From what I've tried, I don't drive much faster/slower in VR than I do on a monitor. The end result is pretty much the same. It takes some time to adjust to a different perspective (I tend to use "when X sign reaches the edge of the screen" as a braking point a lot... That doesn't really work in VR
) and I learned that the apexes are all lined up differently in my area of sight, but afterwards I settled into pretty much my usual pace. When it comes to actually competing, we can just adjust to whatever we've got to work with to make it work, and that's basically what I do.
You also need to adjust to your entire surroundings moving, whereas ordinarily the room around your monitor staying fixed helps you feel anchored and secure. I think this is gonna be a big contributor to motion sickness for people, and something I had to train myself to deal with. Even after spending my youth playing hectic shooters like Unreal Tournament, Quake and Descent. I was genuinely surprised by how hard it hit me at first, but I have trained myself to it not being an issue anymore.
I asked
@Kyran Parkin to run around with me for a little while so I could get a reference as to how I was doing. (We're team mates at Realish and in SRC's VLMS, so I have a good sense of the difference between our driving styles & speeds). The result was pretty much like it was when I was running non-VR. Side-by-side driving through sequences of corners went great too, but then again that's something that
we've done plenty
of times anyway.
The only thing that I do think improves in VR is the enjoyment I get out of it.
But I don't have any IRL racing experience to relate it too, or that I'm trying to reproduce. I'm also not the type of person who goes faster with better hardware either. I can do the same lap times on my Clubsport V2 as I can on my half-broken G25 I keep as a backup. And I can catch slides at exactly the same success rate on both my G25 and Clubsport, and on both my monitor and Vive, before anyone asks.