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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I use reading glasses, so was wondering if anyone using VR and wearing glasses at the same time could comment on how it feels. Do you get any eye strain or indeed any issues with your glasses catching or touching the headset?

I found glasses + VR to be quite the palava. Especially when like for most sims you are constantly having to take the headset off and on. Really annoying and uncomfortable after 20 mins or so.

It's very possible to use glasses but personally I don't recommend it. If you really need an alternative get VR lenses.

From my own experience, I just went full on Stevie Wonder and ditched the Specs.
 
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I've had my CV1 3 days now and am absolutely blown away! One thing not mentioned in the article in terms of driving accuracy is not just being able to hit apexes more easily but being able to see the track's subtle contours. For example at Spa, I've always struggled with losing the rear at the chicane and battled getting the power down at La source. In VR it suddenly becomes apparent why as there is an indentation at the apex of both which can subtly lift the back, losing traction. Now that you see it, you can either avoid it or fractionally straighten the steering as you go over. Makes a world of difference!

In terms of motion sickness, I've had some very queasy moments on my first day and it's not as bad now , but still uncomfortable. I'm looking at the headset with a mixture of trepidation and excitement at the moment. For those that battled with motion sickness initially, how long did it take to feel completely normal, or do some people just never get there?
 
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Its true that going back to a standard screen now feels very unattached.
I'm still really enjoying it so far and think the 3D is brilliant as well as the sense of scale even in height. Set up a session driving an F1 car against 4x4 or bigger cars. You get a great sense of scale and ride height from all the different cars.

Worth sticking with any motion sickness for those that have found it harder to accustom too.
If after a few weeks it doesnt improve then at least youve given it a proper amount of time to try and adjust to it.
 
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I voted yes, but I believe it will be the next generation for sure. Also VR is highly dangerous, I mean you are completely gone, so there are some dangers like; burglars, robbers, jealousy wife/girlfriend that is able to kill you, natural disasters.

I am deaf myself, so I will probably never wear VR because I am also such a coward cause I play on first floor of my house and I don't want burglars/robbers see me playing with VR and take the change to steal my whole furniture.

but after all VR could be the future of simracing, cause we are just sitting and racing. Not moving. So less space needed for full immersion.
 
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Worth sticking with any motion sickness for those that have found it harder to accustom too.
If after a few weeks it doesnt improve then at least youve given it a proper amount of time to try and adjust to it.

Used it every day for 5 days now and it's strange how the worst effect is now leaving VR. After 30 minutes in the rift, I'm left feeling queasy for hours. The wow factor has definitely been overridden by not wanting to feel sick, I'll give it another week and if I'm not totally immune by then, it'll have to go back on ebay
 
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In terms of motion sickness, I've had some very queasy moments on my first day and it's not as bad now , but still uncomfortable. I'm looking at the headset with a mixture of trepidation and excitement at the moment. For those that battled with motion sickness initially, how long did it take to feel completely normal, or do some people just never get there?

I've had mine for a week now and have used it a lot so far.. iracing and AC are simply amazing for me now.. Cars that i never wanted to drive in AC are now some of my favourites because of the feeling of sitting in the actual car and the driving position and the ability to place the car exactly where i want it.. Cars like the 919 HYBRID are just amazing in VR...

I usually drive in the AMS RD club races and am questioning whether i can even go back to playing on a monitor.. i tried tonight and it was terrible.. even more 2 dimensional than before!! haha!

As far as the motion sickness.. i get a bit queasy in some cars and not at all in others.. which is a bit weird.. the Skip in iRacing i get a bit sick.. but i can do as many laps as I like in the porsche cup car and feel OK....
There's no point in feeling nauseous all night though.. If i do get sick it goes away as soon as I stop playing..
Everyone is different and like getting your sea legs.. some people just never get em.. Good Luck.. i hope you come good!
 
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Used it every day for 5 days now and it's strange how the worst effect is now leaving VR. After 30 minutes in the rift, I'm left feeling queasy for hours. The wow factor has definitely been overridden by not wanting to feel sick, I'll give it another week and if I'm not totally immune by then, it'll have to go back on ebay

Maybe try having multiple sessions of 10-15 mins with 5-minute breaks in between. Let your mind/body get more used to coming out and into VR. Not sure if related to dehydration for some people but worth having plenty of fluids (not motor oil) in the tank. :D

I get a strange disorientation if I stand up and look around the car and sometimes on exit from the VR but never too bad that I have to lay down or sickness. It may be worth sitting still for a while focusing on a single object after coming out of VR but certainly interesting to see if you eventually start to cope with it more.

Hope you do but please keep us posted on your progress.
 
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Or just not use it. Why force yourself to like something when your bodies natural response says: don't go there.

Some foods or liquids we consume may taste nice and are enjoyed but these knowingly could have side effects for the individual, in that they don't always agree with us physically when they are consumed. That still doesn't stop people from wanting to taste or enjoy them :)
 
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Or just not use it. Why force yourself to like something when your bodies natural response says: don't go there.

Well yeh, but I've spent quite a bit on this and I can see how amazing it is. A lot of people have said the motion sickness goes away after a while so I want to see if that happens even if it's tough getting there. As I said, I'm giving it a bit longer and then I'll have to concede defeat.
 
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I'm stoked to report that I think I've found my happy place in VR, namely Porsche cup in IRacing. Last week was at Bathurst and I nearly lost my lunch the first time I went down the dipper so I steered well clear. This week is at Montreal which is nice and flat and I've now done a couple races where the nausea was greatly reduced at first and now in the latest one, almost no ill effects at all! :)
Feeling gung ho I then fired up assetto corsa with the Porsche 911 RS at Nords and almost immediately felt really horrible and had to stop. Not sure what the difference is, I am using Real head motion so the cockpit movement feels similar.
Anyway I don't really care at this point, I've found somewhere I can race with it and I'm absolutely loving it! When I'm feeling really immune I'll start getting tips for AC to help with motion sickness.

When I was struggling to get to grips with it and considering selling, I set up the monitors again and did some laps and firstly the funny thing is that I started feeling nauseous with THAT. My brain was going FU I just started adjusting to VR and now you want me to adjust back?? Nope not doing it. Aside from not feeling good, everything just feels so slow and uninspiring on monitors it really made me determined to feeling ok on VR which I'd say I'm now there (in Iracing anyway). So if anyone else is reading this that is struggling with VR sickness, just hang tough because for me around day 5 things started really improving fast, and I guess I'm quite prone to motion sickness from past experiences on boats.

My advice would be, stick to 1 car at first and only drive on level tracks, elevation changes really messed me up in the beginning.
 
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Hi Rapala good news VR is getting better for you and only 5 days ...some people take 2 or 3 weeks so stick with it you should be immune to any sickness in VR in 3 or 4 weeks time ...PS do not try Dirt Rally until you are 100% ok in Iracing or AC AT BATHURST ..;)
 
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Nice post...
Curious to those that have plenty of experience on the subject what are good settings for "Real Head Motion" with VR.
I keep pitch and roll at 90%. I tried lowering them (some use 35%), but got motion sick pretty fast. I just can't stand the movement of the world so rapidly. The car should move, not the world around me. Just as in real life. 90% it is for me.

Haven't tried Dirt Rally myself, but apparently it has a lock to horizon setting as well.
 
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I keep pitch and roll at 90%. I tried lowering them (some use 35%), but got motion sick pretty fast. I just can't stand the movement of the world so rapidly. The car should move, not the world around me. Just as in real life. 90% it is for me.

Haven't tried Dirt Rally myself, but apparently it has a lock to horizon setting as well.
dirt rally default setting is lock to horizon... other wise it is like being on a roller coaster
 
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