I didn't say VR won't work with Dx9 just that this was one of the reason given by S3 for the lack of development. Now Raceroom have the desire for VR there may be a chance the peasants get some scraps, maybe! Good job I'm happy with my tri-screen setup which is well overdue for proper suppo............... hold on, does the work on VR mean triple screen support will be leap frogged? Been playing with AC's settings a bit lately and must admit they are a joy to have, nature of the Beast, Sim racers like lots of things to tweak and fiddle with, it's who we are! Not sure I'll be taking the VR plunge until the headsets are weightless, connection is either a backpack or wireless and resolution is 4k, so; few years yet, no doubt but it's where it will all end, just makes sense, takes up far less room, more portable and who doesn't want to feel like they are actually there, kinda the holy grail, just not prepared to make do with a paper cup in the meantime!
Great news on VR support guys. See the video below at 47:00min: VR is already working and it's comming ( maybe in december ) https://www.twitch.tv/raceroomracingexperience/v/101073322 heberger image
Good news for HTC Vive owners, however no mention of Oculus Rift in that video. Or has Rift support been mentioned elsewhere ? It would be a bit disappointing if Rift support was left out.
it's a steam app, and if they're implementing Vive support I assume they're using OpenVR. So it should 'just work' for Rift
Being on the fence about grabbing a Rift this black friday if there's a decent deal or if I should stay in a wait and see mode until Microsoft reveals more about their headset, is OpenVR becoming the standard? The API "war" that resulted early on seemed exactly like something an expensive niche product didn't need.
VR does not convince me yet, for some games its fun but for racing the resolution is too low. I will wait until the developers got more knowledge about how to use VR
i think things will start moving forward in a few months. The current headsets feel like early hardware. They're awesome but I expect that in 12-18 months time they won't feel quite so awesome. Having said that, I'm really glad I bought mine. It really is a 'new thing', probably the biggest advance in gaming I've ever experienced (and I'm very old and have been a nerd all my life). I wouldn't invest in any Microsoft product here. Their history of trying and failing to enter new markets, and quickly abandoning the products they sell, seems like too much of a risk to me. They're making impressive claims but haven't shown any working hardware to back them up. The standards stuff will rumble on for a while. OpenVR is a standard and all the major headsets support it. OVR (Oculus' own closed API) tends to yield better performance - 10 to 20% improvement over OpenVR from what I've heard. Oculus want to create a market by encouraging vendor lock-in through funding Rift-only VR development work. They make their money from the sale of hardware and other nebulous Facebook type things. Valve want to create a market by encouraging open standards and competing hardware, providing an infrastructure enabling developers to make money selling their products. Valve make their money from taking a cut of these sales. Both approaches are quite logical and have pros and cons. The issue with the Valve approach is that the content quality isn't great and studios have to make risky investments to make big VR games or add OpenVR support to existing games. It's relatively easy to publish a small and simple VR game / "experience" on Steam so the bar is set pretty low - there's a lot of shovelware and hardly any 'proper' VR games. The issue with Oculus' approach is that the games are expensive and there aren't as many of them, and their closed ecosystem can and does stifle innovation. Revive allows OVR games to run on Vive (it's a compatibility layer that converts OVR calls to OpenVR calls). It's a shame that such a thing has to exist at all but it does work amazingly well and makes Rift-only games like Assetto Corsa and Dirt Rally work perfectly on the Vive. From a purely hardware perspective, the rift is slightly comfier and has a sharper image but a narrower FOV than the Vive. It has lower hardware requirements too. The Vive has better tracking (roomscale) and a brighter image. If you're only going to play seated games a Rift might be a better choice. But some of the roomscale games are pretty amazing. When I crash out of a race in Assetto Corsa I like to park the car somewhere safe and get out, walk around a bit to find a good spot and then watch the rest of the race from the track side. Which is surprisingly awesome . There's no getting away from the low resolution though. It's rubbish. So if you're going to buy a current gen headset you really do need to get the best gfx card you can possibly afford so you can crank up the anti-aliasing / super-sampling.
Much as roomscale sounds awesome the mancave simply can't accommodate it due to size limitations imposed from higher up in the chain of command so if I do go for a current gen headset it'll probably be the rift due to it being 150-200£ cheaper here in Sweden. That and the asynchronous timewarp sounds like it could really help on my now dated 970.
"When I crash out of a race in Assetto Corsa I like to park the car somewhere safe and get out, walk around a bit to find a good spot and then watch the rest of the race from the track side. Which is surprisingly awesome ." that sounds amazing As soons as VR is getting out of the teething phase I will get one for sure, and a motion rig. Probably a T1000 from ProSimu. I started with simracing a year ago and I will never stop one is never too old
I also have a motion system and with VR it makes simracing an incredibly immersive experience. The resolution is good enough for me even after racing 4K which is brilliant, simply because you cannot beat the feeling of "being there" in VR.
I found this post on Facebook from Inside Sim Racing: "We were hopeful VR implementation would be mentioned during the stream. Speaking with J.F. Chardon from Sector3 today, as mentioned by Chris during the live stream, should things go well, HTC Vive support may be appearing in December of this year! If not, definitely in the first quarter of 2017." http://www.isrtv.com/raceroom/november-update/
what vr will look like in 2021 https://www.wareable.com/vr/michael-abrash-what-vr-will-look-like-in-2021
Any news from the VR front in R3E? Since AC pull ahead on the VR simraceworld time to see R3E moving.
Wow 2 post above "We were hopeful VR implementation would be mentioned during the stream. Speaking with J.F. Chardon from Sector3 today, as mentioned by Chris during the live stream, should things go well, HTC Vive support may be appearing in December of this year! If not, definitely in the first quarter of 2017."
I took a leap of faith and bought some extra discounted content with the black friday deals. "HTC vive support"=Steam VR This should also work on the oculus rift since the rift is official supported in Steam VR. This morning i tested this by running PCARS in the SteamVR mode and it worked flawless.
According to my info (and hopefully) you are incorrect SteamVR should work natively with the oculus rift. Take for example : The Lab, designed specific for the HTC Vive, but it does work with the Oculus Rift and Touch controllers.
you are absolutely correct. steam vr has native support for the Rift and the touch controllers, also for multiple camera setups. right now, because of the lack of the motion controllers on oculus side, you can run into some troubles trying to start or play vive games, but basically when touch will be released you will be able to start and play all the vive titles. as far as i know there are no htc vive exclusive titles. steam was against "exclusive" releases since the beginnings. of course i can be wrong, however since i have a cv1, and my friend has a vive, we already tried a couple of things (for example you can play the vive titles with the oculus headset and the vive motion controllers)
Potential new racer, here's hoping they get VR support. Have gone entirely to VR and not going back to triples. And shouldn't be any problems with oculus working on vive titles, the rift can run steam games just fine so sector 3 would have to do extra work to specifically prevent the rift or vive even from not working. No idea why they would want to do that.