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

Premium
Just had a look and I see an Ocuules 2 on marketplace for $150

And if they did design games with VR in mind we wouldn't need a $5000 PC, The weak link here is the devs, Not the headset or VR itself.
 
Premium
Just something I noticed a couple days back

AS OF 2024, SUPPORT FOR OPENXR TOOLKIT IS DISCONTINUED. THERE IS NO NEW DEVELOPMENT AND NO TECH SUPPORT OF ANY SORT. THE DEVELOPER DOES NOT RECOMMEND TO INSTALL/USE OPENXR TOOLKIT, AS IT IS KNOWN TO CAUSE ISSUES WITH MANY OF THE NEWER GAMES RELEASED IN SINCE 2024.

The goal of OpenXR Toolkit was to demonstrate how certain features could be built for VR and how they would benefit end users by increasing quality and/or performance. However the model of OpenXR Toolkit - as a universal injector that “takes over” application code - is not sustainable due to the growing complexity and variety of VR applications. The CORRECT way to implement these features is directly in each game, by the game developers. This approach will lead to better quality (for example features such as upscaling produce a better output with the appropriate participation from the game engine), better reliability (for example feature such as foveated rendering cannot work universally without enough understanding of how the game engine works) and better user experience (no need for additional software, better integration of settings to the user interface).

Many of the features of OpenXR Toolkit took less than a week for their initial implementation and have proven their value. THERE ARE NO EXCUSES FOR GAME DEVELOPERS TO NOT SPEND TIME ON DEVELOPING THESE FEATURE
 
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)

Sarcasm mode...

It's great that we all throw so much money at VR and it's at it's peak right now...

Non-sarcasm mode...

VR is such a waste of money for sim racing atm, my perception might change in 10 years when I spend $4000 on 12k in each eye and the games have the view restrictions that real life drivers have...

VR only people only stop themselves from enjoying games...
 
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)

"... I can't afford all the good stuff, so it shouldn't be exist." That's why your mom always told you to go to school and get a good job. Most of the people can't buy sportscars but this will not prevent the manufacturers to built them.
(offensive mode off)

All the VR haters should realize that a game that has good VR support is also well optimized for flat gaming. It is good for all of us... :D
 
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Premium
Just something I noticed a couple days back

AS OF 2024, SUPPORT FOR OPENXR TOOLKIT IS DISCONTINUED. THERE IS NO NEW DEVELOPMENT AND NO TECH SUPPORT OF ANY SORT. THE DEVELOPER DOES NOT RECOMMEND TO INSTALL/USE OPENXR TOOLKIT, AS IT IS KNOWN TO CAUSE ISSUES WITH MANY OF THE NEWER GAMES RELEASED IN SINCE 2024.

The goal of OpenXR Toolkit was to demonstrate how certain features could be built for VR and how they would benefit end users by increasing quality and/or performance. However the model of OpenXR Toolkit - as a universal injector that “takes over” application code - is not sustainable due to the growing complexity and variety of VR applications. The CORRECT way to implement these features is directly in each game, by the game developers. This approach will lead to better quality (for example features such as upscaling produce a better output with the appropriate participation from the game engine), better reliability (for example feature such as foveated rendering cannot work universally without enough understanding of how the game engine works) and better user experience (no need for additional software, better integration of settings to the user interface).

Many of the features of OpenXR Toolkit took less than a week for their initial implementation and have proven their value. THERE ARE NO EXCUSES FOR GAME DEVELOPERS TO NOT SPEND TIME ON DEVELOPING THESE FEATURE
Eek! I use that all the time. It gives around a 10% boost over steam VR. Hopefully someone else takes it over. It still works fine with the sims I use the most.
 
Eek! I use that all the time. It gives around a 10% boost over steam VR. Hopefully someone else takes it over. It still works fine with the sims I use the most.
I think you're confusing/conflating OpenXR Toolkit with Open Composite. The latter allows you to bypass SteamVr and target a headset's native OpenXR interface. Not necessary for this game, as it targets OpenXR natively.
OpenXR Toolkit does provide some performance improving features, but it appears Rennsport has added the two main ones - upscaling (DLSS/XeSS) and foveated rendering - so you're not missing out on much there.
 
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Sarcasm mode...

It's great that we all throw so much money at VR and it's at it's peak right now...

Non-sarcasm mode...

VR is such a waste of money for sim racing atm, my perception might change in 10 years when I spend $4000 on 12k in each eye and the games have the view restrictions that real life drivers have...

VR only people only stop themselves from enjoying games...
The mistake that many make. To elevate their own opinion as universally valid. I think your opinion is nonsense. But I would never claim that all triple users don't know what's good
 
The mistake that many make. To elevate their own opinion as universally valid. I think your opinion is nonsense. But I would never claim that all triple users don't know what's good

Triple users have it over VR users because they have more reality of the inside of a tintop or being strapped into an open wheeler with a helmet on...

However I use a single 67 inch screen which gives me almost what I'd get out of a triple screen set up... Plus I don't have any of the set up issues from either VR or triples which I could decide to run instead, but don't because a single large screen does the job more often than not...

It's all down to personal preference in the end, but I don't go around saying "No screens no buy" for VR only games...
 
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Not sure what the point is of all these games based on the same cars and same tracks. Nothing about this title has suggested any innovation, and other proposed titles all market on "superior physics".
Strange decision to chose Unreal Engine, which was never designed for this type of gaming.
 
Premium
I think you're confusing/conflating OpenXR Toolkit with Open Composite. The latter allows you to bypass SteamVr and target a headset's native OpenXR interface. Not necessary for this game, as it targets OpenXR natively.
OpenXR Toolkit does provide some performance improving features, but it appears Rennsport has added the two main ones - upscaling (DLSS/XeSS) and foveated rendering - so you're not missing out on much there.
No, I meant I use the toolkit...for customised foveated rendering, and often to tweak various performance settings. I don't use the opencomposite switcher either, I replace the dll directly as the switcher doesn't work with my headset. I find the toolset very useful, but I'm sure I can work around it if need be.
 

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