RF2Rift Oculus Rift Plugin for rFactor 2 – Released

Vittorio has released RF2Rift, an Oculus Rift Plugin for rFactor 2.

The plugin allows ISI’s simulation to work with the increasingly popular Oculus Rift Virtual Reality headset. The plugin’s setup & features are explained in detail in the readme below:

Installation and usage

Assuming your rFactor2 installation dir is: C:\Program Files (x86)\rFactor2
and your Packages dir is: C:\Program Files (x86)\rFactor2\Packages

rFactor2 Oculus Rift Headtracking Plugin installation

  • Download Rf2Rift_1_0.zip (see Attachments) and extract
  • Copy Rf2Rift_1_0.dll to C:\Program Files (x86)\rFactor2\Plugins
  • Copy Rf2RiftOccupy.exe to your Desktop (so it’s easily accessible)
  • Remove the file C:\Program Files (x86)\rFactor2\Plugins\TrackIR_rF2_Plugin.dll to avoid a conflict (keep a backup)

Change following settings in C:\Program Files (x86)\rFactor2\UserData\player\player.PLR:

Glance Rate=”200.00000″ // Rate to follow controller for glancing
Look Up/Down Angle=”1.00000″ // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
Look Roll Angle=”1.00000″ // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
Glance Angle=”1.00000″ // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
Lookahead Angle=”0.00000″ // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57)
Head Rotation=”1.00000″ // Additional head physics multiplier affecting rotation only
Exaggerate Yaw=”0.00000″ // Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve “feel”)

Cockpit Vibration Mult1=”0.00000″ // Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
Cockpit Vibration Freq1=”0.00000″ // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
Cockpit Vibration Mult2=”0.00000″ // Secondary aerodynamic vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
Cockpit Vibration Freq2=”0.00000″ // Secondary rate of vibration affects eyepoint orientation
Car Vibration Mult1=”0.00000″ // Primary engine vibration multiplier affects position of cameras attached directly to the car
Car Vibration Mult2=”0.00000″ // Secondary engine vibration multiplier affects orientation of cameras attached directly to the car

rFactor2 Oculus Rift Headtracking Plugin usage

I assume you have Tridef beta with Oculus Rift support installed (see Tridef beta installation and settings below). Since Tridef uses the Oculus Rift headtracker the plugin wouldn’t have access anymore. Rf2RiftOccupy.exe is needed to prevent Tridef to use the headtracker.

To start rFactor2:

  • Start Rf2RiftOccupy.exe (if not already running)
  • Start Tridef 3D Ignition and rFactor2 (Launcher)
  • Enter Single Player or Online Race
  • Wait 15 sec (you will hear a beep after the 15 sec, the headtracker got released by Rf2RiftOccupy and is ready)
  • Enter Race (or enter a server for Online Race)

Sensor calibration

The “Look Down” key is used for calibration. Assign it to a button on your wheel so it is easily accessible:
SETTINGS->CONTROLS->CAMERA and assign “Look Down” to a button on your wheel.

When you press the Look Down button (in car) the headtracker gets recentered and calibration starts.
Look left past 90 degrees and hold it for a second. Return to center. Look right past 90 degrees and hold it for a second. Return to center. Finally look up past 90 degrees and hold it for a second. You should see a message “Oculus Rift calibration finished.”

Known problems

When entering a race (or practice ..) the plugin doesn’t work for the first ~13 sec. This is a known bug in the rF2 plugin system and hopefully gets fixed soon! If you are prone to motion sickness it’s best to not move your head during that time. Wait for the message “Oculus Rift is ready.” (AFAIK there is no message after restart race)


rFactor2 Oculus Rift Customized HUD installation 

(Like every other rfcmp):

  • Download riftmultidial_0_8.zip (see Attachments) and extract
  • Copy riftmultidial_0_8.rfcmp to C:\Program Files (x86)\rFactor2\Packages
  • Start rFactor2 Launcher
  • Click Manage Mods
  • Check Viewing: Components
  • Select Rift Multi Dial
  • Click Install

In rFactor2 Single Player:

  • Enter CUSTOMIZE->ONCSCREEN DISPLAY
  • Select RIFTMULTIDIAL

rFactor2 Oculus Rift Customized HUD usage

The customized HUD is needed to be able to see necessary informations in race. These are:
Flags and symbols (top left). Messages (top). The HUD MFD (bottom right, access with key 6 by default) and the HUD Stats (bottom, access with key 4 by default). Virtual mirrors aren’t visible, they would break immersion anyway.

Tridef beta installation and settings

Follow http://www.tridef.com/forum/viewtopic.php?f=24&t=3907 for installation.

These settings are known to provide good results (using Tridef 3D V5.9 and Tridef Ignition 3.7.6 beta 4):

rF2:

  • SETTINGS->DISPLAY->VERTICAL FOV: 88

Tridef:

  • 3D->Scene Depth: 60
  • 3D->Custom Focus: On
  • 3D->Near Plane: 0
  • 3D->Far Plane: 100
  • HMD->World Scale: 0.05
  • HMD->Force FOV: Output
  • HMD->Output FOV: 95
  • HMD->OSD Depth: 0.50
  • HMD->Output Quality: High
  • (HMD->Head Tracking->everything off)

TODO Test new resolution possibilities Tridef Ignition 3.7.6 beta 4 provides to optimize FOV and FPS.

These settings are known to provide good results (using Tridef 3D V5.9 and Tridef Ignition 3.7.6 beta 2):

rF2:

  • SETTINGS->DISPLAY->VERTICAL FOV: 88


Tridef:

  • 3D->Scene Depth: 60
  • 3D->Custom Focus: On
  • 3D->Near Plane: 0
  • 3D->Far Plane: 100
  • HMD->World Scale: 0.05
  • HMD->Force FOV: Output
  • HMD->Output FOV: 95
  • HMD->OSD Depth: 0.30
  • HMD->Output Quality: High
  • (HMD->Head Tracking->everything off)

History

  • 15.08.2013: Initial release. Rf2Rift V1.0, riftmultidial V0.8
  • 16.08.2013: Added to installation description to remove TrackIR_rF2_Plugin.dll
  • 16.08.2013: Added Tridef Ignition 3.7.6 beta 4 settings

In related news, Racing Line Australia has released a cool video of the Rift, showing what looking through the headset feels like using iRacing.

GTOmegaRacing.com

  • Anonymous

    I’m a bit obsessed with the Oculus Rift, I have to say. Those long and heavily involved instructions will turn into a couple clicks with official support and official, non-dev hardware.

    Can’t wait.

  • Anonymous

    The rift is 1 step closer to The Matrix…I still don’t know if that’s a good thing..;-)

  • Roger Wallentin

    I have a dev kit and it is really awesome in iRacing

    There i no doubt in my mind that this is the future of all gaming and simulations

    I was positively surprised how well you could catch slides with the head tracking enabled in the Rift vs TrackIR. With TrackIR its really hard to tell how much the rear is rotating as you are also rotating your head giving you same/similar visual input (since we are missing accurate G feedback its all we have + a little FF). With the Rift strangely I did not experience this as a problem at all! Could be the extremely quick and accurate tracking or extended FOV + that you only see the road and cockpit (nothing stationary from real-life like the monitor or room you sit in) that helps. There is no screen (spoon? :-) ), all you see is the virtual world at pretty much full visual FOV :-)

    The immersion is really a “wow” experience, its really like you are there. To see if someone is next to you you look to the side very naturally, you can even turn around and look back when reversing :)

    You really(!) feel like you are in the car on that track virtually, for the first time in software simulation history! :-) I cannot stress enough how totally awesome that is! :-)

    Unfortunately the Rift dev kit’s low resolution completely ruins the ability to use this (at least for me) as a complete replacement of my 46″ Full HD 3D monitor (at 50cm distance) when driving. Its like the most awesome experience ever, but literary shown in less than VGA resolution (640×360 pixels per eye) on a 100″+ wrapped screen at less than 1 meter distance in front of you. Pixels are huge. The dev kit is only meant to prove the concept and enable developers to implement the technology into future games/sims, which has been a complete success.

    This needs a really high resolution display to work properly, the commercial version will at least have 1920×1080 (960×540 per eye) which will be a significant improvement, this might be what is required to make this an amazing daily driver. Even more will significantly improve immersion and come closer to a real-life visual experience.

    Again, this the future and its amazing!!!!

    • Rui Ferreira

      Didn’t you mean 960×1080 per eye? If not, why is the vertical resolution halved? And, since you have a dev kit, maybe you could clarify a doubt I have: Periferal vision – How far left/right can you look without having to turn your head? Horizontal periferal vision is very important in humans.

      • GamerMuscle

        Your right only the horizontal resolution should be halved Minus some parts at the edge of the screen as well. so end resolution per eye with should be something like 760×900 or so.

        I think it will be 2-3 years before we get an oculus thats pin sharp but the first commercial version in a year or so should be more than enough to be good fun to play with.

      • Roger Wallentin

        Sorry, thanks for correcting me on the resolution. The screen ofcourse only cut in half in the middle so only affecting horizontal resolution.

        RIFT PER EYE RESOLUTION:
        Dev kit = 640×800
        HD Prototype = 960×1080
        Final Version = Same or more than HD

        I haven’t really thought about peripheral vision while using the Rift, it just feels natural and real. I there is some which will affect where your eyes focus. Though your eyes see more than 180 degrees while looking straight ahead and the Rift is wide but not that wide. Hoever it does not really feel like its limited in any way while using it, its like you are there with normal unlimted vision.

      • Marcel

        Like i heard the fov of the rift is like wearing a helmet, what should be enaugh for racing games. Can’t wait for the final version!

    • Kent Eriksson

      I agree! Just got the GTR2 mod Power & Glory set up, and recorded a short clip from my first go at Nürburgring with the fantastic ’72 Porsche 911. The immersion is unbelievably solid!

      You can actually feel your speed! I drive without any form of assists or HUD, just me and the machine on a track! <3

      http://youtu.be/pv-jaagwr-U

      Edit: Make sure you push full HD to the Rift; it makes a world of difference!

  • suttcliffe

    Thank god I’m an engineer

  • Juhan Voolaid

    So awesome. When will the Oculus Rift for consumers be available?

    • GamerMuscle

      No date yet , at a guess 12-18 months

    • Anonymous

      Developers are shooting for Q3 2014, I believe. Expect to see the HD version of the Rift dev kit make its rounds to gaming/electronics conventions soon.

  • John Krisfalusci

    Wow, that sounds so complicated to get the Oculus Rift up and running.. =(

    • Kent Eriksson

      I just start TriDef and Opentrack. Press play on game. :) Works like a charm IMHO!

      I haven’t tried this solution but will look into the difference between them…

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