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GamerMuscle Tries Oculus Rift in Project CARS

Having received his Oculus Rift CV1, GamerMuscle has revisited Project CARS for some more virtual reality fun with the WMD-powered simulation.

Having received his Oculus Rift CV1, GamerMuscle has revisited Project CARS for some more virtual reality fun with the WMD-powered simulation.

Not only the VR headset has evolved since the DK2 days, Project CARS’ support for the consumer version of the Oculus has been strengthened as well, helping the title to become an instant success on Oculus Home where Project CARS ranks among the most-sold games.

You can check out GamerMuscle’s impressions of what he describes as “visual feast” below in what is the first of more Project CARS Oculus Rift videos.

More info on Oculus Rift & Project CARS is available here.

  • Me

    Audio sounded great to me. Agree with you on VR vs. triples…haven’t driven in iRacing since their VR broke. I’m sold.
    Keep the videos coming, always very entertaining.

    • Cristianfx

      i used to have a 3 monitor config for sims. now im currently using 1 monitor on my desk… VR is way different!

  • GamerMuscle

    Thanks for posting

    Asynchronous Timewarp makes this way smoother than it was on the DK2 (pre 1.0 SDK) also nice to be able to use the menues.

    I just hope sim developers support Open VR as much as Oculus VR so all headsets are supported, not just the rift.

    • pez2k

      OpenVR is definitely the right way forward for the industry, but I suspect Oculus will be subtly pushing away from it as much as possible.

      • EZehn

        Facebook has 2,000,000,000 reasons they need to subtley push away from OpenVR.

      • Bakkster

        At some point, yes, but most PC hardware starts with competing standards because they aren’t powerful enough to afford the overhead of an abstraction layer. Even sound cards used to need to be coded for individually, with everyone settling on the Sound Blaster format as the de-facto standard until DirectSound finally took over about a decade after sound cards became a thing.

        It’s also an issue because Valve runs OpenVR, so they have an advantage developing the software to support their HMD above others. They’re also about a year behind on development, which is why they’re still in beta. They’ll catch up, but today it’s not mature enough that I’d pick an OpenVR implementation for the Rift over native Oculus support.

        At some point we’ll get there where everyone agrees to support a standard feature set, so it’s a single implementation to work natively for every HMD, but we’re not there yet. Especially with the disagreement over ATW.

      • pez2k

        Definitely, and I remember the hassle of having to set up the sound card settings per game and don’t want to see PC gaming head down the same route again.

        I think the idea of agreement on a standard further down the line is the optimistic ending to this situation, but I worry if it’s more likely that Oculus simply make sure that their runtimes dominate early software releases and then everyone has to comply with them instead. When the Vive has motion controls that the Rift doesn’t yet, I don’t see why a market-controlling Oculus would do much to support them.

        In an ideal world we’d be seeing the Oculus SDK and OpenVR converge into one open standard, but Oculus are doing enough to try to stave off Oculus to OpenVR wrappers and the like to make me a little wary of the extent of their goodwill.

    • HammerX

      Which do you prefer GamerMuscle? Feel free to donate the other one to me I have 5 kids to feed. 🙂

      • Cellux

        Don’t feed them the Rift.

      • GamerMuscle

        Time warp on rift seems better than reprojection ,also rift is tint bit sharper.

        Vive has a much brighter display practically same sharpness and with adjustments to its foam quite a bit larger fov.

        So far I tend to feel more immersed with the vive also vive tracking I think is better than the rift.

        Out of the box the rift feels lighter and its headphones are more conveaneant.

        I think both headset’s need to mature on the software side.

        I’m going to do more side by side testing to decide which is the best one , both work well though.

        As of right this minute mostly due to brightness, tracking,fov I think I prefer the vive.

      • David Hughes

        I found the DK2 was a big step down in terms of FOV from the DK1, which really bothered me but not so much other people it seems. I have a CV1 arriving soon but sounds like I should be going for the Vive instead 🙁

      • GamerMuscle

        best thing is to go to a shop that is doing a demo so you can try them both, HMD’s are more like clothing / headphones than screens 🙂

  • TerryW

    Outstanding! Much improved, too. While my rig is fast enough to handle it, I don’t think my aging eyes are up to the task – just watching this video made me queasy! 🙁

    • CombatSanta_pDm

      Yeah, watching Youtube videos of people playing in a VR headset can be really discomforting but that has got nothing to do with how it feels having the headset on your face. It feels natural. I am very prone to motion sickness, I can’t look at my phone in a moving car for more that 20s before I start feeling sick but PC or AC have never been a problem for me. I used to get a wierd feeling in my stomach when backing up but I don’t anymore.

      • TerryW

        I think I’ll wait for a synchronized simracing rig, to give physical feedback at the same rate as a VR headset. When the butt feedback matches what you see, there is no nausea issue – sort of like RL (real life) rather than the current level of VR. But for those who don’t have motion sickness issues, go for it. It’s the best advance to date for under-$100K sim racing!

  • Joe Schmooe

    not like he had a choice, only PCARS and LFS support CV1 at the moment

  • welshy666

    Getting motion sickness from just watching the vid. with a vr headset on i would pass out.

    • ejw3330

      He explains that while his frame rates are bad on the monitor, within the rift he gets no skipping and it is smooth, due to the asynchronous timewarp I guess.

  • Cristianfx

    a few weeks ago i bought Pcars for 20 dls, it was horrible with the DK2 and 0.8 so i asked for a refound.
    i saw it at 20 dls again so i give it a second chance… now is working great! Very fun to play on rain also with the dk2. Recommended for fun races!

  • Paul Hamilton

    Puke factor is off the charts with the Rift. I wouldn’t last 2 laps.

    • GamerMuscle

      strange I found it fine, it depends person to person though, do make sure you disable Gforce effects and any camera shake stuff !

  • Paul Maguire

    physics looking a bit dodgy for a game that claim to be pure realistic

  • Me

    A lot of folks are mentioning motion sickness. I think there really is something to getting your “VR legs” so to speak. Project Cars doesn’t bother me at all as far as motion sickness but almost everyone that I’ve had try their first VR experience in pCars gets motion sickness…most folks bail after just a couple of laps.

    I might have to start them off with some Oculus experience demos, but usually they’re pressed for time and just want to try the VR racing cockpit out…just too much.

    VR in general is pretty jarring for first timers, and the wild ride of a racing sim is just too much for their maiden voyage. But once you get used to the entire VR experience something like pCars feels fine to me, 1.5 hours is no big deal…of course your mileage may vary.

    • mhth

      Unless the Rift has the ability to stabilize the background world movement bounce that’s plaguing a lot of these game, it’s no surprise to me people are getting sick.

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