Long ago Race Room's VR support was not so great...but I tried it today, and it has gotten better. I noticed the skybox/clouds is not right, and the mouseover function of the pointer when in VR trying to interact with the "CONTINUE" button is really crap (I tried on two separate VR systems). Are these known issues? Question: I am familiar with the Simbin titles of a forgotten era, and there it was possible to edit the CONFIG file to make loads of changes and tweaks. I cannot find anything like that now, and I want to be able to lock my view to the horizon. Is that possible? The in-car camera controls are poor, with little control other than over the head movement, which is not nearly enough in VR. Are they expecting to improve the VR experience? Right now it's well behind everything else, sadly.
Hi Derek. There was a suggestion to edit the cars' camera files in this thread: https://forum.sector3studios.com/index.php?threads/disable-world-movement-for-vr-users.7484/ The procedure, more specifically is described here: https://forum.sector3studios.com/in...movement-for-vr-users.7484/page-2#post-142759 I understand, they're for pitch, yaw, roll, respectively.
I don't understand. I run in Oculus VR. The mouse pointer will not hover over the "Continue" button no matter what!
most likely it is the SteamVR-Window displayed on your main-screen. When that Window is "in Front" of the game, the mouse will hover over that Window instead of the part of the screen in game. Unfortunately that is the exact position, where the continue-button is located. In the Steam-VR-Settings there is an option to hold that Steam-VR in front. If you unassign that option, your problem should be gone. Alternatively, just minimize that window...
Thank you! To clarify my previous remark about the VR: The VR itself is good. It is the implementation of the VR which needs improvement, those "fine details" that can make something good turn out to be not so good. I appreciate the help! I will do the tweaking tomorrow.
It is the steam-vr popup window indeed. I had the same and could not found the solution until I stumbled on an article which described the exact same problem. Once I tackled that it all workd back again.
Assign a button to 'Toggle VR Monitor view' (something like that), under Controls->Secondary, then shortly after starting up R3E, press the assigned button, and the mirror will appear. In my case (usually), I have to click the mouse first before the assigned button, for the game to appear in the window (I think to respond to the 'Press any key to continue' message after it finishes loading). Also, some have said that reducing the resolution (under videos) helps w/ performance.
I’m still trying to figure out what overrides what when it comes to gfx settings in VR. I’ve got something usable, but I think I still have some room for improvements. It seems that settings in the Nvidia control panel don’t make much difference to what I’m seeing in the headset (Samsung Oddessy). Some of the settings in Steam VR make a bit of difference, maybe? Particularly the little slider that you can move around that controls texture quality for each individual VR game. Then you have the settings in game itself. I have almost everything turned up except for shadows and particles and while things look pretty good in-car, the environment just looks kind of fuzzy. It’s playable, but it just seems that Supersampling simply doesn’t work with WMR headsets. I know max res in the headset is below most high res monitors, but it should at least look as good as a 1080 monitor, shouldn’t it?
It's quite a feat for VR to be working as well as it does in RaceRoom. I'm sure DX9 is largely the problem here and with the Unreal engine in the pipeline it makes little sense commercially to allocate resources to move to DX11. So until a decision is made on what and when the engine is upgraded i think VR users particularly will have to accept that VR will not change very much in the short term. I can live with that if improvements are coming.
When I turn my head right or left to see the Seat's sides then most of the time the side is not displayed correctly and a part of it disappears (the object is culled from the rendering) because it looks like I'm to close to it. Is there a z-plane or near or whatever you want parameter to be able to display objects close to the camera? thanks.
I think even Odyssey is still away from a 1080p monitor , its just the nature of how VR works with the lenses magnifying all the pixels , like in theory holding you phone next to your eyes you can't see the pixels but put a magnifying glass there then look and they become visible . We need a few more years yet I think Things up close look great but far down the road is still a little blurry , well at least in the Rift anyway .
Let’s hope with the 3rd VR generation it will start looking a lot better. I hope I live to tell the tale.