Rennsport VR: Well, it's still early...

Rennsport-Open-Beta-VR-Porsche-Cup-Hockenheim.jpg
Image: Rennsport
After almost two years, Rennsport has moved to an Open Beta. With the update, VR was introduced to the upcoming sim - but the feature still has a long way to go.

Without a doubt, VR is one of the best way to increase immersion levels in sim racing. It should come as no surprise that the feature tends to be high on the list for many sim racers, and the Rennsport dev team know this. As the sim has moved on to Open Beta status, it also introduced VR via an update on July 10.

When we gathered our impressions of the update in general, we did not yet test VR, but promised to look into the feature - which this article is going to do. As for the rest of our impressions, feel free to check out the video below if you have not done so yet.


Of course, with Rennsport running on Unreal Engine 5, there were concerns about the VR performance. Assetto Corsa Competizione on Unreal 4 is not the easiest title to extract performance and good visuals from at the same time, and this extends to its VR feature as well. Does the more recent version of the engine mean this is better in Rennsport?

Rennsport In VR: Very Rough Start​

Sadly, no. In fact, the opposite seems to be the case - but let us start at the beginning. While many VR users are more than familiar with launching sims in VR via Steam, it is a bit of a different story when using the Epic Games Launcher, as Rennsport does.

Luckily, it is fairly easy to do, albeit not quite straight-forward. All you need to to is right click on Rennsport in your library, click on 'Manage', then enable 'Launch Options'. There, you need to insert "-vr" (without the quotation marks) - done! Make sure your headset is connected and SteamVR is running before you click launch, then Rennsport will start in VR.

Further advice by Rennsport themselves was given via their Discord:

CONTROLS SETTINGS
  • Bind ResetVRPosition to preferred button under Cameras.

VIDEO SETTINGS
  • Turn down visual Effects Quality from Epic(Will cause a green glare otherwise)
  • Enable DLSS
  • Tune the mainmenu and ingame distance to 3 and their scale to 1.2.
  • Enable Instanced Stereo and Round Robin Occlusion Queries

Rennsport-Open-Beta-VR-Menu.jpg

The Rennsport Video menu in VR.

Performance Issues & Instability​

At first, I was pleasantly surprised to find that OpenXR Toolkit worked out of the box without me having to add the usual files to the game's folders. However, this soon turned into disappointment, as Rennsport would simply crash when loading into a session - sometimes sooner than later, but always before actually allowing me to drive.

Without OpenXR Toolkit, these instabilities were gone, but of course, performance was worse. Even on my RTX 4080 (powering a Pico Neo 3 Link), i had to turn down graphics settings significantly - and the result looked suboptimal, to put it mildly.

Flickering fences, very noticeable jagged edges, almost-transparent artifacts in cockpit view, blurry view and pixelated menus - it was hard to look at, to be honest. Unfortunately, the sim did not play ball when it came to screenshots, so unfortunately cannot show examples.

Rennsport-Open-Beta-VR-In-Car.jpg

In-game, Rennsport's VR feature is far from a looker yet.

One Positive Takeaway​

Looks and performance aside, it is possible to dial it in to run in a somewhat smooth fashion. And once it does, I felt like it helped to make Rennsport feel much more pleasant than on a monitor. While the handling is in a mostly good place as of Open Beta v1.9.0, it feels more predictable and believable in VR.

In a test session at Hockenheim (see the screenshot above), I was able to nail the tricky Nordkurve (Turn 1) apex much more consistently and could also step on the accelerator much earlier and with more confidence. In that sense, the usual qualities of VR revealed a good base - but the performance and visuals need to be polished desperately if Rennsport wants to become a serious alternative for VR sim racers.

Have you tried Rennsport in VR already? Feel free to share your experience 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

Great simrace.
Realy impressive the quality of the game.
Congratulations Rennsport for the game.
 
Premium
No decent VR and no triples support. People seem to underestimate VR usage. Going from my discord groups that race a wide variety of sims, I'd say its around 20% easily, and the same on triples. Not supporting either is a bad move. But I think their engine choice hampered them. I think there are far more people interested in good VR/triple support than there are in e-sports. Luckily for them, they have rich backers with deep pockets so they can keep crawling along at a snails pace.
 
VR users, whether it's 2 per cent or 20, will buy a table tennis game as long as it has VR support - enough of them anyway that VR support will bring players that wouldn't otherwise look at a particular title. That said, and the simile aside, I'd rather launch the table tennis game right now than download and try to figure out settings for a racing game that doesn't seem to have anything unique to offer. But I like the news updates and I like this article.
 
You assume , that VR/triple will attract more people than competition and therefore they have to be lucky with their backers. Oh boy.....
 
Some clarity needed here;
  • It's a beta, it's gonna be a mess so just be happy they've got a VR feature working that we/you can report bugs & issues on (looking at you LMU...)
  • Obviously being a beta it should get worked on lots more, perhaps they'll actively try to incorporate OpenXR Toolkit and or improve performance aspects, who knows, only them.
  • I see the same old "only 2% use VR" - "no you're wrong it's 20%" - "nah it's more like 10%" - arguments over & over again, both in racing and flight sims. At the end of the day no one truly knows the actual percentage of users, you're only making wild assumptions as to what that figure could be and that my friends is a cold hard FACT. And before you even go pointing me at the Steam Survey results they don't mean Jack as they represent millions of users whereby a very very very vast majority aren't even playing VR games.
Out of pure curiosity I tried Rennsport the other night and, unfortunately for me, it was a total disaster. The setting up of VR was a complete faff (something I hope they'll improve) but that wasn't the biggest issue, once I got it up and running on track my FFB in my T300RS felt like there was someone inside with a rattle gun, it was a horrendous noise that I've never had with any other racing sim ever in the 6+ years of owning this wheel. I dialled down all the FFB settings as much as I could but it was still there, actually felt like something was going to break so I quit and went back to AMS2 where it was just fine.

So personally for me, curiosity killed the cat (great 80s band!), I was never going to be fully into Rennsport in the first place but seeing as they had VR I wanted to give it a try, but it was the FFB that forced an uninstall. Curiosity may well tempt me in the months to come after a few more updates, but hopefully by then LMU would of added VR support (as long as MSG haven't gone bust eh!?)
 
Simulation fans are looking for the best possible realism:

VR = the best possible realistic immersion

In VR, you as a driver behave very similarly to how you would in a real car. You will never achieve that even with a triple screen!

And iRacing shows us how popular VR has been for years.

There, they estimate that around 25% of drivers use VR all the time and around 30% of those who drive occasionally in a survey 8 months ago, I believe.

VR is the most groundbreaking thing since I started driving simulations (13 years). And if RENNSPORT is not aimed at supporting the best possible realistic simulation sport, then they should drive alone with there e-sports athletes.
 
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As a regular here on OT, I would have hoped that you would have known, from the poll made a few month back that 20% of the SIM player here use VR to drive their sim of choice, not 2%.

@Yannik Haustein , like you openXR tool, which would be great to be able to have good performance in an URE, creates a shut down, so does Open Composite, an other key elemenet to clarity and performance in VR for URE. Both do wonder in ACC.
I manage to drive a little with open composite closed, but the performance was abysmally, not really playable. Let's hope, they make Rennsport compatible with Open composite, I think it would solve many VR issues with this title. All my other VR sim are compatible with it.
20% of ppl who voted , not 20% of users..... huge difference

Andi
 
20% of ppl who voted , not 20% of users..... huge difference

Andi
Not true and you know it, not sure what triggers people so much about VR and people who enjoy VR as a preferred way to immersion when racing a SIM.
Read the question from the poll again.
At the end of the day @MarcG is correct, no one knows for sure, one thing I know is that, at least here, a significant amount of people are not interested in 2024 in a new title without VR.
 
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Anybody got a crystal light already? I wonder how high the temps are inside. The G2 is very hot after a while, especially in the summer. Not sure if the missing fans from the original crystal are a problem.
 
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Not true and you know it, not sure what triggers people so much about VR and people who enjoy VR as a preferred way to immersion when racing a SIM.
Read the question from the poll again.
At the end of the day @MarcG is correct, no one knows for sure, one thing I know is that, at least here, a significant amount of people are not interested in 2024 in a new title without VR.
this isnt because its vr , your statement was incorrect , in the vote , not every member of overtake voted ,so the 20% of ppl that voted vr are part of those who voted in that pole,and they are a small cross section of all overtake members , not the totality...
i wasnt picking on vr , i was stating a fact ,in reply to your misinterpretation of the stats you gave ...

Andi
 
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those who voted in that pole, and they are a small cross section of all overtake members , not the totality...
Is it not how a poll always works?
That said, we can argue that the poll is valid or not, to me it is.
Polls are never totally exact, but good enough, if the question is valid, which is the case in that one, to give a valuable indication of a status.
About 1/5 of this forum readers, that they voted or not, prefer using VR. :)
 
i take a poll about health , there are 3000 ppl in the community , but only 3 vote ,one is blind , one has cancer, and one is a diabetic ..... i cannot say 33% of the community is blind , i can say 33% of ppl who voted are blind ....

Andi
 
What a shame, although completely expected. VR was never a focus for this release, same as the F1 series and that isnt acceptable for 2024. Good on Kunos for not proceeding with Unreal and also Ian Bell for pulling GTR.
Well said. Kunos making the right decision sticking with their own proprietary engine.
 
Well said. Kunos making the right decision sticking with their own proprietary engine.

I'm not sure if advertising it as 5 years of development was as good of an idea as sticking with their own engine is...

As the first choice engine for a lot of VR fans is 5 years into development on it's 5th title and still requires game changing updates and massive fixes to both single player and multiplayer modes...

Sure that means they don't have a high bar to jump over with ACE, but it does raise expectations that it'll be a working game in a lot of facets...

That said it's year not year 5 for Rennsport, when year 4 hits I'll start to be concerned if it's still a fixed set up game... Been waiting over a decade for the physics to be fixed on the last merger of the pmotor with another graphics engine...
 
Every gamer has a 4000 dollar pc with a 4090 and a 2000 dollar VR Headset together with a 5000 dollar racing rig with a fance Simcube in the centre. So yeah, every game should be made with VR in mind (sarcasm off)
 

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