VirtualR.net - 100% Independent Sim Racing News

F1 2012 With Oculus Rift – Tutorial

A new tutorial explains how to make F1 2012 work with the new Oculus Rift VR headset.

More and more people are getting their hands on development kit versions of the very promising Oculus Rift VR headset.

Slowly, the first titles are starting to become compatible, even though the whole process is still far away from being plug and play.

Among the first racing titles to have been made compatible with Oculus Rift is F1 2012 as you can check out in the demonstration video below.

An in-depth tutorial how to make F1 2012 work with the Oculus can be found here.

  • Anonymous

    I think the main problem when using the oculus rift in racing games is going to be that when you are racing a real car/formula etc. you are not turning your head all the time. You are using your EYES. It may be difficult to handle the car when you have to always turn your head to see the apex. Of course you don’t have to turn your head in order to race.. then it’s like a normal static screen. But what’s the point of the oculus rift then. Well.. it’s the tech what’s available at the moment. Maybe some day in the future you can change the view by using your eye movement like in reality. Never the less I might be one of the geeks buying the OR anyway. 🙂

    • Anonymous

      You can keep your head straight and it will act like a normal screen with far more immersion than you’d even get from triple screens. Check out the previews. Everybody I’ve seen says that until you try it you just don’t get how much more immersive it is even with the currently lower-than-ideal resolution.

    • sk3ptik0n

      Tracking eye movement is not so far fetched. Already the Samsung Galaxy 4 phone has a eye tracking capability (search youtube for a demo. They gave away a free phone to anyone capable of staring at the phone for 60 minutes uninterrupted).

      I still see the major issue being the inability to use button boxes or see your shifter.

    • Roger Wallentin

      Yes its a “static screen” but its a 110 degree wide static screen, you can absolutely look at different parts of the image with your eyes without turning your head.

      To some extent you move your vision by moving the eyes but this is is a small issue when you have such a large viewing area.

      Im sitting 50cm from a 46″ screen and I do move my eyes around quite a lot when racing to view apexes, rear view mirror etc. I guess 46″ at 50 cm is like 60-70 degrees viewing angle… The Rift has 110 degrees

  • GamerMuscle

    I would not get hopes to high about using the Oculus with Drivign simulators ,
    as it will likely only be really good with slow or more arcade driving games.

    People that have used Track IR will already be familiar with the dislocated feeling you get from having a lose camera and how by having a free camara it is far harder to tell / feel the more subtle angles or snap movements of a car which moderate to skilled simracers depend on.

    Oculus will be far more suited in general to things where the orientation of the player camera is largely independent from the game play/not used for precise game play information. For example flight simulation , slow paced first person games , 3D RTS games.

    For a driving simulator if I was to be using oculus I’d probably have the view locked for the most part and then use a button to chose when I want free look / head tracking control of the camera.

    The most exciting thing about the Oculus I think is that it will allow people to create new genre of games or make viable and desirable games which would have otherwise being boring with a normal screen.

    • Anonymous

      I’m not sure it will be quite the same thing. I use TrackIR a lot in flight sims, but I don’t care for it in racing sims for exactly the reasons you’ve stated. I think most of that comes from the unnatural way that TrackIR works and the fact that it needs a lot of lag-inducing dampening to keep it from being too jittery. If Oculus can keep the lag down, combined with the much more natural way in which it functions, it might be okay. For one thing, Oculus can use a 1:1 real:virtual head movement mapping, whereas on a TrackIR I use more like 1:5 (not to mention different mappings on different axis), so a little jitter of your head won’t amount to nearly as much view movement. Anyways, since I haven’t tried an Oculus Rift, I can’t really say. All the same, I think it’s far from a foregone conclusion that it will suffer the same problems as TrackIR in a racing sim.

      • GamerMuscle

        True , Obviously we will have to try it for an extended period of time , but I think the default view allot of people have is that it will be amazing for driving games.

        I just think its prudent to be sceptical in terms of its application to current genre of games. However I don’t see any reason to not be excited for the new genre’s that it might spawn.

        I agree though The key things that OR has over TIR that could mitigate the major issues when it comes to sim-racing.

        – Very responsive 1-1 tracking in the final consumer version

        – High FOV / peripheral vision gives the brain more motion and positional awareness and might make up for the dislocating aspect of a free/lose cam

      • Anonymous

        This is true. It may or may not work out. For me, even though I’m not particularly prone to it, I’d bet motion sickness or at least excessive mental fatigue would be the biggest issue of concern. Probably determination and a gradual process of acclimatization will sort this out. I had the same thing with TrackIR. Never really motion sickness, but for the first few weeks, I could only use it for a limited time before it became too tiring, but this gradually improved and now it’s second nature. The hope is, of course, people that buy one are prepared for this and don’t immediately send it back when they can’t just strap it on for hours at a time right away. If they hit their price-point (or at least ballpark) for the right specs, I’m damn well buying one as soon as they come out though.

    • Roger Wallentin

      I agree, I have tried Track IR (which works excellently to track head movement with very little lag), but the problem is the feedback mostly from oversteer (rotation around center axis) gets very distorted by the head movement giving same/similar visual queues

      BUT you guys needs to understand that you can turn head movement OFF and enjoy 110 degrees of awesome view area with the best 3D rendering available!!

      The Oculus will cost less than one good monitor and offer a viewing experience far beyond tripple screens and require hardly any space what so ever.

      If this is not a winner im not sure what is…

      Cant wait for my dev kit to arrive!

  • http://f1archives.com/ Gregz0r

    It’s all about getting the correct POV.
    The POV in this video looks like its too far from the wheel.
    When viewing via Oculus, I’d imagine the best results would be achieved, when the virtual steering wheel is at the exact distance away(in virtual space) as the wheel you’d be actually holding – crucial with the depth perception displayed.
    That way, you’d achieve total immersion(sans G-forces).

  • http://twitter.com/itsme48409789 itsme

    I always have a kind of “square” head after any 3d movie. I am afraid that devise would be making my head even more square plus some pain in the neck. But who knows.

    • GamerMuscle

      In terms of 3D OR works far better and more naturally than any Real D / polarized passive or active shutter glasses staring at a single screen system.

      This is because it operates with each eye effectively getting its own screen , this then allows the eyes to converge in a far more natural way. This type of 3D is also achived and demonstraited as working very well in other VR glasses like the Sony Personal 3D Viewer , however the SP3DV is not so good for gaming/immersion as the FOV / coverage is very pore.

      I think The biggest likely issue facing OR is probably from to individuals susceptibility to motion sickness , but that will vary depending on the type of game.

  • John Krisfalusci

    Ahh, I see after reading all these comments it’s becoming clear to me now. So although you can move freely with your head using the Oculus Rift, it’s the EYES that adjusts for the apex? So in other words, using head movements instead will not be the same as in real life still!??!

    Ugh.. another major disappointment. I knew it couldn’t be this good to be true!

Follow VirtualR: