‘RaceRoom’ Racing Sim Gets Initial Rift and Vive Support Through SteamVR

raceroom-vr-supportRaceRoom Racing Experience has received a major update that introduces Vive and Rift support through SteamVR. The update also includes a number of improvements and adds new content to this often underappreciated racing sim.

Developer Sector3 has been largely silent about potential VR support for RaceRoom, despite the title offering an excellent, experimental VR mode for the Rift DK2 dev kit back in 2014. Today’s update has, along with some major feature and content additions, enabled a ‘first pass’ of VR support, much to the delight of the community.

RaceRoom can be considered an established racing sim at this point, despite being technically still a ‘beta’. It has a colourful history, having been originally developed by the SimBin, famous for classic racing sims such as GT Legends (2005) and GTR (2005)RaceRoom’s approach was different, both in terms of being a free-to-play title with paid additional content in the form of cars and tracks, as well as aiming to have accessible physics. This lead to the sim being dismissed by large sections of the community, and ultimately, the demise of SimBin.

Now that Sector3 is at the helm—which operates effectively as a restructured SimBin— RaceRoom is back on track, having seen massive physics and force feedback improvements, making the sim far more appealing to the enthusiast. The return of VR support is another indication that RaceRoom is heading in the right direction.

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The update, detailed here, also adds leaderboard divisions, a revamped multiplayer browser, manual pit stops, AI changes, DTM physics improvements and the Silverstone and Stowe circuits.

Here are the steps to enable VR mode, according to the developer post on the Sector3 forums:

• In your Steam client library, right click RaceRoom and select “Properties”.
• In the Properties pop-up window, under the “General” section, click the “Set Launch Options…” button.
• In the dialog box that opened, just type in “-vr” (without the quotation marks) and it will use the default value for render target multiplier, which we currently have set to 1.5.
• To experiment with different render target multipliers, you can simply add the desired value after the argument, for example: “-vr 2.0” will start the game with the multiplier at 2.0. This multiplier can go as low as 0.5 and as high as 4.0 which is very high, so we recommend small steps here.

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Plex VR App ‘Plevr’ Shows Major Update with 3D Video Support, 360 Videos Coming Soon

Plevr is a third-party application in development which brings the popular personal media streaming platform Plex to VR. The app is due for an initial release by the end of the month, and a new devlog video shows a major update including 3D video support.

Plevr developer Alex Keybl posted a new video showing the latest beta build of the app. There’s been a major UI overhaul, including the important addition of a seatside clock (to keep you from losing track of time in VR, of course).

The new interface greatly expands the ability to browse your Plex catalogue which offers up content that streams from your personal media library. As before, you can physically reach out to grab the movie and video posters to see a description on the back, and now you’ll see a little trailer included on the back as well. You can also now access the media libraries of your Plex friends as well.

plex vr plevr app (2)The novel ‘throwing’ interactions are still there: if you want to hide something in your library, just toss it off into the surrounding abyss. If you want to watch it, just throw it at the screen and it will start playing.

plex vr plevr app (3)Plevr now supports 3D video, which is great because VR headsets of course offer native stereoscopy with no cross-talk (which means sharp, comfortable 3D video). Although it isn’t shown in the latest devlog video, Keybl confirmed to Road to VR that 360 video support is in the works and will be coming in V2 of the Plevr app. “I really want to nail the 360 experience,” he says.

Keybl plans to make an initial release of Plevr on the HTC Vive in January. You can sign up for a chance at early access to the private beta via the official Plevr site.

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