Column: How VR Changes The Game For Karting In Sim Racing

AMS2-Kart-VR-Gamechanger.jpg
Image: Reiza Studios
Recently, we highlighted the difficult standing karting has in sim racing. It may never become everyone's favorite discipline, but Yannik finds that VR might convert a few more of those who are skeptical.

Karting might be the closest to doing actual racing most of us will ever get. Simply find a rental kart track, hop in and you are good to go in most cases - no license or anything like that required. However, as @Connor Minniss recently argued, karting simply does not translate well to sim racing. And for the most part, I agree.

To quote myself from a comment I made on the article: It's so unique when it comes to seating position, the vibrations that you feel literally everywhere and the vision (because there is no bodywork around you) that it might just not work as the fun parts of experiencing it yourself are very hard to replicate.

However, I recently gave karting a go in sim racing again during a Friday night online session in Automobilista 2 with a friend. We were just running a few fun combinations and decided to race rental karts at one of Interlagos' karting layouts. The difference to all the other times I tried karting in sim racing: This time, I was running in VR.

AMS2-Kart-VR-POV.jpg


VR To The Karting Rescue​

Much like with basically everything else, specifically open-wheel cars, this factor improved the experience a lot. And I mean A LOT. One of the biggest problems I have when racing karts on a screen is that you can hardly see anything. Most of the relevant parts of a kart are very close to the ground (duh!), but with the upright seating position in these things, you hardly see them unless you move your camera POV to an unrealistic point.

Not exactly keen on driving with my virtual driver's head essentially on their lap, I usually ended up with short sessions that were not really that fun whenever I tried karting. But in VR, things started to click basically from the first time I drove out of the pits.

Suddenly, I could see exactly where to put my tiny tires to keep a clean line and keep up the momentum. At the same time, I noticed how well some things I noticed when driving a real rental kart for the first time in forever recently translated.

AMS2-Kart-VR-Interlagos.jpg


Real-world Learnings Do Apply​

Just like in the real kart, jumping on the accelerator again immediately after I was done with braking for a corner worked wonders for keeping up the momentum. Rental karts are not powerful enough to spin out when doing this, instead you can kind of reign in the acceleration using the steering angle. The only thing thatt was, in fact, a bit annoying was the absence of a rear view mirror, as I did not switch on the virtual mirror for VR.

So it must have looked interesting, to say the least, when I turned around frequently in my sim rig to see where the other karts were. In a real kart, you can locate the other drivers much better just by listening to where they are - but maybe that can be improved via sound settings.

Meanwhile, with a wheel base that is powerful enough, you can even get close to the force you would need to turn the wheel in the real kart. Not only is this more immersive, but it also helps with not turning in too much and lose more momentum than necessary. Of course, the steering angle in a kart is already tiny compared to a car, but this was still surprisingly helpful.

AMS2-Kart-VR-Speedland.jpg


Obviously, the G-forces you would experience when racing a kart are still missing and would probably be hard to replicate. Thinking back to how sore I was after that hour-long rental kart session I mentioned from a few weeks ago, that is probably for the best, though.

Have you ever tried karting in sim racing while in VR? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Some of my best ever VR experiences is with karting in AMS 2.
Looking back over your shoulder, leaning in to the corner and seeing your own tires scraping the curb is so cool.

Also the resolution of your VR headset is much better used.
Your are staring less and the horizon, making your vision a 200x1000 pixels frame.
As the next corner is already at your left and right, and you turn your head much more.

Openwheelers with VR are already so much better. But Karting is the VR king.
 
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Premium
One of the biggest problems I have when racing karts on a screen is that you can hardly see anything.
FTFY :)

Yes, I know VR isn't for everyone - I've tried to convert some friends but it's just not their thing or they get motion-sickness, but for the rest of us it's literally a game changer. I stopped driving Forza on an Xbox and switched to 'real' sims on a PC purely because of the VR support, and I simply can't do the same lap times playing pancake.

Wrap-around multi-screen setups are required because to drive fast being able to see the corners of your car is really helpful, and if you can handle being strapped into a heavy, sweaty, expensive headset it's worth the hassle for the 360 degree vision.

Now take the shifter kart around the North Loop for a laugh - I manged 9.12 with not much practise - should be easy enough to beat :)
 
FTFY :)

Yes, I know VR isn't for everyone - I've tried to convert some friends but it's just not their thing or they get motion-sickness, but for the rest of us it's literally a game changer. I stopped driving Forza on an Xbox and switched to 'real' sims on a PC purely because of the VR support, and I simply can't do the same lap times playing pancake.

Wrap-around multi-screen setups are required because to drive fast being able to see the corners of your car is really helpful, and if you can handle being strapped into a heavy, sweaty, expensive headset it's worth the hassle for the 360 degree vision.

Now take the shifter kart around the North Loop for a laugh - I manged 9.12 with not much practise - should be easy enough to beat :)
I got a 180 degree wrap, with 3x 32" curved screens.
Doing long (dev.) sessions normal monitors are much easier on the eyes.
But for enjoyment VR is king.
 
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the cool thing in VR: there is also somthing below the bottom line of your monitor(s) ;)
 
Premium
I got a 180 degree wrap, with 3x 32" curved screens.
Doing long (dev.) sessions normal monitors are much easier on the eyes.
But for enjoyment VR is king.
Headset comfort should get better as designs improve and screen / battery tech evolves - at least I hope so - but your reply, this article, and the one about karting sims generally, and even the Fanatec saga ones brings me back to a point I made in the Steam sales thread (which I feel like rambling on about again now):

Basically, have we reached peak sim?

Most PC games have to support a single screen and a kb & m, to have any chance of widespread take-up a 'proper' racing sim has to support at least single and triple monitors and VR, and a whole host of eclectic peripherals, some of which are home-made (ahem).

It has to look and sound fairly decent, and have really good net code if there's online multiplayer, and really good AI if there's offline races. Finally it has to have decent physics and FFB, for all of the various peripherals mentioned above. None of this is cheap.

And yet looking at the Steam player numbers are there enough 'proper' sim racers to make making such a game viable? Possibly if you're building on an existing game and player base (I hope AC EVO succeeds), but for a new studio to enter an already crowded market?

Sort of on-topic, the demise of KartKraft is a case in point - to have succeeded it would need to be as good as more general sims, whilst only appealing to a fraction of the market. This might have been possible years ago when expectations and development costs were lower, but is it still possible today, or is the sim software market too saturated already?

Does anyone reading this not already have every popular sim, 1,000s of cars, 100s of tracks - unless you break out of the "here's some cars and tracks - have a race" paradigm (like BeamNG has) what niches are left to be filled? And would filling them be commercially viable?

Would love to see an article on dev costs versus sales for some of the usual suspects?

Definitely too many words, off to have a drive :)
 
All developers should have a proper VR & triple screen in any stage of release, none of this and its a sim/game living in the past.
 
Last time I tried karting in AMS2 the other driver models vanished as they got further away. Sadly it wasn't at the limit of vision as you'd hope but just a few dozen meters or so. Very immersion breaking in VR. Seems an optimization for regular cars was being used.

Driving them in the rain vs AI was basically impossible as they'd get stuck trying to go up hills as if they didn't have enough power, this was with difficulty set above 100.

I really hope this article means these things have been fixed as I'd love to enjoy it properly.
 
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OverTake
Premium
I really hope this article means these things have been fixed as I'd love to enjoy it properly.
That's something I still need to try, as the experience I described here was solely in online races - although I at least did not notice any disappearing driver models, so there's at least that (on my end anyway) :)
 
Virtual mirror in VR?
Why should you, honestly?
Sorry, just couldnt pass this phrase, but quite silly. I dunno whether purpose is for their online multiplayyard who need all possible aids in their own inadequacies.
Sorry to sound salty, just ranting about that sort of thing, can't help myself

Otherwise, really nice article and I agree far and wide. Except that when you step up the next ladder from the tourist karts, you really miss some of the most brutal G-forces within the sport doing it sim-wise. Even top motion rigs for the masses will not be quite enough. Requires special equipment.
 
Headset comfort should get better as designs improve and screen / battery tech evolves - at least I hope so - but your reply, this article, and the one about karting sims generally, and even the Fanatec saga ones brings me back to a point I made in the Steam sales thread (which I feel like rambling on about again now):

Basically, have we reached peak sim?

Most PC games have to support a single screen and a kb & m, to have any chance of widespread take-up a 'proper' racing sim has to support at least single and triple monitors and VR, and a whole host of eclectic peripherals, some of which are home-made (ahem).

It has to look and sound fairly decent, and have really good net code if there's online multiplayer, and really good AI if there's offline races. Finally it has to have decent physics and FFB, for all of the various peripherals mentioned above. None of this is cheap.

And yet looking at the Steam player numbers are there enough 'proper' sim racers to make making such a game viable? Possibly if you're building on an existing game and player base (I hope AC EVO succeeds), but for a new studio to enter an already crowded market?

Sort of on-topic, the demise of KartKraft is a case in point - to have succeeded it would need to be as good as more general sims, whilst only appealing to a fraction of the market. This might have been possible years ago when expectations and development costs were lower, but is it still possible today, or is the sim software market too saturated already?

Does anyone reading this not already have every popular sim, 1,000s of cars, 100s of tracks - unless you break out of the "here's some cars and tracks - have a race" paradigm (like BeamNG has) what niches are left to be filled? And would filling them be commercially viable?

Would love to see an article on dev costs versus sales for some of the usual suspects?

Definitely too many words, off to have a drive :)
For my Quest 3, I bought a aftermarket strap and facial interface at Amazon.
Totally different VR experience.
Now got a soft pluche cover with memory foam touching my bony face, instead of the firm foam covered with fabric.
And a new headstrap, wich is a much better fit.
Makes the weight go on your whole head, instead of hanging on your your forehead and nose.
Also adjusting it to your fit or that of others is much easier.
Now get a perfect focal point in seconds.
And much less light breeding from the sides.
Releasing the strap is just the push of one button.
It's a bit bulkier, but so much more comfortable.
Also when not simming but shooting aliens in the living room.

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Probably engine limitation but, really strange to see the drivers using Hans in a Gokart.
 
Probably engine limitation but, really strange to see the drivers using Hans in a Gokart.
Just a thing that's connected to the driver 3D model and the dev's are to lazy to export a animated model without that HANS. And renaming that model to driver_nohans.gmt (or something similar)
 
OverTake
Premium
Not 100% sure on that, but I believe it's tied to the helmet itself. There are different helmet models in the game for different eras (see the F-Vintage with the open face helmets, the simpler full face helmets for the 70s and 80s cars, etc). The modern helmet model is the only one using the HANS device as far as I am aware, and the karts would be the only vehicles where it wouldn't make sense to have them.

Creating a separate model without HANS just for the karts (even if it's just by deleting the HANS parts of the existing model) is probably not that high on their priority list right now, but it would certainly look better without it. Not to mention that the system doesn't work without seatbelts :D
 
OverTake
Premium
VR in a kart - sounds good, must try it when I'm back at my main computer :)

And here's a potentially crazy/stupid idea, now that I'm thinking about it: with a VR headset, you could measure how much the driver is leaning to each side (or even forward/backward!) and adjust the kart's weight distribution accordingly :D
 
Some of my best ever VR experiences is with karting in AMS 2.
Looking back over your shoulder, leaning in to the corner and seeing your own tires scraping the curb is so cool.

Also the resolution of your VR headset is much better used.
Your are staring less and the horizon, making your vision a 200x1000 pixels frame.
As the next corner is already at your left and right, and you turn your head much more.

Openwheelers with VR are already so much better. But Karting is the VR king.
Don't do a lot of sim karting, but I've had some incredibly fun offline races in AMS2 with a full field of the various carts. Hell of a fast paced thrill in VR.
 

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