How to Drive Le Mans Ultimate in VR

How to run Le Mans Ultimate in VR.jpg
Images: Motorsport Games
As part of its most recent update, Le Mans Ultimate has rolled out a VR beta mode. Here is how to activate virtual reality in-game and what you can expect.

Image credit: Studio-397

Virtual Reality is perhaps the closest many of us will ever get to racing real cars on real circuits. That is even more true when the cars in question are some of the most advanced sportscar racing prototypes ever seen.

But sadly, the official FIA World Endurance Championship game, Le Mans Ultimate does not currently have full, official VR support. In its Early Access development stage, the rendering view has been shuffled lower down the priorities list.


However, as part of the title’s most recent update alongside content such as the final 2024 Hypercars and the Circuit of the Americas, Studio-397 has launched beta access to VR for Le Mans Ultimate. Where previous VR access was limited to simple in-car driving, you now get menu screens, HUD and other creature comforts.

How to Launch LMU in VR​

As aforementioned, accessing Le Mans Ultimate in VR has always been possible. But this required a great deal of back-and-forth settings changes. Thankfully, that is no longer a requirement thanks to this pre-beta rollout of Virtual Reality in LMU.

Now, just one small change before launching the game in Steam will provide you with a VR experience:
  • Step 1: Right click on Le Mans Utimate in Steam and select Properties
  • Step 2: In General => Launch Options enter “+VR”
  • Step 3: Launch LMU in VR

Add +VR to the Steam launch options to play Le Mans Ultimate in VR.

Add "+VR" to the Steam launch options to play Le Mans Ultimate in VR.

Previously, playing Le Mans Ultimate in Virtual Reality would not render the game’s menu screen UI, nor the HUD. However, you can now control everything you need to from your headset, even entering races.

How to Re-Centre VR view in Le Mans Ultimate

Take a stroll through Le Mans Ultimate’s Control Settings menu and you will notice an inexistence of VR-related bindings. In fact, resetting your position for example is one thing you currently cannot do. Officially that is.

Here is how to map a VR head position re-centre button for Le Mans Ultimate.
  • Step 1: Set a control in-game on your keyboard that you do not plan on using ad close the game
  • Step 2: Open “keyboard.json” in “Le Mans Ultimate/UserData/Player”
  • Step 3: Search for the control you mapped earlier
  • Step 4: Replace the binding name with “VR : Re-center head position”
Your input for re-centring VR should look like this.

Your input for re-centring VR should look like this. In my case, key 29 is Left Ctrl. Image credit: Studio-397

You can also bind the control to your wheel. In this case, instead of your keyboard file, open the file relating to your specific input device.

Is it any good?​

When we last gave Le Mans Ultimate a go in VR, we found the act of driving in-game with the headset strapped on an enjoyable experience. The game is already immersive and in VR, that is only improved.

But without a HUD, the game aspect was far from present. Racing itself was impossible as navigating the pit menu is rather crucial to longer races and the odd bug, frame freeze or stutter did not inspire confidence for online sprint racing.

Race Le Mans in VR.jpg

Line up for your first VR session in Le Mans Ultimate. Image credit: Studio-397

Now though, with the HUD fully in-view, one can realistically take part in longer events against the AI with good results. There is no denying that the on-screen display itself is quite large and out-of-view to the left and right. It also blends into the car’s 3D model at times. But for a beta release, it does the job.

For online use, we would recommend drastically dropping graphical settings in case of stutters. You do not want to impact that hard-earned Safety Rating after all. Indeed, we did experience the odd frame drop and graphical glitch at times.

Have you tried Le Mans Ultimate in VR yet? What do you make of the experience? Let us know in the comments.
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

OverTake
Premium
These car interiors look so well done in VR, I wish we had some form of hand tracking - I so want to be able to flip that ignition switch in the Ferrari GTE..... just dreaming.
Agree! I've always wanted something like this, maybe sometime in the not so far off future one of the titles will implement hand tracking, it could work with the Quest3 already.

I had a quick few laps of Spa in the PSVR2 and it looks awesome! Looking forward to some racing.
 
I´m pleased with the latest LMU update and it´s VR implementation.
I use the OpenXR Toolkit
Does it mean that LMU can be run in VR using Open Composite, like we can for RF2? For me Open Composite with my G2 is the gate to extra clarity and superior FPS performance.
Or am I not reading you right.
 
Agree! I've always wanted something like this, maybe sometime in the not so far off future one of the titles will implement hand tracking, it could work with the Quest3 already.

I had a quick few laps of Spa in the PSVR2 and it looks awesome! Looking forward to some racing.
Runs nice for me on psvr2 too. Getting steady 90 fps with msaa 4x and 110% res (3776x3776). Only occasional microstutter in a corner (red spike) which should hopefully be fixed. Happens one or two corners per lap.
 
Premium
Does it mean that LMU can be run in VR using Open Composite, like we can for RF2? For me Open Composite with my G2 is the gate to extra clarity and superior FPS performance.
Or am I not reading you right.
Yes - just download the openvr_api.dll file from Github: Scroll down on the Github site until You find this:

Per-game installation
Download the DLLs:32-bit 64-bit

Then click the 64-bit link inorder to download.

Go to Your LMU root folder, backup openvr_api.dll and put the newly downloaded one into the root folder instead.

Then use OpenXR Toolkit to setup You preferences inside Your VR headset.

At least this works fine with the Quest 3.

For me this runs with much more consistent and higher FPS that using SteamVR.
 
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For me this runs with much more consistent and higher FPS that using SteamVR.
Same here, I use open composite with all my SIM, if possible.
On my G2 it is a marked improvement both in clarity and performance.
You confirming that it works with LMU is a fantastic news for all VR user who know how much better Open composite is over steam VR.
It makes LMU a much better VR offering than I thought. Not really that surprised as RF2 also takes great advantage of Open Composite, but so nice to have confirmation, thank you.
 
It can be very gimmicky in what is given to the player...

Some games FFB focus more on the steering rack and tyre forces... Whilst others have all sorts of canned effects that help the driver around the track... Those are the gimmicks I referred to...
Thanks for explanation @pz666 because as not native English speaker I must use a dictionary from time to time to check the meaning, eg:
  1. Gimmick - something invented esp. for the purpose of attracting attention and that has no other purpose or value
  2. Gimmick - something that is not serious or of real value, which is used to attract people's attention or interest
I learned something new what is good:)

When it comes to FFB some games has it only for a fact they can't ignore it but I'm affraid that giving the title will start the s-storm;) It's just small detail from me to your comment.
 
if 2 2d screens can give the same effect as a truly 3d view I don't see what the problem is if in the end the result works... in my opinion if you want to criticize VR you are doing it for the wrong points... I can list you MANY bad points for VR, but they are not the ones you described
1) the viewer weighs
2) having it attached to the face generates heat
3) in summer without an air conditioner it is impractical
4) it is inconvenient to have interaction with reality (seeing the smartphone)
5) it completely isolates you and is not always an advantage
6) the resolution and sharpness is not that of a monitor
7) it only takes a little to send it out of focus (index)
8) I don't think everything can do long sessions (I've done it even 24h lemans on iR, but I don't think it's x everyone)

i could go on and on... the point is, if you are willing to have these problems in exchange for immersiveness that in my opinion no hw can give you... even projectors don't have stereoscopy, since two eyes will always look at ONE monitor
But @NobodyKnowsReally doesn't blindly criticize VR at all. Why you guys don't want to listen each other?:O_o:
 
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