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What the new VR integration will bring:
improved perofmance
lower CPU/GPU usage
no more purple background
The first release of this integration will work with the same devices as before.
We're still trying to figure out how OpenXR will be supported, it seems that it is possible but we'll need to put more work into it to make it happen. This means that initially it won't be part of the first release of this new VR integration, but later on will be added.
Sorry guys for the lack of update. We're working with some developers to make this new VR version happen and in the last 6-7 months we had hard time finding someone who actually understand what needs to be done and how we want it to be implemented. This VR application requires some special knowledge which we do not have in-house, so we need to outsource small portion of it. We've 'burned' through 3 developers already in a span of couple of months. We're forunately working with someone at the moment and making promising progress on it.
We already have a working version but it's not production ready and it has smaller issues, so we just need to make sure it's running smoothly and with no issues.
The CPU usage is extremely good, rendering of the overlays are butter smooth and ultra responsive. Nothing like you've ever seen before I assume.
We're also working on a decent UI within the VR environment to make editing and moving the overlays around much more user friendly and a lot easier.
I'll try to leave more recent updates along the way of the development.
We've found a way to make the new implementation compatible with OpenXR, but it won't be available on the first release. We'll intorduce it after a few weeks. But the good news is that there is a way to do it with this new approach.
Beta testing for the new verison is likely going to be available end of this year.
Beta testing is starting this or next week. If you want to be amongst the people who try the early version, just join to the beta-releases channel on discord and see the updates there.
Beta testing was pushed back due to some concerns about the build. We're working hard to make it available as soon as possible. I'm certain we will be testing both OpenXR and OpenVR variations of this new VR initegration in early february.
Many people were asking for an update understendably, here is our detailed update.
We know the new VR version is taking very long to finish, but there is a very good reason(s) for it. Let us explain. Originally in 2022 we released our first vr integration. Right after around one year in 2023 we started to work on a new version beause we werent happy with the way the current VR integration works and also we knew performance could be better than it is now.
Here is how we stand in terms of development with this final approach:
We've managed to fix all the bugs in the OpenXR version.
Here is how we stand in terms of development with this final approach:
Beta testing starts as soon as we finish these steps. These are the least time consuming steps, I would be surprised if the new VR is not ready before the end of this month (march)
Sorry for the long wait, we are building something huge as you will see with the upcoming updates.
Thank you for everyone for being understanding of the recent delays. We happy to announce our first milestone of this newgen vr is complete now.
Tasks are completed from the previous update. The new VR is now available in early-access mode.
Please join to our discord channel to test it. This early-access mode only available for pro users.
Instructions and installer is on our discord (beta-release channel)
We've been constantly updating the new VR version (minor updates, performance improvements) in our discord channel.
Just wanted to mention it, because some people assume no progress if we don't post an update here.
So please understand that the minor updates/improvements/fixes will not be individually addressed here. If you want to get the latest version, make sure you join to our discord channel and join to the beta-releases channel.
The new VR is already working well, but for obvious reasons we must make sure it works flawlessly before we release it to the public.
First, we’d like to apologize for the delayed update and thank you for your continued support and patience. Transparency is very important to us, and we want to share where we currently stand.
We have been heavily investing in VR development and remain committed to delivering the best experience possible. While our latest VR implementation shows great promise, it has faced significant challenges, particularly with compatibility across VR headsets. Additionally, some VR modes did not meet our standards for a proper solution.
Taking these lessons to heart, we’ve started working on V3 of our VR integration. This new version builds on everything we’ve learned and aims to address the issues thoroughly. We understand how long this development process has taken, and we kindly ask for a little more patience as we push forward.
The V3 version will be released on the beta channel as soon as we’re confident it’s ready for public testing. While we cannot commit to a hard deadline, our current goal is to release it by March.
We’ve learned a great deal from the challenges we’ve faced, and we’re confident this will be our final solution. V3 is designed to deliver the best performance, wide headset compatibility, and seamless functionality with all sim titles supported by Racelab.
Thank you so much for your patience and understanding. We’re confident it will be worth the wait!
But will WMR and OpenXR be supported
I’d like to see layouts included please
Definitely needs open XR support
It needs to work like how layouts does in terms of different overlays and positions depending on car and session and proper openxr support so we can ditch steam vr
@user6481713428f4d yes we did think about this, and it probably will come as an upgrade rather than part of the initial release. But it's a great feedback! We'll definetaly have a layout-based vr solution.
@user6481713428f4d @istvan_fodor That would be a dream come true since ACC from VR shows nothing on my stream but my view of the dashboard without any info.
I agree. OpenXR is a must. And ditching the pink background of course.
changed description "What the new VR integration will bring: improved perofmance lower CPU/GPU usage no more purple background The first release of this integration will work with the same devices as before. We're still trying to figure out how OpenXR will be supported, it seems that it is possible but we'll need to put more work into it to make it happen. This means that initially it won't be part of the first release of this new VR integration, but later on will be added. "
Open XR would bei my top priority because it makes the whole thing useable…
@user6481953e8df2b yes we understand it. The way the development naturally should go thrgough these phases: finishing initial release => making OpenXR supported
OpenXR will be supported off the bat by the sounds of it for Valve/Steam users as they are the only people to utilise the overlay layer so far
Okay guys so I am just waiting for this, I really wanted to subscribe on a year basis, my wishes are OpenXR full integration through airlink since I could never ever go back to wires after being free from it
Nuts that we still don't have OpenXR support
@user648f860a5fa3a and it's even more 'nuts' that even openXR does not have 'overaly' support in their own api ;)
@istvan_fodor do you know how openkneeboard achieves it by any chance?
Well OpenXR is 100% free... lol....
Any updates on this ?
@user64f631d8844f3 no updates whatsoever, as I see it isn´t important for them to solve our problems since we are a very small % of sim racers.
@user64f631d8844f3 @evandronaka The VR part was in the early days THE reason to get racelab because there was just nothing coming close for using proper overlays in VR. That time the dev(s) were actively using to too.
Unfortunately those days passed, and Istvan not actively using VR, so nobody really cares about this anymore.
This is here is a prime example why this "roadmap" is useless. This VR Ticket is on the top of the requested features list from the beginning, still, nothing is happening. (Maybe it is, but absolutely no updates apart from false promises in the past).
Speaking of Updates: I can understand why they don't publish any updates on this matter.
The "new VR" was 2 years ago finished "next week or so".
After that the very few updates promised every time something like a "usable beta in a coming weeks"
The handling of this VR feature from racelab is emberassing and have to be improved.
The argumentation that we are just a few % is also something I can not understand.
Then make it an optional module which the user has to subscribe to, if you think that it is not worth investing money for developing this function further. I am pretty sure every VR user would pay extra for it if it ever gets released.
If I only drive the Sim X then I also don't need Sim Y. Same as with VR, yet the VR People are the issue who are pushing for updates.
@user64f631d8844f3 @user650c04e62e0e7 Agreed! And I would pay for this for sure! I wish I knew how many people play Sim + VR, I know there are 60 million HMD in the market right now so I guess enough people would mind taking a look at the app. Still hope springs eternal!
Why do you even bother with this Roadmap if the most requested feature from day 1 of the roadmap is completely ignored ?
@user653784d646b17 Not sure what makes you think it's ignored. The status of this task is in progress, meaning we're actively working on it. It's a complicated task to complete, since it involves many new technologies and performance improvements. We're working on it every day. Unfortunately this is not the only thing we have to work on, so it takes some time.
@user653784d646b17 @istvan_fodor LOL "The status of this task is in progress, meaning we're actively working on it" if you think that this should make your customer confident that you are working on it every day. It would make us confident if you would post a tiny bit of updates. 2-3 years "in progress" and basically zero updates, not even the 100x promised beta-version. Just imagine yourself on the other side of this, if you still say that you as a customer would like this zero communication policy, and this is the way to go, then something is really wrong.
@user656de61629efd you right. Sorry for the lack of updates. We've been making progress but not sharing anything here.
As you know we're working on multiple things, it'd be very hard to make these little updates for everything we do.
But maybe we can do it for major stories like this.
I'll update the ticket soon with details.
changed description "What the new VR integration will bring: improved perofmance lower CPU/GPU usage no more purple background The first release of this integration will work with the same devices as before. We're still trying to figure out how OpenXR will be supported, it seems that it is possible but we'll need to put more work into it to make it happen. This means that initially it won't be part of the first release of this new VR integration, but later on will be added. ~~~~ "
changed description "Details What the new VR integration will bring: improved perofmance lower CPU/GPU usage no more purple background The first release of this integration will work with the same devices as before. We're still trying to figure out how OpenXR will be supported, it seems that it is possible but we'll need to put more work into it to make it happen. This means that initially it won't be part of the first release of this new VR integration, but later on will be added. 04/12/2023 Update: Sorry guys for the lack of update. We're working with some developers to make this new VR version happen and in the last 6-7 months we had hard time finding someone who actually understand what needs to be done and how we want it to be implemented. This VR application requires some special knowledge which we do not have in-house, so we need to outsource small portion of it. We've 'burned' through 3 developers already in a span of couple of months. We're forunately working with someone at the moment and making promising progress on it. We already have a working version but it's not production ready and it has smaller issues, so we just need to make sure it's running smoothly and with no issues. The CPU usage is extremely good, rendering of the overlays are butter smooth and ultra responsive. Nothing like you've ever seen before I assume. We're also working on a decent UI within the VR environment to make editing and moving the overlays around much more user friendly and a lot easier. I'll try to leave more recent updates along the way of the development. 10/12/2023 Update: We've found a way to make the new implementation compatible with OpenXR, but it won't be available on the first release. We'll intorduce it after a few weeks. But the good news is that there is a way to do it with this new approach. Beta testing for the new verison is likely going to be available end of this year."
Any updates on OpenXR? This would be a game changer and I would HAPPILY pay the monthly premium fee ;)
changed description "Details What the new VR integration will bring: improved perofmance lower CPU/GPU usage no more purple background The first release of this integration will work with the same devices as before. We're still trying to figure out how OpenXR will be supported, it seems that it is possible but we'll need to put more work into it to make it happen. This means that initially it won't be part of the first release of this new VR integration, but later on will be added. 04/12/2023 Update: Sorry guys for the lack of update. We're working with some developers to make this new VR version happen and in the last 6-7 months we had hard time finding someone who actually understand what needs to be done and how we want it to be implemented. This VR application requires some special knowledge which we do not have in-house, so we need to outsource small portion of it. We've 'burned' through 3 developers already in a span of couple of months. We're forunately working with someone at the moment and making promising progress on it. We already have a working version but it's not production ready and it has smaller issues, so we just need to make sure it's running smoothly and with no issues. The CPU usage is extremely good, rendering of the overlays are butter smooth and ultra responsive. Nothing like you've ever seen before I assume. We're also working on a decent UI within the VR environment to make editing and moving the overlays around much more user friendly and a lot easier. I'll try to leave more recent updates along the way of the development. 10/12/2023 Update: We've found a way to make the new implementation compatible with OpenXR, but it won't be available on the first release. We'll intorduce it after a few weeks. But the good news is that there is a way to do it with this new approach. Beta testing for the new verison is likely going to be available end of this year. 10/01/2024 Update: Beta testing is starting this or next week. If you want to be amongst the people who try the early version, just join to the beta-releases channel on discord and see the updates there."
I waiting This beta ✌🏻