I have a lot of experience in the sim racing world (my company's main focus is on sim racing components). I use the Oculus exclusively with any sim - racing or flight - when I have time. iRacing and LFS have excellent VR implementation, with LFS getting the best (250+) frame rates. PCars/2 does a good job and so does Dirt Rally. AC is good as well, but some improvement is needed to improve VR utilization.
Elite Dangerous is also a blast! Frontier hit a home run with their VR support. DCS Is quite nice and the word is on the street (their forums) that once the engine is overhauled (whenever that will be
) there will be substantial VR improvement. Dan's FlyInside is a smash, if you ask me. Yes, the underlying graphics with which he must work are woefully "un-optimized" for VR, but whatever voodoo majik he's working to get 75fps sure makes FSX come alive in VR.
All of the developers are still limited by the current capabilities of the DK2, however. I hope that in a year from now VR technology will have advanced to the point to where visual quality at a distance is clear and clean. As it is now, it's quite difficult to race with the DK2 as you really need to see what's ahead of you, and the speeds so high that there is no room for error. I don't like the DK2 enough to trust it to racing, and I am very active with iRacing. Hopefully things will change next Spring!!!
On a side note: since FSX's graphics are really old, is there a way to optimize them for VR usage or are their enhancements that exist that improve the frame rates? My thoughts are that Dan is going great with presenting the flight sim to us in VR, but he can only give us what FSX gives him. Would it be possible to clean up the graphics so that they can be more efficient for VR use?
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