Yeah, would be nice to have the correct pits for authenticity's sake. However, some other sims don't even update track layouts, so I fear this is the norm now.
Would they do that for one season as Sebring is dropped for 2024. I be more worried getting new cars, Losail and Cota for season 2. Interlagos could do with new version. Now they have the perfect excuse as Imola is WEC 2024. So won't get that till LMU season pass. 2024 Losail Imola Spa Lemans Interlagos Cota Fuji Bahrain
Same will pick it up at launch as the content excites me, S397 turns out quality content and the price is right. But no VR no play
apparently there is some sort of work-around for VR. Hopefully word will get out for all youse goggle guys. Kinda reminds me of the special bat file you had to run to get the 2nd generation Rendition 3d Video card to play Indycar2.(ICR2 had native Rendition1 support, but there was just enough changed in the 2nd version of the card so that it would not run without that bat file being executed first.
and 'votes' are not usage. I think Steam has a listing which shows actual use of VR products. Anybody wanna find it?
Seing only 10% with triple monitors makes me finally understand why so many people use Crew Chief for the spotter or some dashboard, or even crash with other racers.
So TRUE! 5% is WILDLY over estimated. Here is a line from Steam's January 2024 survey: Steam users with VR Headsets 2.24% +0.40% to be fair, that 2.24% is a full 4 tenths of 1 percent higher than the previous survey. Although, having a VR headset and actually using a VR headset may not be the same.
Gameplay looks good, similar to rf2 which is expected. would be better to hear if there any actual physics changes done to rf2 engine or is it just a reskin RF2 the HUD shows oil and coolant temps but does it actually affect power ? because in rf2 that is not the case.
There are lies, damned lies and statistics - Steam users using VR means nothing in relation to LMU. The majority of Steam games don’t offer VR; sim racing is one of the genres that benefits most from VR; sim racers spend more than typical Steam users on hardware specific to their games. That 2.24% figure needs to be multiplied by these factors and I’d guess the result would be much higher.
I wonder how much of it is still exactly the same rF2 that we are using, or how much of it is rF2 that is developed further.
Exactly the % amongst sim racers in specific will be much higher as indicated above. 20% or more of us using strictly VR isn't an underestimation.