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Your Position: Home - Sports & Entertainment - Question - Meta Quest 2 for Racing Sims

Question - Meta Quest 2 for Racing Sims

Question - Meta Quest 2 for Racing Sims

Nighthawk117 said:

Does anyone use the Meta Quest 2 for racing/driving games like Dirt Rally 2.0, Assetto Corsa and City Car Driving with a steering wheel/pedal/shifter set?

If so I would like to get your thoughts on the following:
  1. What is image quality like?
  2. Did you get motion sickness and if so does it go away?
  3. How annoying was not being able to see the steering wheel and shifter?
  4. Would you say the experience is worth the expense or do you prefer a monitor?
  5. Not a deal breaker but can Air Link be used on a Wifi AC network with 200Mbps bandwidth?
Thanks

Hi guys,Does anyone use the Meta Quest 2 for racing/driving games like Dirt Rally 2.0, Assetto Corsa and City Car Driving with a steering wheel/pedal/shifter set?If so I would like to get your thoughts on the following:Thanks

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Hey Nighthalk117,

Yeah, I use the Quest 2 to for PC VR and racing, and some flying/space games. Have a Steering Wheel/Pedal for Racing (this is a generic PS4/PC capable set), and a T-Flight HOTAS (Xbox/PC version) for flying games.

To answer your questions with my own experience:

1. The racing sim I'm playing most right now is F1 22. In terms of image quality, I think it's pretty good. In the centre point of view, everything looks great. In fact I was very impressed. But, the edges of view (periphery) can get a bit blurry. As far as I know this is an option you can play around with in Oculus settings. But overall very good. Am Also playing Starwars: Squadrons, and the quality in that is perfect no matter the view point. This could be because it's a space sim, and so blur effect or textures are not as noticeable. But nonetheless it's done superbly.

2. Yes, and yes! - Particularly in Starwars Squadrons, as your are flying in space, and can invert/roll/straif in nearly one movement. At first I tried to muddle through it, and after about 2 hours of playing that game, now nothing gives me motion sickness. Seriously, please try this game. It's still melting my mind It also happens sometimes in racing sims, when turning a corner and looking to the opposite direction than the turn. But it's a little funny feeling that goes in a second, rather than full on motion sickness.

3. Yeah, this was slightly annoying for me initially. And mostly because of the generic wheel I have. Getting a decent wheel is key here, and preferably one that is made specifically for windows, otherwsie (like me) you have to remap the functions. Now, that's easy enough to do anyway, but it's then remembering the new layout, and switching between layouts for different games, gets REAL annoying.

4. Absolutely. IMO it's a great addition to PC gaming, albeit PC VR - but totally worth it. It opens up many more options in comparison the the games available for standalone on the Quest 2. What I would say here, is get yourself a long ( I got a 5m length cable) USB to USB C link cable. This gives a solid experience with PC VR games. You technically don't need the link cable, because you can also use Airlink via the headset. Most of the times it works well, but you really need to have a dual band router, and connect on 5g with the router relatively close. The Airlink introduces some latency as well, but as long as the connection is really good, then you don't necessarily feel it. You can also play your normal non VR games with the headset on, with a huge screen in front of your eyes. It's fun, but only a side-track really.

In the addition the Quest 2 is still one of the best VR Headsets.

5. It should be enough.


Edit: Some game recommendations:

Half Life Alyx - Superb, immersive, graphically very nice. Runs like a dream on even basic specs.
Elite Dangerous - Only getting into this now, it runs sweet. Looks like a lot of my time can be put into this game.

Starwars Squadrons - Just play it with a HOTAS and feel like Luke Skywalker in an X-Wing

F1 22 - This is just superb. Worth out laying on a wheel. This game prompted me to do that

BTW, what system are you planning on running it on?

Hey Nighthalk117,Yeah, I use the Quest 2 to for PC VR and racing, and some flying/space games. Have a Steering Wheel/Pedal for Racing (this is a generic PS4/PC capable set), and a T-Flight HOTAS (Xbox/PC version) for flying games.To answer your questions with my own experience:1. The racing sim I'm playing most right now is F1 22. In terms of image quality, I think it's pretty good. In the centre point of view, everything looks great. In fact I was very impressed. But, the edges of view (periphery) can get a bit blurry. As far as I know this is an option you can play around with in Oculus settings. But overall very good. Am Also playing Starwars: Squadrons, and the quality in that is perfect no matter the view point. This could be because it's a space sim, and so blur effect or textures are not as noticeable. But nonetheless it's done superbly.2. Yes, and yes!- Particularly in Starwars Squadrons, as your are flying in space, and can invert/roll/straif in nearly one movement. At first I tried to muddle through it, and after about 2 hours of playing that game, now nothing gives me motion sickness. Seriously, please try this game. It's still melting my mindIt also happens sometimes in racing sims, when turning a corner and looking to the opposite direction than the turn. But it's a little funny feeling that goes in a second, rather than full on motion sickness.3. Yeah, this was slightly annoying for me initially. And mostly because of the generic wheel I have. Getting a decent wheel is key here, and preferably one that is made specifically for windows, otherwsie (like me) you have to remap the functions. Now, that's easy enough to do anyway, but it's then remembering the new layout, and switching between layouts for different games, gets REAL annoying.4. Absolutely. IMO it's a great addition to PC gaming, albeit PC VR - but totally worth it. It opens up many more options in comparison the the games available for standalone on the Quest 2. What I would say here, is get yourself a long ( I got a 5m length cable) USB to USB C link cable. This gives a solid experience with PC VR games. You technically don't need the link cable, because you can also use Airlink via the headset. Most of the times it works well, but you really need to have a dual band router, and connect on 5g with the router relatively close. The Airlink introduces some latency as well, but as long as the connection is really good, then you don't necessarily feel it. You can also play your normal non VR games with the headset on, with a huge screen in front of your eyes. It's fun, but only a side-track really.In the addition the Quest 2 is still one of the best VR Headsets.5. It should be enough.Edit: Some game recommendations:Half Life Alyx - Superb, immersive, graphically very nice. Runs like a dream on even basic specs.Elite Dangerous - Only getting into this now, it runs sweet. Looks like a lot of my time can be put into this game.Starwars Squadrons - Just play it with a HOTAS and feel like Luke Skywalker in an X-WingF1 22 - This is just superb. Worth out laying on a wheel. This game prompted me to do thatBTW, what system are you planning on running it on?

This is how virtual reality and simulators are used in F1 ...

Automotive-related video games are challenging entertainment for most of us, but for F1 racing teams, racing simulators are serious business tools. In elite Formula 1 racing, each team’s race car and expert simulator drivers log thousands of laps in elaborate simulation rigs for every Grand Prix event in the busy F1 schedule.

F1 drivers use simulators to practice their skills and to experience how their cars will perform on specific racetracks in predicted race-day weather conditions. Formula 1 development teams use simulators and virtual reality to create and test new car and parts designs and to analyze the effects of adjusting or changing anything possible without breaking F1’s multiple and complex sets of rules and regulations.

F1 racing simulators: More than a steering wheel and foot pedals

It’s easy to spend a few thousand dollars on a racing simulation setup in your home. Typical home motorsport gaming rigs include a racing chair, a cockpit console with a steering wheel or yoke, a shifter, foot pedals, and one or more displays, preferably arranged in a 180-degree curve.

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Starting around the price of an entry-level BMW, you also can order a racing simulator built on an FIA-licensed suspension platform, so you will feel the realistic G-forces as you navigate track software. Trick it out with all options, including a custom seat molded to your body, and you could be dropping close to the cost of a new base model Porsche 911.

The simulators used by F1 teams are multimillion-dollar investments, complete with workstations for half a dozen or more simulation performance engineers. F1 race car simulators are elaborate, mocked-up cockpits with visible front wing structures that replicate what drivers see when they sit in the actual race car. The controls, displays, and everything a driver sees and touches must be identical to the real thing.

F1 race prep and practice with simulators

In F1 team facilities, the simulators connect via computers so simulation performance engineers can adjust race car setups to test performance and the effect of track and weather conditions on the cars. Teams use updated lidar scans of tracks so simulation drivers and race car drivers can learn the track and test various lines with a thoroughness that would be impossible in the tightly restricted practice times allowed on actual tracks.

Each team’s race drivers typically suit up for sessions preceding a Grand Prix event with full gear, including fireproof layers, helmets, and yokes. Professional simulator drivers who test the vehicle setups and the effect of track and weather conditions on the cars are less likely to suit up with driver suits and equipment.

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In addition to pre-race laps, simulation drivers will run tests during the Grand Prix practice and qualifying sessions and during the actual race for a better understanding of what is going on with the cars, to answer questions, or to test possible adjustments. Following races, the simulation drivers may run more laps to trace what a team race car driver did on the track so the engineers can analyze why the car performed as it did.

Virtual reality F1 practice helps teams follow the rules

Formula 1 teams use racing simulators for more than driver practice and training. Winning times in an F1 race are often measured in fractions of seconds in this highly competitive motorsport.

Racing teams burn through tons of money to be competitive. Because F1 is considered the ultimate form of car racing, unrestricted opportunities to spend unlimited budgets to win races could ruin the sport. This realistic threat to the integrity of F1 racing is one of the primary reasons F1 has so many rules and regulations.

The Federation Internationale de l’Automobile (FIA) accreditation association publishes and enforces extensive regulations that govern many forms of automotive racing, including F1. The FIA regulations are developed to promote competition, fairness, and safety. The FIA publishes annual editions of F1 regulations for sporting, technical, and financial matters. Its regulations include allowable specifications for most F1 race car components, which help level the field. The specifications also require precise performance measurement and analysis of many factors related to driver performance, race car components and adjustments, and specific racetracks.

FIA F1 financial regulations for the 2023 season include a cost cap of $138.6 million. The cap covers most F1 team operational expenses for the year, although there are exceptions, such as the development costs for engines.

Setting up F1 racing simulators is expensive but saves the teams from the much greater costs of running accurate life tests in additional facilities with real cars and drives. With F1 simulators, current and recent season championship Redbull F1 and Mercedes F1 teams test components, train drivers, and develop race-day strategies to score the thin time margins between finishing places in F1 races. All F1 teams use virtual reality and real driver simulators.

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