with the steady march of technological progression over the years that game would be laughed out of the door nowadays, but at the time the experience felt simply mind blowing.

Step in to 2017 and Virtual Reality has progressed at such a rate that the first serious VR headsets are slowing beginning to feed into the general gaming population. Back in 2012 Oculus began a Kickstarter initiative to develop their own VR headset for PC gaming, very quickly exceeding their initial funding target and in the end raising a staggering $2,437,429 across 9,522 backers - putting the wheels in motion for what has turned into a technological arms race to establish a clear lead in the quest for mainstream VR access in modern gaming. As of February 2017 Oculus (now owned by Facebook) have been joined in the VR marketplace by such industry giants as Sony with their PlayStation VR headset for console users with the HTC Vive now a genuine alternative for PC players, albeit a little more expense at around £700 in comparison to the Rift which retails around the £500 mark and the PSVR which usually comes in at a reasonable £350.

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Mainstream VR technology is still very much in it's infancy, with issues surrounding the pixel density one of the main concerns from members of the public perhaps looking to upgrade from their current viewing solutions. As of today, no current VR headset can hope to match the graphics quality one can achieve with a standard monitor setup, let alone come close to the Ultra HD / 4k screens some lucky gamers have access to within their own gaming rooms. Couple this with the need to pack some serious hardware into your gaming PC in order to run the vast majority of VR ready title's at a reasonable performance level, it quickly becomes clear that VR gaming has not quite reached the stage where everyone would be willing to take up the obvious advantages, despite the many remaining pitfalls of the technology.

No doubt as the technology matures further in the coming years and more companies join the VR bandwagon these obstacles will be overcome in time, leaving open the original question posed by this post - is VR the future for racing simulations?

In order to answer that question I feel we first need to ask ourselves a series of questions to determine exactly how VR might fit into our future gaming requirements. The first question many serious sim racing enthusiasts may ask is - does running VR increase the immersion of simulation racing? Or in other words, do I feel more like I am driving a real race car when viewing the action from a headset rather than on a monitor (or three). For me the simple answer is yes, considerably so.

Using VR in a sim racing title is simply one of the most incredible things I have ever had the pleasure of experiencing during my many years playing racing games. The purity of the feeling of being strapped into a car is quite simply incomprehensible until you try it for yourself. With VR you are quite simply sitting in the car yourself, you are at one with the machinery around you and suddenly you find yourself transported from one who is playing an approximation of the real thing to someone who is physically part of the experience itself. It really is that good. Prior to trying VR myself for the first time I, like many others, watched a series of videos of people playing racing games with the headset on. I've seen countless videos of people looking around the environment inside the car, leaning forward to check the dials and generally making the most of the ability to completely experience the virtual world in which they are participating. That's all really cool. So cool in fact I decided that would be a great reason for purchasing VR and trying it out myself. This is where my mind was simply blown the first time I took the humble KTM X-Bow out around Spa in Assetto Corsa pretty much as soon as the headset arrived. It's not just the ability to look where you want in game that makes VR, after all you can achieve something similar with trackIR, it's the 3D aspect that really takes away the breath, an experience that simply cannot be captured watching YouTube videos of people playing in VR.

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I can't make this point enough... wearing a VR headset you are quite literally inside the cockpit of your car. The feeling and visuals you experience are simply breath taking. It really is amazing how the mind can be tricked into convincing your body you are sat inside the machine, so much so that even though at the time I'm running a big Fanatec BMW rim on my rig my brain see's the in game car wheel and convinces my body that I'm holding that specific size and shaped wheel. It's a spooky experience...

So far so good. In order to try and remain objective and keep this piece balanced, let's turn our attention to some of the immediately obvious issues one encounters when first sampling a VR headset within a sim racing environment. Namely motion sickness.

Now I am not one who easily suffers from motion sickness and I appreciate that views on this topic are subjective to how each individual reacts to the experience of wearing a VR headset for prolonged periods of time. When my Oculus first arrived I found myself only able to really drive comfortably for around 15 minutes at a time without the need for a break. After the 15 minute mark I started to feel a little bit queasy and hot under the collar due to the visual sensations received from the headset. This was using Assetto Corsa. If playing something slightly more visually taxing like DiRT Rally, then trying to complete a stage without removing the headset was basically impossible for me. This quickly became a concern. However after reading some of the considerable amounts of information on the internet my concerns gradually faded away, it is commonly acknowledged that players new to VR have to establish their "VR legs" so to speak, giving the mind and body a chance to adapt to this new experience. For me personally after around a week or so spent with the Rift I quickly overcame the initial sickness feeling and can now use my headset without issues for as long as I wish, running multiple races in one session or completing endurance stints of several hours at a time. Just because I now feel comfortable is no guarantee that everyone will share the same experience however. This factor needs to be considered before making a purchase yourself. I've heard a few people simply couldn't get on with the experience and have sold off their headset because of it.

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So, does using VR make you faster? This is a very difficult question to answer, and the response will be different for each individual person. Taking my own experience with the Oculus Rift I would argue that I'm a quicker driver with the headset than without, and for sure my positional awareness and ability to navigate traffic is greatly improved because of VR.

The advantage of Virtual Reality over traditional monitors is most prominent when considering depth awareness. Because you are now firmly planted within a 3D environment, the curbs and track immediately in front of you are infinitely more prominent and "alive" than what is experienced on a tradition 2D screen setup. I feel using the headset I can pick out an apex much easier than before, and hit the apex on a considerably more consistent basis than was possible without the headset. The reason for this can be attributed to several factors in my opinion. Firstly the 3D environment is much closer aligned to the real world one is used to, and therefore the brain doesn't have to compensate for the lack of 3D images when picking out details of the track on a 2D screen. In a standard screen setup you have to apply a little bit of estimation between real and virtual when entering a corner as your eyes and brain are seeing something presented to you differently (i.e. in 2D) than you would experience in the real world. With VR you are in the car yourself and everything is as it would be in real life, the element of estimation has been removed. The track / corner / apex is presented to your eyes in 3D, as it would be in real life. Added to this you can see the depth of the apex and track much easier, it is quite simply a much more accurate representation of that particular piece of tarmac that you would find outside of a VR situation. For me at least this makes hitting the apex a much simpler and more natural experience, which obviously has a positive effect on overall laptimes.

Conversely because of the current lack of high resolution graphic rendering capabilities using VR, one could find it more difficult to accurately judge far off braking points using the headset, in comparison to the standard one or three monitor setup. For example when playing Assetto Corsa in the rift, despite having high in game visual settings and making VR specific adjustments to the pixel density, far off objects still remain considerably less clear than they ideally could be. This impacts the ability of the player to look up the road and make an accurate judgement of a far off braking zone and can even cause the eye to miss potential track blockages that would otherwise have been obvious to a monitor user. Over time one develops the ability to shut out this issue and compensate subconsciously for the lack of long draw distance quality, but it must be taken into account when considering the laptime advantages offered by using the rift or not. Personally I find this distraction to be of secondary importance compared to the additional immersion offered by the headset and improvements in the ability to pick out an apex and better understand depth perception within a game. This may not be the same result for other users and should be taken into account when considering purchasing a virtual headset device.


If truth be told it's still very early days in the world of Virtual Reality gaming and current VR headsets such as the Oculus Rift and HTC Vive have quite a way to go until they are capable of matching the visual fidelity of mid to high range monitor setups. Even with that taken into consideration I firmly believe (aside from the invention of FFB wheels) Virtual Reality is the single most impressive enhancement to a sim racers experience in the last dozen years. If you can afford to spend a not inconsequential amount of money on a device, and you are willing to overlook the drawbacks of the lower resolution produced by current units, then Virtual Reality isn't really the future of sim racing - it's the present day, right here, right now.

Will the technology improve over time? Yes I expect it will get considerably better over the next five years or so, but to be perfectly honest what we have available right here today is an outstanding piece of kit that will help take many sim racers above and beyond the levels of immersion they ever thought possible. It's tomorrow's technology, available and working on today's simulations. I love it.

Current racing / driving sims that support VR headsets include: American Truck Simulator, European Truck Simulator 2, Assetto Corsa, iRacing.com, Project CARS, RaceRoom Racing Experience, Live for Speed and DiRT Rally.

If sim racing equipment is your thing or you just want some advice before making a purchase, head on over to our Sim Racing Hardware sub forum here at RaceDepartment and engage with the often knowledgeable, and always helpful community members on a wide range of sim racing related equipment.

Do you think Virtual Reality is mature enough to become a "must have" piece of tech in sim racing? Do you expect the technology to improve in time? Have you tried VR yourself and what do you think? If you don't have a VR set, what is the main think that keeps you away? Let us know in the comments section below!
 
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After driving in VR for over 7 months, i got a chance to try triple 27" 144hz screens at Heusinkveld. These monitors cost 550 euro each.

First thing i noticed is how small everything was on the screens, second thing was how i missed the perception of depth and i missed almost every brakingpoint. I was very aware that i was staring a 2d monitors, never had the presence of actually sitting in the car. One thing i already knew became very evident to me:

Once you go VR there's no turning back to regualar monitors.

Personally if find the difference in immersion so big that i really can't get head around why people are still investing in triple monitors rigs. It's buying yesterday's tech. Racesims and Flightsims are both made for VR.

For sure the picture quality could be better, but if you look with the same criticism to monitors they have some big disavantages too:
- the size is way off compared to real life
- Lack of depth
- bezels
- high costs (for highend solutions)
- No real sense of presence at all
 
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Vinegar off :

Changed my vote to YES!! VR is the absolute future. Im sure the price will drop heavily soon as more and more peeps will use VR. 4K at 144hz will soon be the standard and devs can make software that requires low end GPU's to run VR games at 4K 144hz per eye. The future is bright...the future is ours! Take it and enjoy:thumbsup::thumbsup:
 
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It's a nice day out, you decide to clean your car. When you get done and start putting all of your hoses and cleaning supplies away, you notice a couple of spots you missed. Do you bring everything back and do it right or do you say **** it, its good enough!?
For some people, a 15" tube monitor, wooden desk chair, and a game pad clamped to the desk is good enough to have a great experience. Some may just not have the means which is ok. Others like TrackIR to look around and be able to see their gazillions buttons with everything carefully labeled. For some, this is good enough.
VR has some limitations currently, and as I said before, it will get better and cheaper. But the ability to transport yourself into the cockpit of a racer, to be able to freely look around and move about, its an experience on its own and will never be able to be replicated with monitors, not even 360 degrees of them. The closest thing to real life is VR. Most of us as Sim Racers strive for that realism and immersion to get to the point of replicating reality. For me, it has to be right, and VR is the only way.
exactly, it's not just looking around, it's also moving around ... movign closer to your virtual dash to see the motec up close , getting head out of side window and looking back ., yeah you don't do that often but it's these little things that make VR something totally else
 
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After driving in VR for over 7 months, i got a chance to try triple 27" 144hz screens at Heusinkveld. These monitors cost 550 euro each.

First thing i noticed is how small everything was on the screens, second thing was how i missed the perception of depth and i missed almost every brakingpoint. I was very aware that i was staring a 2d monitors, never had the presence of actually sitting in the car. One thing i already knew became very evident to me:

Once you go VR there's no turning back to regualar monitors.

Personally if find the difference in immersion so big that i really can't get head around why people are still investing in triple monitors rigs. It's buying yesterday's tech. Racesims and Flightsims are both made for VR.

For sure the picture quality could be better, but if you look with the same criticism to monitors they have some big disavantages too:
- the size is way off compared to real life
- Lack of depth
- bezels
- high costs (for highend solutions)
- No real sense of presence at all
Well, you can run monitors at a proper FOV to bring everything up to the size you expect it to be :) Also, as I already mentioned, you can add depth too by the means of utilizing the monitor(s) stereoscopic abilities (if it comes with any).

The monitors you mentioned are not a requirement. And being the 144 Hz kind no wonder the price is steep. Is there a VR set with the vertical refresh (also VR :)) rate higher than 90 Hz? Finally, you don't need three screens. If you say you do, why not outright a dozen of them? Makes it even more expensive.

A large enough ultra-wide monitor (TV set?) with stereoscopic capabilities coupled with a headtracker presents a good enough solution for me until VR matures. Let's not forget that you need a monitor anyway. It's not that you can use the HMD in all situations, and even if you could, it might prove a bigger health hazard than a monitor.

Another thing that bothers me about VR is whether the current sets employ any G-Sync/Freesync analog at all or not. I would expect this to be crucial for these types of devices.
 
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Have traded in my tablet and decided to give the CV1 a try, so will gather up the other funds and buy one next month.
Don't know if it will agree with me, kinda expect yes to be blown away by the immersion factor but comfort/heat/pixelation are my concerns.

How good are movies with CMOAR Cinema as have heard the 3D in this is excellent but is it still too pixelated to really enjoy such a large screen experience?

Extra accessories you users recommend for face/foam pads better comfort etc?
Essential or best rated apps?
Free Games / Demos recommended?
 
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Hi Latte i would suggest to buy a fan to keep your head cool as all hmd have some heat also follow set up instruction RE ppd [eye spacing] make sure the lines are clear ... DO NOT ajust the side straps to tight. if you have any probs pm me...also what.. GPU... CPU .will you use as that can affect what settings to use
 
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VR is absolutely the future. As an early adopter I have been blown away by how good it is. It's hard to put into words just what the experience is like as there is just nothing comparative when you are talking about a flat screen. Yes image quality is not as good as a good monitor but come second or third generation it will be a complete no brainier. If you haven't tried it do whatever you can to do so. It'll change your mind.
 
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Hi Latte i would suggest to buy a fan to keep your head cool as all hmd have some heat also follow set up instruction RE ppd [eye spacing] make sure the lines are clear ... DO NOT ajust the side straps to tight. if you have any probs pm me...also what.. GPU... CPU .will you use as that can affect what settings to use

Thanks for offering to help...

i7 6700K @4.6 GHz / EVGA 1070 FTW
Assetto Corsa will be the main game used and tested as I continue to spend most time with it for my own ongoing tactile testing and cockpit d.i.y. build.

Recommended settings would be welcomed but I still have yet to find comparisons of 1080 owners to 1070 owners with same game and same/similar CPU to see if 1080 is worth upgrading too. I know it is for 2D and some resolutions but unsure about VR potential performance benefits over a 1070 like I have.
 
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Can I ask a question?

If you use the rift with a non VR title I assume that all you see is what you would if you stared at a normal 2d screen. Is this right?

My current setup means my TV is 15 to 20 degrees above my eyeline. This makes racing sometimes uncomfortable but of course also unrealistic. Drivers don't look up to drive. Well not all the time anyway!

I would obviously use all the VR supported titles but just wondering what a non VR supported title is like.
 
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Rift and Vive have not been around for 20 years, last I checked.
He meant VR headsets in general, it's not a new thing and it was available for consumers already 20 years ago, had the same problem as now, lower resolution compared to conventional monitors at to high a price, plus that multiple standards don't help either, at some point only one will survive, if the majorityof the industry wants it so.
If we see the future of VR as something becomming mainstream it does depend on units sold, so unless it really goes mainstream it will have short future and only be a niche product, just like BetaMax, 3DVision, 3D on SmartTV's etc .
 
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He meant VR headsets in general, it's not a new thing and it was available for consumers already 20 years ago, had the same problem as now, lower resolution compared to conventional monitors at to high a price, plus that multiple standards don't help either, at some point only one will survive, if the majorityof the industry wants it so.
If we see the future of VR as something becomming mainstream it does depend on units sold, so unless it really goes mainstream it will have short future and only be a niche product, just like BetaMax, 3DVision, 3D on SmartTV's etc .

If you do not see the difference from some of the failed attempt to VR in the past and
what has been happening in the last 2 years with Rift, Vive and PSVR, I have nothing to add to the conversation, I just want to wish you to enjoy your curved 34 inch monitor, which costed you more than my DK2, as it seem to be the highest in simulation, according to your post, that you have found for yourself so far.

@Mr Latte "How good are movies with CMOAR Cinema as have heard the 3D in this is excellent but is it still too pixelated to really enjoy such a large screen experience?"
Although I like VR so much I have lost any interest in driving a SIM without VR, as far as watching movies in it, I do not see it as replacing my 55" inch TV or my projector in my home movie set up. The main thing with VR is the feeling of being there, to be in the car. When watching a movie with VR goggles you are still watching a movie, not that different, the only VR element is that you can believe you are watching from inside a fake empty movie theatre, I do not find it very interesting. Add the lowest resolution and isolation, watching movies in VR is not that attractive. Not a game changer experience like driving in VR is.
I only use my VR goggles when driving a SIM and I am fine with that. It is part of the rig now, like the wheel, the pedals and the shifter.
 
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If you do not see the difference from some of the failed attempt to VR in the past and
what has been happening in the last 2 years with Rift, Vive and PSVR, I have nothing to add to the conversation, I just want to wish you to enjoy your curved 34 inch monitor, which costed you more than my DK2, as it seem to be the highest in simulation, according to your post, that you have found for yourself so far.
Mind you that I had an HTC Vive setup for a bit, I did like the in-cockpit experience in EVE Valkyrie and Elite Dangerous but I was still annoyed by the quality of it's displays, the strain it puts to my eyes and that racing game graphics looked rather bad on it, besides that the price-tag comes pretty close to my ASUS monitor, remember that not all can't get their hardware for US prices neither do they harmonize with them, price difference here is approx $145,- which isn't a lot more considered that it is a G-Sync monitor in the expensive end.
A DK2 kit might be better for sims but it will cost quite a good amount of money as well and since I would have to import it from oculus.com, RMA and warranty will differ too so not really a good deal if it breaks or if I don't find it good enough too.

My main point regarding the future of VR is, that few gamer's are using that amount of money that some of us use on hardware, so price needs to be a lot lower or quality needs to be improved much further.
The failed attempts in the past where also seen as the future, keep in mind that they where as close to common display resolution back then as the VR headsets we got today, they even had working head-tracking and movement but lacked the controllers, on top we got Oculus exclusivity which doesn't help VR as a whole either.

It's good that some people fully enjoy the current VR offers, hopefully that will be enough to keep it evolving into the better.
 
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Thanks for offering to help...

i7 6700K @4.6 GHz / EVGA 1070 FTW
Assetto Corsa will be the main game used and tested as I continue to spend most time with it for my own ongoing tactile testing and cockpit d.i.y. build.

Recommended settings would be welcomed but I still have yet to find comparisons of 1080 owners to 1070 owners with same game and same/similar CPU to see if 1080 is worth upgrading too. I know it is for 2D and some resolutions but unsure about VR potential performance benefits over a 1070 like I have.
Tips for Assetto Corsa, see here: https://www.riftracer.co.uk/guides/assetto-corsa-oculus-rift-setup/
 
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Thanks mate for above link.
I really want a hassle free run at this or as little hassle as possible.

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Monitor Vs VR Factor
Just to chip in with some of my own past and potential future, here are some of my thoughts/wants and preferences.

Over the years I have used/experienced triple monitors and triple projector setups.
Never liked the stretching effect with triple screens even though the immersion they bring over a single screen is excellent. Screen borders I could live with but of course, with projectors, these are gone.

I don't see me going into triples again but would like by all means a 43-50" close to back of wheel high-end visual display experience.

What I mean is a decent mid-priced model that handles HDR properly and 4K. That also supports 21:9 custom resolutions like 3440x1440 and 3840x1600. This way you can enjoy 16:9 or 21:9 gaming on the same screen at a good physical size larger than 21:9 monitors currently are at 34"/38" max sizes.

I have never felt I needed more than 60Hz being so accustomed to it and can live with a TV's response times for racing games. I dabbled with 120Hz on projectors in 720p back in the day but If choosing max/full graphics options compared to having framerates over 60Hz. I would tend to go with full graphics/higher resolution as long as 60Hz was maintained.

Affordable 4K HDR
Some 2017 4K TV models will appear this year that supports 4K up to 120Hz with HDR and low response times. This, of course, will need a seriously beefy PC and GPU but I personally think spending £1000/$1000 on a monitor is crazy even though they may have even lower lag times or adaptive sync options. We all have different preferences but I see this year bringing good and decent sized 4K HDR displays will be in the £600/$600 region and above, of course, some costing more too but certainly, I expect to see really good performance options available below the crazy prices some monitor manufacturers are charging.

Keep in mind a compatible 40-50" HDR capable 4K TV will produce a much larger 21:9 image compared to some 34-38" 21:9 monitors. Depends if you really want adaptive V-Sync technologies and the lowest/smoothest response times. We have yet to really see HDR10 be used to its potential in racing games/sims but I expect to see the newer titles bringing this just as the consoles are already leading the way in this area.

I know I want to enjoy VR and a good 4K display for both options and will use 21:9 for sims or suitable games (GOW4/Horizon 3 as an example) but think my days of triple screens with VR are behind me. I just hope I get on with the VR at its current level of performance/ability.
 
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Hey Mr Latte, hope you're well :)
I think I can confidently say, like most that have switched to VR, once you've spent some time racing in VR the resolution sort of becomes less important. Of course you need grunt to run it but you need grunt to run a good triple setup. I've had most things, triples, triple projectors and superFOV but after tasting VR I never looked back.
I look forward to reading your views. If you were near to Hampshire you'd be very welcome to have a blast at mine ;)
 
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