Oculus Rift Support

Discussion in 'General Discussion' started by balu, Jan 29, 2015.

  1. bakayoyo

    bakayoyo Active Member

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    I have a Vive and it's totally worth it for me. Racing is a lot of fun in VR, it's by no means perfect yet, the limited resolution makes it unpleasant to see the aliasing all around but the depth perception is absolutely a game changer. I have no doubt that in the near future professional racers will exclusively use VR simulators.

    In regards to Raceroom I can see some obstacles. First of all this isn't a massive studio that can throw big budgets at R&D without a certainty of a return of investment in the not too distant future. The VR community is small, estimates are around 100,000 vives are out there, so there's unlikely to be a VR market of more than 200k users any time soon. That's tiny, and certainly not all of them are simracing fans. So in the short term it won't bring in much profit to cater to a few.
    On the other hand I have no doubt that Sector3 studios is well aware of the potential of VR. I'm sure they've tried it and I'm sure they agree that it's a gamechanger that is going to change the face of simracing. They know that once the VR market becomes larger, sim platforms that ignore it are going to be left behind.
    Another issue I see is that the cockpit detail in Raceroom is behind that of Assetto Corsa, Project Cars, or Dirt Rally. Code Masters have put a lot of work into making the cockpits suitable for VR. You can't get away with flat textures and basic modeling in VR, what is passable on a flat screen looks terrible in VR.

    Things are moving fast in the VR community, a Oculus exclusive gets modded to open VR in a day. So I have no doubt that VR mods are going to appear for Raceroom, especially if they move to Unreal 4. I also don't expect Sector3 to announce much about VR support before they upgrade to Unreal 4 because I believe that only then does it become a realistic proposition.
     
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  2. heppsan

    heppsan Well-Known Member

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    Thanks for the info about the Razer OSVR HDK2, didn't know about that one.
     
  3. m.bohlken

    m.bohlken Well-Known Member

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    Jepp - the Razer OSVR HDK2 looks promising and it is very good for the market it self. The more options available the better for the customer...
    Technology-wise it is not a step forward as the specs are close to the Rift or Vive. But with a final price @ around 450 - 500€ it is closer to that what was expected from the other HMD's.
    A bigger question with the HDK2-HMD could be the compatibility to games. At the moment it only supports OpenVR-Games.
     
  4. M4IRC1IE

    M4IRC1IE Well-Known Member

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    this is incorrect. Any steam vr game runs on the osvr and with some custom settings you can play much more like dirt rally wich is playable on the osvr for months ago... I would wait when the hdk2 is on the market and take a look at some reviews. And compatibility for games is coming more and more so at the end of the year I think you can play a lot
     
  5. heppsan

    heppsan Well-Known Member

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    Will the Razer OSVR HDK2 support DX9?
     
  6. Flag1944

    Flag1944 Member

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    Currently the size of the VR community is several times the size of R3e community. Due to the low availability of titles available for VR most HMD owners have shown they are willing to try anything new and tend to buy whatever comes available. This is a huge opportunity for R3e to actually move up in the world and possibly double or triple it's current paying player base (which is extremely low at the moment)

    Waiting for the so-called change over to Unreal Engine makes absolutely no sense. First is the fact that s3s stated that the engine change was a rumor started from some images that they had created from messing with the engine. They stated that they play around with new possibilities all the time to see what is available and what it can do better, but that they had no plans to rewrite the game on a new platform. So waiting for the change they said was not happening is also not an excuse. Even if they were changing to Unreal - why would they not focus on that instead of wasting the time and resources they have on content that would have to be changed for the new engine?

    Bottom line is they need to say something on the subject of VR. Their silence is nothing less than rude. I would like to know either way as would many others. The truth is this - VR is a game changer, and is just as detrimental to sim racing as a wheel setup and any sim that refuses to support VR will be removed from my system all together. R3e has already been removed awaiting an answer. If the answer is "no" near future VR then my response will be to never look back at this game. For a small studio that needs money they sure act like that isn't the case. Like I stated - there are many many more people with VR setups than play this game. Jump on while the competition is limited and VR is still new enough for people that they are willing to spend money......

    BTW: I agree with most of what you said just not on those two points
     
  7. majuh

    majuh Well-Known Member

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    People owning VR hardware: less than 150 000
    People that installed R3E once: over 1 000 000

    Actually R3E's publisher is interested in selling game seats and complete simulators, which is pretty much the exact opposite of virtual reality. So it is safe to say that they will never work on VR support in the current engine.
     
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  8. pixeljetstream

    pixeljetstream Well-Known Member Beta tester

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    I don't see how "complete simulators" excludes VR. raceroom is just not an early adopter for VR, but once the market pressure is there and HMDs are far enough to replace screens for the majority of people, they will adopt as well.

    About Unreal: the theory that changes happen with unreal comes from the fact that we havent seen any major graphics engine work so far. The game is virtually the same technology stack since ever. When simbin went bankrupt and s3s was founded there was quite some downsizing. It imo is safe to assume that s3s has barely programmers on core technology.
    And for sure not much from the ones who built it originally (they mentioned in interviews how the whole setup is not ideal for their needs and often a challenge).
    They make the best of what they have given their budget/resources, they can tweak and tune (hence improvements in physics...) but any new "effects" or any major work on the rendering engine, doesn't seem realistic. The super long (2 years now?) open programmer positions on "lead" positions in core tech are another hint.
    So the hope was that if they get the sign off/investment by publisher to use unreal, the chances they can get programmers familiar with unreal increase, as well as all the graphics features provided by unreal. It seems the "cheaper" solution, then hire dedicated staff to write a new renderengine. You need some pretty hardcore tech folks for that, which seems unrealistic for teams with little budget.
    You are right porting the content will cost money as well, but they use off the shelf tools for that, so it's not like they need to redo their assets. Moving unreal is all about cost saving on their end, cheapest way to access modern technology... as well as many outsourced developers/artists familiar with unreal.
     
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  9. jimortality

    jimortality Active Member

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    As of yesterday, I'm now a VR gamer
     
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  10. Matthias Zlusch

    Matthias Zlusch Member

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    Owners who drive per day http://steamspy.com/app/211500#tab-ccu around 600

    you cant use the installed count. The drivers who really drive are so much less.

    Assetto Corsa (VR Support): http://steamspy.com/app/244210#tab-ccu around 2500

    Project Cars (VR Support): http://steamspy.com/app/234630#tab-ccu around 2500

    Automobilista (no VR): http://steamspy.com/app/431600#tab-ccu around 150

    rfactor 2 (no VR): http://steamspy.com/app/365960#tab-ccu around 300
     
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  11. heppsan

    heppsan Well-Known Member

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    I want to have VR as well!
    But.
    Yes we are a lot less than 1000000 active users on raceroom (And still too few), but we are more than 600, not everybody play on the same days and times.
    And yes, AC and Pcars have VR support, but they are in the same range of players they have always been, within their normal ups and downs.
     
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  12. majuh

    majuh Well-Known Member

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    That's obviously the case, but it goes to show that the potential target audience of VR owners is tiny compared to the potential target audience of people who want to play racing games in general.
    Exactly, when you look at the SteamDB graphs for AC und PC, there is no increase in players after VR support was included.
     
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  13. Matthias Zlusch

    Matthias Zlusch Member

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    thast not right

    Steam DB shows Owners to player graphs on the bottom of their page. You see a significant uptrend from end of may to now!
    The funiest graph has Raceroom! Big ownership but less players!

    Raceroom

    Assetto Corsa VR support (10000 more active players then start of the graph)

    Project Cars VR support (30000 more active players then start of graph (best VR support atm)

    Automobilista no VR

    Rfactor2 no VR (not realy rellevant couse they made a steam integration at their last patch, so nobody was allowed to use it with his normal launcher anymore. Raceroom did this too btw ^^)

    Please scroll down to the last graph.
     
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    Last edited: Jul 16, 2016
  14. pixeljetstream

    pixeljetstream Well-Known Member Beta tester

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    Last edited: Jul 16, 2016
  15. majuh

    majuh Well-Known Member

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    The data is extrapolated, so those small deviations could as well be statistical noise. Apart from that, VR support was added way earlier for both titles and it's to be expected that the number of owners increased in the last month since there was a huge Steam sale.
     
  16. heppsan

    heppsan Well-Known Member

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    +1
    And "The Red pack DLC" for AC.
     
  17. Matthias Zlusch

    Matthias Zlusch Member

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    yeah, just close your eyes and put your fingers in the ears... Be well then, no need to investigate here :D
     
    Last edited: Jul 16, 2016
  18. The Iron Wolf

    The Iron Wolf Well-Known Member

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    Sorry if this was answered, but I couldn't find it in thread:
    Does anyone run R3E with Oculus? If so, using which software?

    Getting Oculus today and I am afraid of the answer, as I love R3E...
     
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  19. mr_belowski

    mr_belowski Well-Known Member Beta tester

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    It doesn't work in vr anymore
     
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  20. Flag1944

    Flag1944 Member

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    It never will according to the devs. They may not have given us an answer in text, but they have responded in silence. This is the same silence they used to respond to the triple monitor question.

    Might be time to move on :(
     
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