You'll get the latest words on this subject by JF during his ITW by ISTR in March: I don't think you'll get better answer now.
^42:30 btw. It seems having VR at events would be great since VR really needs to be experienced first hand to truly appreciate the amount of immersion the HMDs are able to supply even with the limitations they have at this early stage. The downsides, however, would be being blind to the real world in public and wearing a HMD that 20 other sweaty people wore before you.
According to that video - it appears to me that RaceRoom non event players are second rate. We are not important and will not see VR in R3e. That being said. I'm done here. I will not spend another dime on this title. I will not reinstall this game even if they add VR support in the future. I will not be purchasing anything from S3S. That may be dramatic, but my money will go to a company that gives a crap about it's customers. Thanks for the video - you've made up my mind
Man... Stop treating someone else's rational business decision as a personal insult. As a VR obsessive and former R3E obsessive I am disappointed too, but it's all quite reasonable and sensible, whether we like it or not. I hope they decide to add VR support soon and will be delighted to get back into what is undoubtedly the best racing game out there if / when they do
wow extreme ; lets hope you judge yourself and the politics around you with the same passion , ... sometimes sim racers really scare the fook out of me Andi
I love my Rift and it's the best and most immersive experience I ever had with sim racing. It's so fantastic to drive e.g. AC with the Rift!... but for me R3E is the most immersive sim out there; I drive it with 32" triples and because of the complete racing series, the graphics, sound and FFB... the whole package, the immersion is there as soon as the the lights turn green in the starting grid... nearly as much as with the Rift. PCars with the Rift could never do this with me. It's fun, sure, but it could never drive me so deep into it, that I thought I was racing in a real car, battling the car, the opponents, the track and struggling for grip... Sure VR is my most wanted feature in R3E, but it was never promised... there must be really good reasons why S3S haven't implemented it yet. Perhaps it's not just done with a blink of the eye. I don't know... and I think noone here does. By the way, VR has not grown up yet, it's just the beginning. Yes, the progress on the VR sector is the best thing that could happen to us sim racers, in my opinion... but the basis of VR is very small, ok perhaps percentagewise higher for the sim community, but we are all just early adopters... so for a small company it's wise to to wait and monitor the development of the market. We VR-guys all hoped that R3E would have an early VR support, yes we "hoped" for it and now we are disappointed. Me too. But hey, look at all that S3S achieved over the last months and years... be grateful and enjoy it. I think offending S3S for their decisions (VR implementation and information policy) or adopting the wrong tone when complaining is not the right way.
Did anyone else noticed that rFactor 2 (new) developers confirmed that dx11 and VR support will be their first priority in the future.... sigh....
I am planing to buy a new PC since a while, but I am not sure how long I have to wait for R3E. Triple screens, single, or VR, that's the question. I am not going to buy both for sure, and I don't wanna buy a triple screes setup and then getting the news about VR support for R3E one week later. Sector3 is aware of the shift in technology, that should give us hope I hope it will happen within the next year or I will look for alternatives too, which would be a shame. There is so much potential in R3E I'll keep my fingers crossed
IMHO the core issue and why I have drifted away from R3E is simply that S3 is more concerned with pumping out new content than refining/fixing/adding features to the game. I stopped buying content long ago while waiting for things such as flag rules/tire temps/lapped races/crossfire support/triple screen support and now vr. The small team excuse is worn out as well as other small teams have greatly surpassed them. I love R3E for the fleshed out series and amazing sound and FFB, but I can't give them any more money until they actually improve the game vs adding another series.
It seams like Sector3 are finally starting to realise this too, see video at 12:56 "Virtual Headsets should be comming" Now the big question is : When??
I watched the stream and heard this but hasn't the excuse for lack of VR support been associated with the fact that Raceroom is Dx9 which is not supported by VR manufacturers so what is Sector3 trying to say? Some sort of workaround to get VR to work in Dx9 or is a move to Unreal Engine and Dx11 as imminent (said loosely of course, we are all very familiar with the SOON tag) as support for VR?? Over to you Christian Göpfert, time to make some bubbles!
As far as I know (and I do make up a lot of random stuff - the veracity of what you say is less important than the authority with which you say it), Dx9 isn't a major problem. OpenVR works with Dx9 and older versions of the Occulus SDK still work with it, so it's possible to make a Dx9 app work in VR, but this might be something I made up. Or imagined. Or lied about
Live For Speed, which is a DX9 title works great with VR. Actually the best VR implemented Racing game to date.
Just watchted the video again: "It will be most likely be lead into the game" It does sound that it will be a very long wait.......
Definitely true... DX9 and VR is possible as already proved in various games and in R3E in an early stage as well. The reason that DX11 or DX12 are better for VR is just the proper use of "modern" technologies like Multi-Cores which might be or even is (as some AMD-Users already noticed) a bottle-neck in R3E. That lack of support was a reason for Oculus to drop the DX9-Support in later SDK-Versions...
since vista you can share resources among the apis, that is the common workaround. You basically have the same texture that you render to available in both dx9 and dx11, but only dx11 talks with VR runtime. In the end the VR runtimes only need an image, they don't care how it's filled. This has been mentioned multiple times in this and related threads already it's not super optimal but also not a showstopper to use those api interops. I don't recall the developers using it as excuse, it was a theory by the community foremost. The only excuse by devs was that they don't have the resources for doing the work so far given other priorities (priorities being defined by the publisher that pays the devs). Curious to see what the Microsoft VR googles starting 299$ will be like and what impact they make