Vr the pinnacle.jpg
There’s no denying it, VR is the most immersive way to take part in sim racing. You might hate it, it may make you feel ill, but the feeling of occasion and speed is on another level compared to monitors.

Have you tried VR and gone back to monitors?

I first tried VR about 8 years ago at a Game of Thrones experience, my wife and I queued for over 1hr to experience traveling up a lift and looking over the ice wall. Actually it was a 4D experience where we stepped into a prop lift, had wind and sounds blasted at us - after all the hype, I was not impressed. We were using the first commercial version of the Oculus and everything looked fuzzy and out of focus.

I then tried VR in 2018, I was at a tech event and experienced the HTC Vive for the first time. Placing the headset on I was in ANOTHER lift, but this time when the doors opened there was a plank and I was at the top of a skyscraper - yes, this was Rickie’s Plank Experience and it scared me big time!! After pulling myself together, this was the first time I thought VR could be a good experience in sim racing.

The first time I tried VR was with Project Cars 2 and with all the flaws that Project Cars 2 had, it was for me the best sim racing experience I have ever had! To be able to look around inside a car, glance over your shoulder to see a fellow competitor, or move your gaze to the apex of a corner - these are things that you can’t do with monitors (not easily anyway).

After many many hours of Project Cars 2, I realized that other sims also supported VR and for almost a year I played in AC, iRacing, and RaceRoom all in VR. You can imagine how excited I was to learn that ACC was coming out and that it supported VR. I remember the sheer disappointment I had the very first time I tried ACC in VR. ACC looked terrible and it ran terribly too. Not to worry I thought, it’s early access it will get better.

Well, ACC has improved - frame rates are up and it is way more stable, but it still looks terrible. There was even a time that I tricked myself into thinking ACC looked good and I raced around for several months in VR believing just that. I kept on believing right up to the day I hopped back into Project Cars 2 and was instantly blown away.

The fact of the matter is ACC in VR isn’t very good. Whether it’s due to limitations of the Unreal Engine, or the dev team don’t have the time to make any improvements - I don’t know.

Over the last year I’ve read various comments from sim racers across various platforms, saying things like “VR is dead” “no one plays in VR” “dev teams don’t have time to accommodate 5% of the player base”.

Is VR dead? Absolutely not! Do a portion of sim racers play in VR? Absolutely yes! Are a small portion of sim racers using VR? That is true. BUT VR headsets are getting better, the resolution is improving, they're getting lighter, connectivity is better, and our computers are getting more powerful to accommodate VR.

Does this mean that VR is the future and everyone will end up playing in VR? With the Metaverse around the corner and VR being a HOT topic, perhaps we’ll all be racing around in VR sooner than you think.

Do you think VR is the future and best way to experience sim racing?
About author
Damian Reed
PC geek, gamer, content creator, and passionate sim racer.
I live life a 1/4 mile at a time, it takes me ages to get anywhere!

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Tried VR twice and it's a no go for me. I have a large IPD and none of the current VR headsets can accommodate that. I don't like something sitting on my face for an hour. I don't like the heat they generate. I don't like the lower resolution. I don't like that some require having pods hooked up somewhere. I wear glasses and don't want to put my contacts in when I want to drive. Puking doesn't add to my immersion into anything but a toilet.

When it gets to the point that VR is a set of contact lens, I am all in. Until such time, 38 inch 3860x 1600, 120hz is fine.
 
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I got lazy a few weeks back when I started grinding on iracing, Just played it on my 49" widescreen instead of VR.

Then a few days ago I fired up a dirt oval with the VR headset, It felt knife edge, I felt the fear of the wall just like I did when I was a teenager on a real speedway track. It was quite the revelation to step back into it after a break.

Back to doing all my racing in VR, It really is another level, a true immersive experience rather then a visual representation on a screen.

I do have a big fan pointed directly at my head to keep things cool, I don't notice he weight, But its sitting around 33 Celsius here most days .(92f?)
 
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This helmet FOV thing is like the old "You can't even look around when pulling more than 3G!" thing that flightsimmers used to keep saying years ago to prove how moving your head around is unrealistic.

Meanwhile, real F-16 pilots mostly all sustain neck injuries in the same region because they keep leaning forward with their head on a swivel when pulling Gs, due to the stupid extra-reclined seat design. I guess they didn't get the memo that they can't move around under Gs.
 
Trends and markets unfortunately do not necessarily favor the most logical route in terms of "best" or "most suitable", but more often than not they follow sheer money, marketing and lobby-ism.
Some of you might remember the battles between e.g. VHS vs. Video2000 vs. Beta, Minidisc vs. DCC, BluRay vs. DVD-Video. Not necessarily the "best" system survived for different reasons....

If VR will emerge on top, it will be dependent on a lot of factors, not only tech.

That said, we've come a long way (not fast enough), but today's VR tech (and necessary computer power) is unfortunately still not a good enough proposal for me to even bother.
 
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I race exclusively in VR. I first tried it a couple of years ago and was totally blown away, it was definitely a case of ‘once you try, you can never go back’ in my book.

I still sometimes dabble in ACC on my monitor, I can get it to work in VR, but it really isn’t a good experience. At least playing again on a monitor serves as a great reminder as to how empty and flat the whole experience can be for me, emotionally and physically. I have been cursed by the luxuries of VR :)

But its a real shame that ACC doesn’t lend itself well to VR, as it’s the poster boy sim that bridges the gap nicely to the arcade, chase-cam racing, auto-gear box loving crowd. If that demographic was given the opportunity for an outstanding VR experience then the thirst for the tech, and sim racing would grow.

Also, another reason why I can’t go back is that if I race on flat screen the quality of my driving plummets something awful!!! :roflmao: I think it would take me a while to re-learn how to drive with a completely artificial/false perspective again.
 
I race exclusively in VR. I first tried it a couple of years ago and was totally blown away, it was definitely a case of ‘once you try, you can never go back’ in my book.

I still sometimes dabble in ACC on my monitor, I can get it to work in VR, but it really isn’t a good experience. At least playing again on a monitor serves as a great reminder as to how empty and flat the whole experience can be for me, emotionally and physically. I have been cursed by the luxuries of VR :)

But its a real shame that ACC doesn’t lend itself well to VR, as it’s the poster boy sim that bridges the gap nicely to the arcade, chase-cam racing, auto-gear box loving crowd. If that demographic was given the opportunity for an outstanding VR experience then the thirst for the tech, and sim racing would grow.

Also, another reason why I can’t go back is that if I race on flat screen the quality of my driving plummets something awful!!! :roflmao: I think it would take me a while to re-learn how to drive with a completely artificial/false perspective again.
ACC is something I aspire to use but with a 3060ti it just doesn't look good enough compared to AMS2 and I even think Raceroom's flatly lit but sharp look is better. I can hot lap on my own and it get it looking ok but once I use a decent amount of cars I have to compromise. I've also found no amount of following various guides gets me the look or performance I want. Most of the time the person writing the guide has a 3080/90 anyway.
 
this will be fun, especialy if the game crashes and you get lost in the limbo somewhere :D at least the first testers until that figure it out
Well I guess at the beginning it will be more a cross-over, so you'll still be using a VR headset for the visuals and audio but get the haptics and G-force via direct brain signals (as seen in Ready Player One) and there should be definitely an "off-switch" to immediately kill input signals as soon as there is a crash/bug. Not worse then having a bug in VR
 
As someone who grew up with pixels the size of your fist that you had to imagine were spaceships or aliens, VR for me still feels futuristic. A couple of steps away from a holodeck. I switch between my HP Reverb G2 and my G9 ultrawide as the mood takes me. I can become immersed in either, just as I can forget I'm watching a movie on my living room TV, becoming engrossed in whatever we're watching.

I prefer the ultrawide for fidelity (visuals are very important to me as a video game artist), and for ease of use. Setting up my G2 requires a few more steps to launch, I get annoyed messing with the wires, and then there is the whole ensuring your seating position in the world matches where it ought to be. Lifting the headset to find a key or button, or fishing for the mouse to click on something on the monitor. It's a bit of a faff. Sometimes it's worth it, and at other times it's a hot waste of time.

I think VR has a while to go before it's truly ready for primetime, but I really want to see it happen, having bought my G2 in hope that the extra sale would add to the small market segment, helping to increase the chances of it being taken seriously and adopted more widely.
 
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Great video here, as usual a very honest and informative video by Race Beyond Matter
Was thinking that video might have inspiried this "news" post.

Lets see if Gamermuscles uber scientific and not at all absurd video on FOV inspires a Racedepartment news story
 
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The biggest limitation at the moment is FOV, definitely. It makes racing unnatural. It feels like having blinders to the side of the eyes. But I can't think a better use of VR than racing simulations, besides flight simulations.
What do you think,what view with helmet on your head in real car might be?
 
Setting up my G2 requires a few more steps to launch, I get annoyed messing with the wires, and then there is the whole ensuring your seating position in the world matches where it ought to be.
Strange, while I would have the exact sentiment with my old HP VR1000, which used to forget the surroundings evey second time, and had to be recalibrated for the height position maybe once a week, my G2 is perfect in that regard. I've had it since release and maybe redone the room calibration twice after changes in the room and height calibration never after the initial setup. The wire on the other hand with its very grabby surface was a bother at the beginning, I had to put some talcum powder on it to stop dragging everywhere it touches.

So back to the topic, while I love simracing in VR, I will definitely never go back because of immersion, at the current stage I can't see it getting a wider usage anytime soon. Setup is a hassle, performance of the current, prohibitivly expensive gpu is just so so and leads to a lot of tinkering to get a somehow acceptable performance level, often combined with compromises on graphic details. I would guess as long as very capable gpu are not in an affordable price range VR will stay a small niche for quite some time.
 
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I've been running the same headset for over 2.5 years ( Valve Index) with a GPU almost that old (2080Ti) and had 90-120 fps in iRacing from the get go and after a few updates to DR 2.0, 90fps in that. I was running an i9-9900K until recently and had no issues with any of that.

My rig has a center mounted fan so I never have any fogging.
I have a VR lanyard on a tall tripod that holds the wire off my shoulder.
It's comfortable and has worked like a champ for a while now.

Over time performance has improved. The drivers or games have gotten more efficient. I'm running with nearly all settings as high as they go in both iRacing and Dirt Rally 2.0.

I'm looking forward to the next generation of headset and GPU to drive it.

Many people have told me that they drive a bit faster in VR than against screens.
 

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Damian Reed
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What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


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