Nazirull Safry Paijo
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How dare a developer not support something, eh? The irony is strong here.
win.
How dare a developer not support something, eh? The irony is strong here.
What's wrong with your OSW in rF2, that could be rf2's fault?No VR support, no OSW support, one year to make only a stock car and nothing more new cars, no changes as promised in the past about rain features, no licenses of many race cars as other small developers pay, no licenses for many official race competitions, still not a PDF guide for rfactor2 users and developers, plenty of reasons to think that ISI won´t change and I respect it.
You can do similar with a GearVR on your phone and stream to it, but the latency probably isn't good enough for simracing. I'm going to try it when I get mine (free with my S7 Edge).
I'll probably make a guide to it on my youtube. For head tracking you can actually use a track ir (though obviously it only works for forward views) through an emulator. It's another layer of lag, but according to the video I saw, it's not something you can sense. In any case, I'll figure out what GearVR can do, as free was a nice price... lol I'm going to wait a bit to see how the other VR platforms are reviewed.I have been attempting something similar using a higher quality Google cardboard viewer on my Note 4. I use an injector (tridef) for the 3d split screen and then another program (trinus VR) to send the video to the phone via wireless (slow and laggy) or USB tether (significantly less lag). It definitely doesn't work particularly well and I still haven't gotten head tracking to work very well either.
As I have been looking at the gear VR, when I decide to replace the Note 4 with something a little more capable, this may be a more viable option. I am very interested to find out what your results are when trying to send the game out to the Gear VR. Please post your results.
I have been attempting something similar using a higher quality Google cardboard viewer on my Note 4. I use an injector (tridef) for the 3d split screen and then another program (trinus VR) to send the video to the phone via wireless (slow and laggy) or USB tether (significantly less lag). It definitely doesn't work particularly well and I still haven't gotten head tracking to work very well either.
As I have been looking at the gear VR, when I decide to replace the Note 4 with something a little more capable, this may be a more viable option. I am very interested to find out what your results are when trying to send the game out to the Gear VR. Please post your results.
Yes, with the S7/S7E.Is low persistence possible on any of the mobile phones compatible with gear VR? Personally, I would never consider it as an option if not. Also if head-tracking is the same as it was on the dk1 (using mobile phone gyros and accelerometers), another good reason to stay away imo.
Won't the USB connector get loose after a while with so much moving?
So the oculus and HTC Vive will work relatively the same for rfactor 2?
I'm leaning towards a Vive purchase.
At the moment, assume nothing will happen with rF2 specifically.So the oculus and HTC Vive will work relatively the same for rfactor 2?
I'm leaning towards a Vive purchase.
assume nothing
A good life is when you:
assume nothing
do more
need less
smile often
dream big
laugh a lot
realize how blessed you are.
Thanks for posting this. Mirrors my opinion.I wasn't sure wether to start a new thread or to continue one of the existing ones. I finally decided to post in this one.
By the time this thread was opened it was stated that there were no benefits in moving to dx11. Some years later, we realize that those ones who made their bet on this technology are now in a much better position to move into VR.
With the recent update of iracing, we can say that the majority of the big racing titles are into VR.
https://forums.oculus.com/community/discussion/36711/oculus-cv1-racing-and-flight-sims-dereks-list
However, the best sim in terms of simulation decided to stay within dx9. Recently it was confirmed that no official support would be provided to VR. This is the price to pay today for a past decision to use an outdated engine.
This is a huge drawback in the very near future. It is clear that with the evolution of third party software we will be able to use VR in rF2. However I do expect a significant framerate and delay penalty and a poor VR experience. The importance of a good implementation of VR is essential:
- Mirror FOV sensitive to driver position
- One to one head tracking (this and wheel rotation still in development in iracing)
- Low delay
- Poor image quality due to non native rift stereoscopic projection. How well iracing handles this according to the first reviews serves as an example of this.
This arises the question of WHEN WILL WE BE ABLE TO ENJOY NATIVE QUALITY VR IN A SIM TITLE USING FROM ISI?
If we consider that this development started when it was announced that VR would require dx11 (less than a year ago), I expect at least two more years of development before we get anything.
I would be glad to be wrong, come on ISI, please give us some feedback about when can we expect VR in rFactor series?
It is a question of perception. I bet that if you ask any VR device owner who has spent 600-1000 € in it, I would expect 100% of them willing to pay money to enjoy their favourite game in VR.I think it´s a thing about money. We bought the game back in 2011 for 80$ with lifetime-subscription. Since then the devs made a lot of improovements to the physics and features.
In my opinion they need money to add VR-support, DX11/12 and they should sell DLC´s to get money. We need a game with the current physics and a better graphical performance. Maybe a rF 2.5 or 3
If this game gets a proper graphics engine and content with which you can create championships i would spend 80$ again.