VR: Is it Really the Future?

Paul Jeffrey

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Virtual Reality is fast becoming a mainstream alternative to the traditional ways we view our gaming experiences, but is it a long term solution for sim racers? RaceDepartment has a think on the subject...

In the not too distant past Virtual Reality (or VR for short) was the lone possession of a select few arcade machines simulating anything from first person shooters to Battle of Britain style fighter pilot games, yours for a few minutes of gaming pleasure in exchange for a healthy handful of loose change and presented in a strictly controlled environment. In fact I can clearly recall my first VR experience back in the mid to late 1990's at a local arcade in the north of England, strapping on a bulky headset and piloting the guns of a 'Red Barron' style double winged aircraft as enemy planes (actually more like pixelated dots at the time) flew above me and I gasped in awe at the realism of it all. Of course with the steady march of technological progression over the years that game would be laughed out of the door nowadays, but at the time the experience felt simply mind blowing.

Step in to 2017 and Virtual Reality has progressed at such a rate that the first serious VR headsets are slowing beginning to feed into the general gaming population. Back in 2012 Oculus began a Kickstarter initiative to develop their own VR headset for PC gaming, very quickly exceeding their initial funding target and in the end raising a staggering $2,437,429 across 9,522 backers - putting the wheels in motion for what has turned into a technological arms race to establish a clear lead in the quest for mainstream VR access in modern gaming. As of February 2017 Oculus (now owned by Facebook) have been joined in the VR marketplace by such industry giants as Sony with their PlayStation VR headset for console users with the HTC Vive now a genuine alternative for PC players, albeit a little more expense at around £700 in comparison to the Rift which retails around the £500 mark and the PSVR which usually comes in at a reasonable £350.

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Mainstream VR technology is still very much in it's infancy, with issues surrounding the pixel density one of the main concerns from members of the public perhaps looking to upgrade from their current viewing solutions. As of today, no current VR headset can hope to match the graphics quality one can achieve with a standard monitor setup, let alone come close to the Ultra HD / 4k screens some lucky gamers have access to within their own gaming rooms. Couple this with the need to pack some serious hardware into your gaming PC in order to run the vast majority of VR ready title's at a reasonable performance level, it quickly becomes clear that VR gaming has not quite reached the stage where everyone would be willing to take up the obvious advantages, despite the many remaining pitfalls of the technology.

No doubt as the technology matures further in the coming years and more companies join the VR bandwagon these obstacles will be overcome in time, leaving open the original question posed by this post - is VR the future for racing simulations?

In order to answer that question I feel we first need to ask ourselves a series of questions to determine exactly how VR might fit into our future gaming requirements. The first question many serious sim racing enthusiasts may ask is - does running VR increase the immersion of simulation racing? Or in other words, do I feel more like I am driving a real race car when viewing the action from a headset rather than on a monitor (or three). For me the simple answer is yes, considerably so.

Using VR in a sim racing title is simply one of the most incredible things I have ever had the pleasure of experiencing during my many years playing racing games. The purity of the feeling of being strapped into a car is quite simply incomprehensible until you try it for yourself. With VR you are quite simply sitting in the car yourself, you are at one with the machinery around you and suddenly you find yourself transported from one who is playing an approximation of the real thing to someone who is physically part of the experience itself. It really is that good. Prior to trying VR myself for the first time I, like many others, watched a series of videos of people playing racing games with the headset on. I've seen countless videos of people looking around the environment inside the car, leaning forward to check the dials and generally making the most of the ability to completely experience the virtual world in which they are participating. That's all really cool. So cool in fact I decided that would be a great reason for purchasing VR and trying it out myself. This is where my mind was simply blown the first time I took the humble KTM X-Bow out around Spa in Assetto Corsa pretty much as soon as the headset arrived. It's not just the ability to look where you want in game that makes VR, after all you can achieve something similar with trackIR, it's the 3D aspect that really takes away the breath, an experience that simply cannot be captured watching YouTube videos of people playing in VR.

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I can't make this point enough... wearing a VR headset you are quite literally inside the cockpit of your car. The feeling and visuals you experience are simply breath taking. It really is amazing how the mind can be tricked into convincing your body you are sat inside the machine, so much so that even though at the time I'm running a big Fanatec BMW rim on my rig my brain see's the in game car wheel and convinces my body that I'm holding that specific size and shaped wheel. It's a spooky experience...

So far so good. In order to try and remain objective and keep this piece balanced, let's turn our attention to some of the immediately obvious issues one encounters when first sampling a VR headset within a sim racing environment. Namely motion sickness.

Now I am not one who easily suffers from motion sickness and I appreciate that views on this topic are subjective to how each individual reacts to the experience of wearing a VR headset for prolonged periods of time. When my Oculus first arrived I found myself only able to really drive comfortably for around 15 minutes at a time without the need for a break. After the 15 minute mark I started to feel a little bit queasy and hot under the collar due to the visual sensations received from the headset. This was using Assetto Corsa. If playing something slightly more visually taxing like DiRT Rally, then trying to complete a stage without removing the headset was basically impossible for me. This quickly became a concern. However after reading some of the considerable amounts of information on the internet my concerns gradually faded away, it is commonly acknowledged that players new to VR have to establish their "VR legs" so to speak, giving the mind and body a chance to adapt to this new experience. For me personally after around a week or so spent with the Rift I quickly overcame the initial sickness feeling and can now use my headset without issues for as long as I wish, running multiple races in one session or completing endurance stints of several hours at a time. Just because I now feel comfortable is no guarantee that everyone will share the same experience however. This factor needs to be considered before making a purchase yourself. I've heard a few people simply couldn't get on with the experience and have sold off their headset because of it.

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So, does using VR make you faster? This is a very difficult question to answer, and the response will be different for each individual person. Taking my own experience with the Oculus Rift I would argue that I'm a quicker driver with the headset than without, and for sure my positional awareness and ability to navigate traffic is greatly improved because of VR.

The advantage of Virtual Reality over traditional monitors is most prominent when considering depth awareness. Because you are now firmly planted within a 3D environment, the curbs and track immediately in front of you are infinitely more prominent and "alive" than what is experienced on a tradition 2D screen setup. I feel using the headset I can pick out an apex much easier than before, and hit the apex on a considerably more consistent basis than was possible without the headset. The reason for this can be attributed to several factors in my opinion. Firstly the 3D environment is much closer aligned to the real world one is used to, and therefore the brain doesn't have to compensate for the lack of 3D images when picking out details of the track on a 2D screen. In a standard screen setup you have to apply a little bit of estimation between real and virtual when entering a corner as your eyes and brain are seeing something presented to you differently (i.e. in 2D) than you would experience in the real world. With VR you are in the car yourself and everything is as it would be in real life, the element of estimation has been removed. The track / corner / apex is presented to your eyes in 3D, as it would be in real life. Added to this you can see the depth of the apex and track much easier, it is quite simply a much more accurate representation of that particular piece of tarmac that you would find outside of a VR situation. For me at least this makes hitting the apex a much simpler and more natural experience, which obviously has a positive effect on overall laptimes.

Conversely because of the current lack of high resolution graphic rendering capabilities using VR, one could find it more difficult to accurately judge far off braking points using the headset, in comparison to the standard one or three monitor setup. For example when playing Assetto Corsa in the rift, despite having high in game visual settings and making VR specific adjustments to the pixel density, far off objects still remain considerably less clear than they ideally could be. This impacts the ability of the player to look up the road and make an accurate judgement of a far off braking zone and can even cause the eye to miss potential track blockages that would otherwise have been obvious to a monitor user. Over time one develops the ability to shut out this issue and compensate subconsciously for the lack of long draw distance quality, but it must be taken into account when considering the laptime advantages offered by using the rift or not. Personally I find this distraction to be of secondary importance compared to the additional immersion offered by the headset and improvements in the ability to pick out an apex and better understand depth perception within a game. This may not be the same result for other users and should be taken into account when considering purchasing a virtual headset device.


If truth be told it's still very early days in the world of Virtual Reality gaming and current VR headsets such as the Oculus Rift and HTC Vive have quite a way to go until they are capable of matching the visual fidelity of mid to high range monitor setups. Even with that taken into consideration I firmly believe (aside from the invention of FFB wheels) Virtual Reality is the single most impressive enhancement to a sim racers experience in the last dozen years. If you can afford to spend a not inconsequential amount of money on a device, and you are willing to overlook the drawbacks of the lower resolution produced by current units, then Virtual Reality isn't really the future of sim racing - it's the present day, right here, right now.

Will the technology improve over time? Yes I expect it will get considerably better over the next five years or so, but to be perfectly honest what we have available right here today is an outstanding piece of kit that will help take many sim racers above and beyond the levels of immersion they ever thought possible. It's tomorrow's technology, available and working on today's simulations. I love it.

Current racing / driving sims that support VR headsets include: American Truck Simulator, European Truck Simulator 2, Assetto Corsa, iRacing.com, Project CARS, RaceRoom Racing Experience, Live for Speed and DiRT Rally.

If sim racing equipment is your thing or you just want some advice before making a purchase, head on over to our Sim Racing Hardware sub forum here at RaceDepartment and engage with the often knowledgeable, and always helpful community members on a wide range of sim racing related equipment.

Do you think Virtual Reality is mature enough to become a "must have" piece of tech in sim racing? Do you expect the technology to improve in time? Have you tried VR yourself and what do you think? If you don't have a VR set, what is the main think that keeps you away? Let us know in the comments section below!
 
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Bought a Oculus CV1, tried with AC. I got motion sick to the point of throwing up. As an avid scuba diver, I spent countless hours on boats..never any issue. I didn't understand this motion sick people...well now I do...just need a VR set on my heat and do few laps in a sim....well laps, turns...
Too bad, I really wanted this to work. Technology is almost there (definition is still noticeably lacking...)....
Anyway, sold it the next day :(
For anyone who is experiencing motion sickness in AC: use the Real Head Motion plugin! It completely solved my motion sickness.
 
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Bought on late July and sold after one month for all the negative reasons written before, first motion sickness. Having a GPU 980 I was looking to buy a 1080 before the released of the software solution to rise 90 fps.
I prefer my 100" screen and have the chance to see my peripherals around me. I didn't like to be closed inside the rift and also the necessity to put and remove it several times. I have to confess that I didn't use it for a long time. Wasn't love at first sight.
Other negative thing for me It has been the loss focus every time you move them once in the face. Having a motion seat sometimes became necessary.
It was a pity for me because the cockpit could find a better position in the gaming room but no way. I decide to sold avoiding the future price reduction. Actually I saw an used one in perfetct conditions sold for € 500,00 last week. In any case I don't lose the hope. Maybe, with future better resolution, I'll try once again.
 
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Is it worth paying out for a DK2 unit?

I've noticed they've dropped in price massively all of a sudden, Is the resolution playable on that version of the headset?

I picked mine up on ebay for £400 used in excellent condition (CV1). Not sure how the DK2's are performance wise as I've never tried one before, maybe someone who has would be better placed to answer that question..

Speaking of the resolution we need to be honest with ourselves here. It's not like the image quality is PS1 levels of garbage with the CV1. I totally agree it's not on par with a monitor, but I've got AC running very smoothly and the game looks very good. Not stunning, but still very good.

I'd say imho if you call AC maxed out (without PP filters) 100%, then I can get the graphics in the CV1 to 85% and get good frames. I think that's probably a fair way to put it.

I will add that because of the various benefits from running a headset, I would be happy to accept graphics of 45% and still call using VR a worthwhile solution. I'm gutted actually, I've got 3 nice 27inch monitors doing nothing whilst rF2 and AMS sit gathering dust. I just can't drag myself back to a monitor setup even though those two games are simply outstanding. Man I hope they hurry up and add VR support!
 
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4k on phone is non-sense, you won't be able to tell it from fullHD, unless you look at it from really close
That was exactly my point. It's not needed on mobile devices. It's a must for VR devices, however. The closer the screen to the eyes, the bigger PPI it should have. For VR application we might need something closer to 8k, however. Maybe at 120 or even 144 Hz at that. Hence 5 years...
 
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great article paul...all i can say you are IN the car ,,not driving a flat screen . VR =BEING IN THE CAR ..if you do not have vr you will never understand how good it is ..
Bought a Oculus CV1, tried with AC. I got motion sick to the point of throwing up. As an avid scuba diver, I spent countless hours on boats..never any issue. I didn't understand this motion sick people...well now I do...just need a VR set on my heat and do few laps in a sim....well laps, turns...
Too bad, I really wanted this to work. Technology is almost there (definition is still noticeably lacking...)....
Anyway, sold it the next day :(
as many ppl have said it takes time to get used to VR 1 day ? is not much time
 
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640x480 was considered high resolution back in the day. 320x200 (and even less) is not that big of an issue on a monitor because of the distance to the thing and because when you played, say, Wolfenstein 3D, your brain wouldn't be supposed to get tricked by the graphics into perceiving the picture as a slice of reality. When you get shoved a couple of 1080p screens right in your face, the situation gets drastically different. It amuses me how cellphones developers insist on pushing the resolutions on their devices almost to the 4k level (maybe there are such devices out there already), yet for VR it's somehow magically "enough" to have a low to mid pixel density. Should be the opposite, really.

I would wait another 3 to 5 years for the technology to mature first. Which is exactly what I'm going to do anyway :) However, all the positive reviews benefit me and the other people who are not convinced by the current state of VR, so I'm happy with VR receiving this much praise ;)

VR is undoubtedly the future at least for some applications including simulations. The question is, what kind of VR? I would bet on laser retinal projectors, since plugging devices directly to the brain is a bit too much sci-fi at the moment. But seriously talking about the Rift and the Vive to be consumer ready devices is quite a stretch, let's be honest here.

Still, in my opinion, properly made HMDs should be better for the eyes than monitors due to the eyes being focused on the object in the virtual world at various depths rather than at fixed distance screens.
only 4 words ..try now buy now
 
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I experienced no motion sickness and can't go back to racing on a flat screen again, vr is for sure the future for sim racing at least.. Racing in a pack and being able to see opponents all around you is amazing and also much easier to avoid collisions etc..
Also when you consider the price of an Asus rog moniter the rift cv1 isn't really very expensive especially when you experience what it can do..
Just my 2cents.
 
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I experienced no motion sickness and can't go back to racing on a flat screen again, vr is for sure the future for sim racing at least.. Racing in a pack and being able to see opponents all around you is amazing and also much easier to avoid collisions etc..
Also when you consider the price of an Asus rog moniter the rift cv1 isn't really very expensive especially when you experience what it can do..
Just my 2cents.
and if you need 3 rogs at about $700 each = $2100 that would buy you CV1 $600 and a gtx1070 $420 with some money left $1080 ..no contest ;)
 
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Apart from that I did not like it. It think VR could be more useful in flight sims, rather than in racing sims.

I disagree on that. I sim fly a lot, and although I actually tried the Rift (v1) 2 and a half years ago in a flight sim convention in Holland, and thought the immersion of it fantastic, I cann8t imagine using it fot flightsimming, because it blinds me. I use dozens of keypresses and combos while flying, ant it's not possible to move all those to my hardware. And even my panels, cannot be operated blindfolded. This is my main reason for not wanting a VR for my flight simming. I use TrackIR and that works perfectly for me. But I cannot use TrackIR for my driving games. I lose track of where the car is pointing at, opposed to where my eyesight points. Probably just not enough time put into it.
 
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Very good read and well welcomed.

Like others I have the interest of experiencing it and tempted to get it but not sure If I the pixel issue would be something I could feel comfortable with. Super experience of being in the car, but does that excitement wear off quickly? It also being marred by low resolution and low fidelity with far of objects As you put it Paul, you find the pros outdo the cons as the VR experience and 3D depth perception are worth it.

The resolution factor is harder to swallow while 2D this year, 4K and HDR will become more mainstream. Many games can support SLI on 2D but this I feel is the biggest drawback with VR. People are becoming more accustomed to higher resolutions and visuals or having the option for higher framerates. Factors they have always been used to but the resolution/colour depth and visual quality improving with newer technology. Going into VR and losing many of those factors for the "new experience benefits" may be different for each individual.

I still can't find a good reference to how the 1070 performs to the 1080 on popular VR titles you listed and damn how frustrating that such owners cant throw in an additional card or may alreadly have SLI but only get some benefit with it in 2D. Not that this is cheap but I bet a load of your early VR adopters wouldn't hesitate at doing it if all titles benefited from it.

A good VR capable PC spec machine is easily going to be £1200 - £1500 (more could be spent of course) that's before buying the version of VR you want. Here lies the other issue cost, Even £500 for the headset is too much, Sony got the price point spot on and I think more would take the chance on the CV1 if it were even £400.

A follow-up article on the sims/titles you mentioned would be excellent reading too. Basically how much of a pain in the backside is it to get VR up on running on such titles and what settings should be applied for each. I would really like to see a thread or article on this especially for Assetto Corsa if it is one of the better examples of VR working.
 
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Great article as always Paul. I've been toying with the idea of VR for the last few months. John Lewis have just dropped the Rift by £50 which is a bonus. It's a shame there isn't a Rift Rental service! Why? Only because I read constantly about the strain it puts on the hardware and it would be cool to test drive these devices sometimes before taking the plunge.

I guess my only concern (as mentioned by Andy above in way) is the development of the technology and the always present danger of a sudden change of direction in hardware or game specifics requirements that would render the current generation obsolete. What if the next generation of headsets only worked with DX12 games?

I know that's always the danger with tech and I accept that but these are costly pieces of kit.
Here in Netherlands there is a rental lol 95 euro a day 350 or so a week you better buy one for 800 and sell after 2 weeks for 750 ex
 
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I hear you, but this is about the future of sim racing. Surely then if we are looking in to the future we can safely assume that the prices will come down and it will be more accessible in the not too distant future. Looking at you HTC to come up with a more affordable solution!

Having said all that I think VR is 100% the future not just for sim racing.
The question was if NOW VR is a good thing?
The reply is NO...
In the future maybe but not now...
With the costs of a machine to play VR sim you could afford a real car...

And don't forget that these kind of visors are around since 20 years now and still most people like better to play on a flat screen...
 
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A good VR capable PC spec machine is easily going to be £1200 - £1500 (more could be spent of course) that's before buying the version of VR you want. Here lies the other issue cost, Even £500 for the headset is too much, Sony got the price point spot on and I think more would take the chance on the CV1 if it were even £400.

I think there's also an element of plug and play with the Sony headset which makes it popular as well. You know it will work with what you have.

The PC side of VR is still a work in progress. Steam applications, the occasional plugin for AC, etc. Having worked around IT for a while, you kind get used to people just wanting to plug something in and just go, they don't have the patience to download drivers, configure things and so on. Not everyone is as patient as some of us on here :)

Thanks for the feedback @bluey Interesting difference. Although £160 for a new DK2 is not so much that if it doesn't work out it's a disaster for me. I have other parts of my setup to sort out first anyway so I shouldn't get too carried away! :roflmao::)
 
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The question was if NOW VR is a good thing?
The reply is NO...
In the future maybe but not now...
With the costs of a machine to play VR sim you could afford a real car...

And don't forget that these kind of visors are around since 20 years now and still most people like better to play on a flat screen...
have you used VR ?
 
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CEX are currently £445 but unlike ebay you get a years warranty
I think there's also an element of plug and play with the Sony headset which makes it popular as well. You know it will work with what you have.

The PC side of VR is still a work in progress. Steam applications, the occasional plugin for AC, etc. Having worked around IT for a while, you kind get used to people just wanting to plug something in and just go, they don't have the patience to download drivers, configure things and so on. Not everyone is as patient as some of us on here :)

Thanks for the feedback @bluey Interesting difference. Although £160 for a new DK2 is not so much that if it doesn't work out it's a disaster for me. I have other parts of my setup to sort out first anyway so I shouldn't get too carried away! :roflmao::)

The plug in play factor IS why I would like to see a further article or thread on learning what it is like in getting VR the hurdles you have to jump through with setting up and game settings. I too would like the peripheral to be no different to other periphjerals in that it only requires minor configuration and is supported in all titles but this isn't the case is it?

Situation at the moment is that many Sim racing titles are embracing the technology/bolted on but they were not developed with VR in mind or to be ready configured for it. PCARS 2 etc may be part of such but its true I think a lot of people don't want the hassle factor of feeling buying a CV1 or Vive demands being like a beta tester just to enjoy the experience.
 
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I think there's also an element of plug and play with the Sony headset which makes it popular as well. You know it will work with what you have.

The PC side of VR is still a work in progress. Steam applications, the occasional plugin for AC, etc. Having worked around IT for a while, you kind get used to people just wanting to plug something in and just go, they don't have the patience to download drivers, configure things and so on. Not everyone is as patient as some of us on here :)

Thanks for the feedback @bluey Interesting difference. Although £160 for a new DK2 is not so much that if it doesn't work out it's a disaster for me. I have other parts of my setup to sort out first anyway so I shouldn't get too carried away! :roflmao::)
if you buy on amazon cv1 and dont like just send back for a refund i think you have 15 days to decide..if you do buy i KNOW YOU WILL NOT SEND IT BACK HE HE :)
 
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