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presuming ed
01-10-2015, 18:17
Just wondered really. Frontier have announced that they're supporting it in Elite, so maybe there are no NDAs.

I'm likely to have to make a snap decision on whether to pre-order one. I have a DK2 but that doesn't mean I'll get the Oculus consumer version too. Assetto Corsa are being fairly open on the fact that they're not keen to develop further for VR, so I think my decision will come down to what the plans are for support in Project CARS.

So have any developers been looking at supporting it in Project CARS? Do you have a development version of the Vive?

TrevorAustin
22-10-2015, 15:01
This is a question I would like to see answered as well, it's going to be a competitive market for VR and I have no allegiance to Oculus when the commercial product is launched, and there communication is woeful.

presuming ed
22-10-2015, 15:24
Interestingly in the mean time Kunos have made a U turn on VR and have now stated on Facebook that they are currently working to adopt 0.7. I doubt the sudden emergence of 0.8 would change that too much. Their last statement on the Vive was no current plans.

surtic86
20-01-2016, 09:46
Any news on this? Will you Support VIVE?

cluck
20-01-2016, 10:00
If Vive support is added (and I would suggest that it is going to be a very big 'if') then it won't be until, or after, the consumer product is released. It would be a pleasant surprise to see support added but I wouldn't hold your breath. For me, it's the sole reason I'm likely to stick with Oculus, pCARS is about the only thing I use mine for. Just got to wait for some news from somebody who has tried the consumer version with pCARS to see how much of a step up from the DK2 it is :).

surtic86
22-01-2016, 06:43
Hope they announce the Game on the 29.2 when we can preorder the VIVE :) i will go with the VIVE because i want the Roomscale stuff and the new Half-Life 3 :D

Schadows
22-01-2016, 08:56
They may wait to see how much the Vive Pre will be sold. Rumors have it pricing between 900-1500 dollars (at least 900 wouldn't be that surprising considering the more evolved tech and the controllers), and if they are true, it won't sell very well for gaming, and SMS wouldn't have any interest to spend time on it for pcars 1

surtic86
22-01-2016, 09:34
They should go with OpenVR (SteamVR) and they have VIVE and Oculus and more Devices Supported...

cluck
22-01-2016, 11:41
They should go with OpenVR (SteamVR) and they have VIVE and Oculus and more Devices Supported...Easy to say that now but back when Rift support was added, there were no other options around. Unless Vive sells millions and millions of units, I can't see it will be worth the devs time to add it, much as it would be nice.

MaximusN
22-01-2016, 12:06
Easy to say that now but back when Rift support was added, there were no other options around. Unless Vive sells millions and millions of units, I can't see it will be worth the devs time to add it, much as it would be nice. Well yes and no... I don't think there are 200.000 DK1's + DK2's at the moment so even less when Rift support was implemented. I guess implementing Vive support should depend on the effort it would take. And I really hope someone comes up with a VR API so everyone can choose their own brand(Sony/Rift/Fove/Vive). I prefer to buy a Vive instead of Rift. Reasons being I support Steam and HTC, love the camera that let's you see the real world and last but not least Facebook knows enough about me already.

cluck
22-01-2016, 12:18
OpenVR is that API is it not? The thing is, Oculus was first. Vive headsets weren't available to anybody until just over 12 months ago IIRC and that was, I guess, too close to pCARS release to put serious effort into it.

I would love support for it to come, don't get me wrong - it will give me a choice of headsets to pick - but I do remain doubtful is will happen.

surtic86
22-01-2016, 12:42
@duck: here you go with OpenVR its a API for Developers who wants to implement VR.

https://github.com/ValveSoftware/openvr

Doku from Valve https://github.com/ValveSoftware/openvr/wiki/API-Documentation

cluck
22-01-2016, 12:52
@Cluck: here you go with OpenVR its a API for Developers who wants to implement VR.

https://github.com/ValveSoftware/openvr

Doku from Valve https://github.com/ValveSoftware/openvr/wiki/API-Documentation Ahem, it's Cluck ;). But yeah, I was aware of OpenVR but wasn't 100% certain it was a full API. I don't really pay that side of things much attention because, well, it doesn't interest me, I'm only interested in the end device :). Thanks though, I'll have a proper read later :).

MaximusN
22-01-2016, 13:38
I'm only interested in the end device :). If all end devices use the same API you can choose your end device based on specs rather than compatibility. :) F.i. I wish all 3D was API(Direct 3D would be fine) based instead of free for all. I only buy Nvidia because 3D works(/worked) out of the box instead of having to run extra software(although I also own TrifDef which is pretty okay). But I'd prefer a situation where 3D(/VR) worked the same way on any PC without hassle. With VR becoming big I really really really hope one API will solve our 3D and VR software/API/vendor lock-in mess, because it's really not good for the end user. No need to split support for 3D and VR because they both share a basic output requirement(ghostless, consistent stereo display). One API to rule them all!

Schadows
24-01-2016, 22:17
I'm not sure, but if I remember correctly, the VR support in the game started with Oculus SDK implementation, then switched to Steam VR before switching back to Oculus SDK because SteamVR wasn't being updated as often as the Oculus api back in the days (and the rift DK1 & DK2 were the only one that has been released) ?

surtic86
25-01-2016, 14:17
Yes Oculus is not Supporting the OpenVR as i know... so extern Guys need to Patch it after every SDK Upgrade from Oculus.


VIVE Camera @work https://gfycat.com/ArcticSimilarEquestrian

JAMF
06-03-2016, 17:20
I'm one of those that ordered the Vive. I hope to one day be able to walk around the cars, to have a good look at them and admire the details the artists have worked over so many hours.

Joe Moore
07-03-2016, 14:01
The Vive demos look fantastic but it also looks a heavyweight :( Cv1 supposedly has less screen door affect and very LIGHT , comfort is a key player for me , also I'm only interested in sim driving games .

This is why I will cv1 is my first choice , but I realy looking forward to what the players reviews of the two will be , I do intend at some stage to get the Vive a some point , that 3D painting demo amazing .

I think it is very likely it will be supported .





http://youtu.be/iWproPHhHd0

Schadows
07-03-2016, 15:08
Although I was really hyped by the HTC, the lack of games I would use it for during the coming year has made me think.
I don't play pcars as much as before, and even if I was, pcars doesn't implement steam vr for now.
If those customer version of these VR helmet would have been available last year, I would have gotten one, but right now ...

Tilt brush is amazing, really, but i'm no artist.
https://www.youtube.com/watch?v=n97Q4sDawAs

Virtual Reality Spy looks very fun, but like the Wii, it also looks short lived
https://www.youtube.com/watch?v=Q7dVaembmgc

If Valve would announce HL3 with a a good VR support, or Portal 3 with VR puzzles ... I would have to think about it ^^
https://www.youtube.com/watch?v=q4zr5Eq_F5g

indubious
05-04-2016, 19:51
This is pretty interesting. After owning a DK2 I was opting for an HTV vive for my platform, but it looks like its not supported in pCars. I guess I'll hold off on buying anything. Anyone know if there is a steam hack to get it working on the vive?

Schadows
05-04-2016, 20:26
except if a bridge between the oculus api v1.3 and steam vr pops up (I doubt Oculus VR will support Steam VR anytime soon), it won't be compatible unless the devs apply their magic.

Schadows
14-04-2016, 13:06
Talking about that (that was quick ^^') : Revive (https://github.com/LibreVR/Revive) is exactly planning to do that.

Taken from the github page :

It works by reimplementing functions from the Oculus Runtime and translating them to OpenVR calls. Unfortunately Oculus has implemented a Code Signing check on the Runtime DLLs, therefore the Revive DLLs cannot be used unless the application is patched.

Currently, only Lucky's Tale and Oculus Dreamdeck patches are available, but some people are saying on reddit (https://www.reddit.com/r/Vive/comments/4ems6t/play_luckys_tale_and_oculus_dreamdeck_on_the_vive/d21onan) that it also works from other games (as long as they use Unity of Unreal engines like the 2 working examples and obviously don't use the Oculus platform's online functionalities).

Steam version of pcars not confirmed for now, and I suppose it won't work since it's not one of these engine either.

Sub-optimal of course, but i'm waiting for feedback for this ^^
I just hope Oculus VR won't try to stop it, especially when Luckey Palmer openly admitted on reddit 4 months ago that the exclusivities are for it's platform, not the helmet itself (https://www.reddit.com/r/oculus/comments/3vl7qe/palmer_luckey_on_twitterfun_fact_nintendo_doesnt/cxr6rid): "If customers buy a game from us, I don't care if they mod it to run on whatever they want. As I have said a million times (and counter to the current circlejerk), our goal is not to profit by locking people to only our hardware - if it was, why in the world would we be supporting GearVR and talking with other headset makers? The software we create through Oculus Studios (using a mix of internal and external developers) are exclusive to the Oculus platform, not the Rift itself."

Clodo
23-04-2016, 17:00
Steam version of pcars not confirmed for now, and I suppose it won't work since it's not one of these engine either.


this (https://github.com/LibreVR/Revive) patch works perfectly with Steam pCars and my HTC Vive. It's unbeliveble to stand up and walk around my car :D

Beans
23-04-2016, 19:35
Video or it never happened :)

macmac__
23-04-2016, 20:07
Video or it never happened :)


https://www.youtube.com/watch?v=CZ4EO0ygyPU

You're welcome ^^

He jumps out of the car at around 2:10

E: Yes, it's steam version :yes:

Kunal_Racedriver
24-04-2016, 14:29
https://www.youtube.com/watch?v=CZ4EO0ygyPU

You're welcome ^^

He jumps out of the car at around 2:10

E: Yes, it's steam version :yes:

A third party patch is fixing features one expect to be sure of after spending money than seems a bit over for just gaming. Considering Pcars is available on steam from the beginning, I am hopeful SMS will update native support for steam at some time in future. I thought it was going to be massive year of VR, but the rift caused by platform wars and exclusivity is making me think over on saving for VR. I was expecting at least there will be a native support of rendering stereoscopic like vorpx for all that shows through the headset. Looks to me it will remain quite a costly affair for 1st gen experience and even so... modded:(.

Well done on the video though. And good to see that a gtx 970 is not a total waste for Pcars.

leonstone
25-04-2016, 17:02
installed oculus home, i donot know how ReviveInjector.exe work

just do it:

You need to have Oculus Home installed.

Download the Project Cars patch here.
Install Project Cars from Steam, then go to its properties in the Steam Library.
Uncheck "Use Desktop Game Theatre while SteamVR is active".
Go to the Local Files tab and click "Browse Local Files...".
Extract the patch into the folder that opened.
Make sure SteamVR is running and then start pCARS64.exe
A dialog will incorrectly state that Project Cars does not support VR, ignore that and press OK.

but in game no picture in my vive

how config it?

Thoemse
04-05-2016, 06:10
Revive works but if you own an AMD graphics card you are out of luck.
My Fury X produces horrible judder at any setting when playing Pcars over revive.

monti
05-05-2016, 08:17
hi everyone

I just joined into pcars and I really like it ;)

I tested it on the vive and the feeling is really great. Unfortunately there is some heavy pop up (also visible in the vid above), even the car in front of me is not visible any more if the distance ist more than aprox. 50meters or so. On the monitor (1440p @ ultra) i don't have this at all, everything looks great.

Is there already a workaround / solution for this? I know the vive support is not official.

Many happy laps =)

Patrick Kulinski
05-05-2016, 08:34
hi everyone

I just joined into pcars and I really like it ;)

I tested it on the vive and the feeling is really great. Unfortunately there is some heavy pop up (also visible in the vid above), even the car in front of me is not visible any more if the distance ist more than aprox. 50meters or so. On the monitor (1440p @ ultra) i don't have this at all, everything looks great.

Is there already a workaround / solution for this? I know the vive support is not official.

Many happy laps =)

Using Libre VR, right? Then it seems like for now, you need to deal with the popups. SMS claimed in a Twitter post that eventually, some support might come, but we don't have any solid confirmation.

BTW I have the Vive running here, and friggin' hell, it is awesome. I have Vanishing Realms and the experience is sublime when a skeleton approaches you and you have to defend with your sword and your shield. When going past swinging blades, I even noticed that I sucked in my belly unconsciously. I have stabism, so I don't even know how cool it must be with two synchronised eyes. :P

Schadows
05-05-2016, 12:18
For the moment, I'm still waiting for mine (it was a may delivery when I ordered u__u)

Schadows
11-05-2016, 12:00
Just received mine yesterday (only 2 weeks between the order and the delivery ^^).
I played with some demos and will try the revive patch tonight. It's so hard to be at work (and be efficient) today >__<

Schadows
11-05-2016, 20:13
Ok, I had a hard time making it work with Revive, but eventually succeeded.
Firstly, it's a little disappointing that everything is stuck at low settings. Whatever I change in the "visual" menu doesn't seem to affect anything (didn't test everything but textures or resolution haven't improved, and the LOD switch of the opponents cars stay the same ... meaning you almost need to bump into them to see the LOD A).
That and also the fact that everything in the Virtual Reality menu is resetted at restart.

But that's something you can expect from such a work around api, especially at this stage. Too bad an official Vive support isn't around the corner u__u

Despite the low quality, the immersion was great ! Just had to fiddle with the seat position, and here ... we ... go !
You just need to choose a car suited for VR (for example the latest [mod] 2015 Audi LMS Ultra isn't because of the side of the bucket seat which is masking the view (you're still going through but that's disturbing).

surtic86
12-05-2016, 06:51
@Schadows: A Official Support is around the corner! They say it's coming soon.

Schadows
12-05-2016, 08:57
Do you have any source/ref for that?
Last thing I read was Stephen saying «If you're asking about right now, no. Eventually, yes».

But indeed, the sooner the better ^^

EDIT : found it on the steam forum
http://steamcommunity.com/app/234630/discussions/0/405692758722476233/?tscn=1462631393#c357285562484030926

cluck
12-05-2016, 16:05
As a quick heads-up for all of you, HTC Vive support has been added to Patch 11 (http://forum.projectcarsgame.com/showthread.php?47082-Project-CARS-PC-Patch-11-0-Release-Notes-HTC-Vive-support-is-here) which is out today :yes:

cluck
12-05-2016, 16:17
Please continue all HTC Vive discussions here (http://forum.projectcarsgame.com/showthread.php?47083-HTC-Vive-Discussion) :)