I don't think Nate really appreciated Palmer's candidness there,
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They probably had a little chat afterwards. :lol
HAHA that gif is awesome
I don't think Nate really appreciated Palmer's candidness there,
![]()
They probably had a little chat afterwards. :lol
I don't think Nate really appreciated Palmer's candidness there,
![]()
They probably had a little chat afterwards. :lol
Hey, do you by any chance live in São Paulo?
Just curious 😁
So... anyone want to post detailed impressions? How is the experience compared to LFS?
Some PCARS impressions here.
Some impressions of PCARS with DK2.
In its current state, it is already absolutely phenomenal. When I imagine the look of this sim once it is polished, viewed through CV1, I become giddy with excitement. It is incredible stuff. The wow-factor is enormous. One of the best looking games, in a genre ideally suited to VR - the combination makes it probably the best Rift demo possible. This will sell Rifts and sim hardware like there's no tomorrow. Faces will figuratively melt, clothing literally urinated in.
With that out of the way, there are some current flaws. No doubt about it, Live For Speed is more responsive. I have tried all conceivable options to make PCARS respond as quickly. I am well above 75fps, I have applied all the recommended launch options, and I'm running it frame-limited with Nvidia Inspector and v-sync off, and LFS is still more responsive with v-sync ON. It's not a drastic difference, but significant enough to notice. The responsiveness of PCARS is fine, perfectly playable, and if you never saw LFS you might think it doesn't need to be any more responsive. But it makes me nauseous faster than LFS, and I'm convinced it is down to latency.
Whether this is because the LFS renderer is so simplistic compared to PCARS that there is simply less input lag at the same framerate, or because PCARS still has some stuff to work out, I'm not sure, but for now LFS has the advantage. That said, LFS isn't perfect - it's juddery when locked to 75 (head tracking is smooth, but the environment moves past in a consistent, slight judder - Scawen has acknowledged this and says it's a physics problem), whereas PCARS is totally smooth at 75 both in tracking and environment movement.
People have been putting the uncomfortable feeling they get in PCARS down to tracking problems compared to LFS, like the pivot point is wrong and the world movement is weird, but all of this can be resolved with settings. By default there is a bunch of G-force animation and the car reacts to bumps independently from your view, whereas in LFS you are totally fixed to your seat which makes a lot more sense in VR. You can change these values in PCARS to make it just as rigid as LFS. There is also a silly look-to-apex and a weird lean feature and camera shake all on by default, and all that stuff needs to be off. Once all this is off, the tracking seems identical to LFS, yet it's not quite as comfortable due to the slight latency issue.
But these are problems that should get ironed out, either with software updates for DK2 and PCARS, or simply from the more responsive hardware of CV1. Anyone patiently waiting for CV1 can basically ignore what I just said, it'll all be fine!
The short version is this: LFS feels like a being in a car, but in a weird dream where everything looks like an old video game. PCARS feels like being in a real car. That's it. Once I remove the headset after a PCARS session, it feels like I've had the privilege of actually driving a bunch of supercars and race cars on a bunch of famous tracks. It's the same giddy feeling I got as kid when I was allowed to sit in a really cool car. I could spend ours in the Huayra just looking around at the jewellery. And the rain... my goodness the rain.
https://www.youtube.com/watch?v=BBG-YJLCEv4
Click Library > Tools. Scroll to find SteamVR, right-click and select Properties, then click the BETAS tab. From the dropdown list, select beta SteamVR Beta Update. Click Close at the bottom right of the window.
n your Steam Library, right click on Half-Life 2 [beta]. On the GENERAL tab, select SET LAUNCH OPTIONS . Type -refresh 75 -freq 75′ into the field and click OK.
Launch Half-Life 2. Select Options, then the Video tab, then Advanced . Set Motion Blur to Disabled. Click OK.
Select the Keyboard tab, then click the Advanced button and select Enable developer console.
Press the tilde key (~) anywhere in the game to launch the developer console.
In the developer console type disconnect, then type fps_max 75′.
In the developer console type net_graph 1′ to show an FPS counter to verify your framerate. Type net_graph 0′ when done to disable the FPS counter.
Alright, so I'm finally opening up my DK2 box I got over a week ago, and I'm not exactly sure what to do with it. Is there a comprehensive list/post of every piece of software that needs to be installed to get it to run, or is most of it already included?
And I remember something about applying as a developer to get a program or something for the Rift. Anyone know anything about that?
Yeah, you wanna get the Oculus runtime from here, that's also where you have to sign up as a developer. It's no actual application. https://developer.oculusvr.com/?action=dl
Apart from that the quick start guide that came with your Rift got you covered for the hardware setup.
GraveHorizon: Did you update the firmware.....?
What did everyone put as their project when signing for the dev account?
I wrote down mine as wall painting simulator.
What did everyone put as their project when signing for the dev account?
I wrote down mine as wall painting simulator.
Yeah, you was supposed to update the firmware before installing anything else... I don't know, probably you should close down all the services running in the background? Try Bilago's tool, search for it.
Install the firmware before the runtime? Huh. Well, I'll look for that tool then.
You know what, I'm probably wrong about the sequence of course, the firmware update is in the config tool menu..? So disregard that bit...
Hmm..is Project Cars available to download now? because i see a lot of impressions, even on youtube, but i can't find a download link. lol
Some impressions of PCARS with DK2.
In its current state, it is already absolutely phenomenal. When I imagine the look of this sim once it is polished, viewed through CV1, I become giddy with excitement. It is incredible stuff. The wow-factor is enormous. One of the best looking games, in a genre ideally suited to VR - the combination makes it probably the best Rift demo possible. This will sell Rifts and sim hardware like there's no tomorrow. Faces will figuratively melt, clothing literally urinated in.
With that out of the way, there are some current flaws. No doubt about it, Live For Speed is more responsive. I have tried all conceivable options to make PCARS respond as quickly. I am well above 75fps, I have applied all the recommended launch options, and I'm running it frame-limited with Nvidia Inspector and v-sync off, and LFS is still more responsive with v-sync ON. It's not a drastic difference, but significant enough to notice. The responsiveness of PCARS is fine, perfectly playable, and if you never saw LFS you might think it doesn't need to be any more responsive. But it makes me nauseous faster than LFS, and I'm convinced it is down to latency.
Whether this is because the LFS renderer is so simplistic compared to PCARS that there is simply less input lag at the same framerate, or because PCARS still has some stuff to work out, I'm not sure, but for now LFS has the advantage. That said, LFS isn't perfect - it's juddery when locked to 75 (head tracking is smooth, but the environment moves past in a consistent, slight judder - Scawen has acknowledged this and says it's a physics problem), whereas PCARS is totally smooth at 75 both in tracking and environment movement.
People have been putting the uncomfortable feeling they get in PCARS down to tracking problems compared to LFS, like the pivot point is wrong and the world movement is weird, but all of this can be resolved with settings. By default there is a bunch of G-force animation and the car reacts to bumps independently from your view, whereas in LFS you are totally fixed to your seat which makes a lot more sense in VR. You can change these values in PCARS to make it just as rigid as LFS. There is also a silly look-to-apex and a weird lean feature and camera shake all on by default, and all that stuff needs to be off. Once all this is off, the tracking seems identical to LFS, yet it's not quite as comfortable due to the slight latency issue.
But these are problems that should get ironed out, either with software updates for DK2 and PCARS, or simply from the more responsive hardware of CV1. Anyone patiently waiting for CV1 can basically ignore what I just said, it'll all be fine!
The short version is this: LFS feels like a being in a car, but in a weird dream where everything looks like an old video game. PCARS feels like being in a real car. That's it. Once I remove the headset after a PCARS session, it feels like I've had the privilege of actually driving a bunch of supercars and race cars on a bunch of famous tracks. It's the same giddy feeling I got as kid when I was allowed to sit in a really cool car. I could spend ours in the Huayra just looking around at the jewellery. And the rain... my goodness the rain.
https://www.youtube.com/watch?v=BBG-YJLCEv4
BAH!
By DK2 wont even work properly.
Similar to GraveHorizon's problem where it keeps disconnecting and saying no device.
Stuff snipped
You need to have signed up as a fee-paying member a long time ago. Access is now locked down until the game releases in a few months time.
Edit: from the PC racing sims thread. Make sure to watch the video:
tried to run Live for Speed yet like with a lot of other demos I have tried the views on each lense feels like they're too far apart to compose a proper image for my eyes. Other UDK demos I have tried usually have problems like having no head tracking or showing 2 seperate images even when I put on the Rift.
Is it a common problem with legacy apps or am I missing something?
Did you set your IPD in the configuration utility?
Yes, though considering how often things update, you probably want to right click the game in Steam and opt into the daily build beta. (ignore the wording about managers since I -think- everyone gets more builds now)Wait, if I bought Project Cars years ago, I can access the DK2 stuff in it right now?
Awesome! I thought it was a closed beta test that even owners were locked away from.
wow, wow, wow...
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That. Was. Amazing."Virtual Spacewalk"-demo got DK2 support. And I think I just had a "Gravity" moment..
I didn't know about the "hold attitude" button until after so I got into a awful spin in all directions and got away from the space station. I spent 5 minutes trying to manually correct it, and I actually did it without having to puke, LOL.
Anyway, it's cool to float around in space, gazing at the planet earth, here is the demo:
http://ignisvr.com/portfolio/virtual...ty-simulation/
only problem with vr is it makes you look like a twat
Not seen that in any demo here...Has anyone else experienced demos being tinted blue? My desktop displays normally on my Rift, and the demo display on my computer looks normal, but everything I've tried to play so far has been a weird blue shade.
My credit card just got charged! So excited, what should I be downloading now? Is there a list of the best DK2 stuff somewhere?