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No doubt it will be a huge adjustment for me. But I do have some experience with a wheel, about 10 years ago I owned a g25 and played some iRacing when it first launched. But console sims have always been done on the sticks. Looking forward to enjoying GTS the way its meant to be played.

From what I understand the T300rs pedals are garbage, and a lot of people upgrade to the T3PA? pedals. Is there a chance these will be marked down for a Black Friday/Cyber Monday sale? I might as well wait if thats the case.

Edit: looks like the T3PA pedals were 25% off on newegg, but I think the code expired. Someone also mentions the pedals were marked down last year for black friday.

https://slickdeals.net/f/10769035-t...-99-or-t3pa-pro-112-49-fs-and-more-newegg-com
Last year on black Friday the T3PA pros went to $99, as did the TH8A shifter. The pedals are a steal at $99. I think the shifter's worth it too. Don't remember how much the wheel was discounted, but it was also a good price. All of this was on Amazon.
 
Interestingly enough, I was more competitive with a controller vs. wheel users in CanAm on PC1 than I've managed to be thus far with a wheel against them in PC2. Maybe that's not a fair comparison being 15 years experience vs. 2 weeks, but I was surprised with the learning curve. I thought since I have a decent amount of real life experience that would help, but it's been a struggle to say the least so far. But, to be fair to myself, those guys are all really fast and I imagine most of them would be D1 in a place like this. I am far from a D1 driver so, yeah. Still just trying not to spin or otherwise wreck. Pretty much what all the wheel guys say when they pick up a pad.
Eventually you will catch up to your controller in the wheel. Hell, switching from my old logitech momo wheel to my g27 took about a month.
I think and have heard the reason the transition to wheel over controller compared to real life is that the wheel is something you know. So you subconsciously relate what you know from real world driving to the sim wheel. We depend on certain feed back, like weight shift, a broader range of vision and other ques that we dont get in the sim. Ques we probably depend on more than what is created through the FFB on a sim wheel. But, since we dont drive with a stick, we dont try to draw from those real world experiences and muscle memories.
 
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The SNAIL Sunday Scoring sheets have been prepared and is ready to go for tonight.
 
Eventually you will catch up to your controller in the wheel. Hell, switching from my old logitech momo wheel to my g27 took about a month.
I think and have heard the reason the transition to wheel over controller compared to real life is that the wheel is something you know. So you subconsciously relate what you know from real world driving to the sim wheel. We depend on certain feed back, like weight shift, a broader range of vision and other ques that we dont get in the sim. Ques we probably depend on more than what is created through the FFB on a sim wheel. But, since we dont drive with a stick, we dont try to draw from those real world experiences and muscle memories.

I'm confident I've caught up to my "speed" on a controller, but I don't really have a good gauge because that would be racing with SNAIL members which I cannot do at the moment. Consistency has gotten a lot better in the last week compared to the first few days.

There are certainly a lot of missing pieces when it comes to the transition from real world to a driving simulator. The lack of g-forces is a huge factor that cannot be overstated. More so than I ever realized. Also, no matter how good the setup (and mine is pretty nice if I may be so bold) and how fine tuned the settings, there is no accurate substitute for real life depth perception, which is absolutely critical to making decision concerning acceleration, deceleration & speed. Looking at a screen, our eyes never have to adjust focus to different distances because every single thing in our line of sight is quite literally the same distance away. It's interesting to me how this has brought to light for me how our brain processes the information our eyes send it. The human body is truly amazing.

OFF-TOPIC: Has anybody every video recorded themselves driving with a head mounted camera? I did earlier today to show my karting friend and I was mind blown by how much my head moves around (tilting left & right) as I corner. With my head experiencing absolutely zero g-forces I still find myself compensating or maybe just aligning with what I see? It really took me by surprise.
 
I'm confident I've caught up to my "speed" on a controller, but I don't really have a good gauge because that would be racing with SNAIL members which I cannot do at the moment. Consistency has gotten a lot better in the last week compared to the first few days.

There are certainly a lot of missing pieces when it comes to the transition from real world to a driving simulator. The lack of g-forces is a huge factor that cannot be overstated. More so than I ever realized. Also, no matter how good the setup (and mine is pretty nice if I may be so bold) and how fine tuned the settings, there is no accurate substitute for real life depth perception, which is absolutely critical to making decision concerning acceleration, deceleration & speed. Looking at a screen, our eyes never have to adjust focus to different distances because every single thing in our line of sight is quite literally the same distance away. It's interesting to me how this has brought to light for me how our brain processes the information our eyes send it. The human body is truly amazing.

OFF-TOPIC: Has anybody every video recorded themselves driving with a head mounted camera? I did earlier today to show my karting friend and I was mind blown by how much my head moves around (tilting left & right) as I corner. With my head experiencing absolutely zero g-forces I still find myself compensating or maybe just aligning with what I see? It really took me by surprise.
Actually. VR does a really good job. Its the one thing that is going to make getting back into console racing hard for me. A friend let me have his Rift when his graphics card nearly burnt down his house. I've been racing pCars and AC exclusively on it, and it is surprisingly immersive. Having to press buttons to look around, and not having that depth perception is going to be rough.
 
Has anyone gotten the uploader yet? I really want my snail stickers.

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Actually. VR does a really good job. Its the one thing that is going to make getting back into console racing hard for me. A friend let me have his Rift when his graphics card nearly burnt down his house. I've been racing pCars and AC exclusively on it, and it is surprisingly immersive. Having to press buttons to look around, and not having that depth perception is going to be rough.

I haven't actually tried VR yet, but I'm guessing the depth perception is the the greatest factor in creating the immersion. Is it true that there are actually 2 screens, one for each eye? If that's the case then that's how it creates depth because having independent screens allows the slightly different perception of distance that we utilize everyday to judge space and distance. The factors I don't like is the limited FOV (there are wider FOV products in development), and the fact that I cannot see my gear. I really don't have any desire to learn where all of my specific wheel buttons or even button box options are located just by positional memory. So far in my experience with my rig I've found virtually no need to physically turn my head while racing around others. My triples FOV and use of mirrors is sufficient in just about any vehicle. I think I may actually delete my look right/look left buttons for something more valuable. The only hangup is karting because there are no mirrors at all and even with a really close triple setup you can't tell if somebody is "looking" without turning your head.
 
I haven't actually tried VR yet, but I'm guessing the depth perception is the the greatest factor in creating the immersion. Is it true that there are actually 2 screens, one for each eye? If that's the case then that's how it creates depth because having independent screens allows the slightly different perception of distance that we utilize everyday to judge space and distance. The factors I don't like is the limited FOV (there are wider FOV products in development), and the fact that I cannot see my gear. I really don't have any desire to learn where all of my specific wheel buttons or even button box options are located just by positional memory. So far in my experience with my rig I've found virtually no need to physically turn my head while racing around others. My triples FOV and use of mirrors is sufficient in just about any vehicle. I think I may actually delete my look right/look left buttons for something more valuable. The only hangup is karting because there are no mirrors at all and even with a really close triple setup you can't tell if somebody is "looking" without turning your head.
Where's the pics of the finished rig? Or are you waiting to finish a couple details? I'm anxious to see the completed project.
 
I haven't actually tried VR yet, but I'm guessing the depth perception is the the greatest factor in creating the immersion. Is it true that there are actually 2 screens, one for each eye? If that's the case then that's how it creates depth because having independent screens allows the slightly different perception of distance that we utilize everyday to judge space and distance. The factors I don't like is the limited FOV (there are wider FOV products in development), and the fact that I cannot see my gear. I really don't have any desire to learn where all of my specific wheel buttons or even button box options are located just by positional memory. So far in my experience with my rig I've found virtually no need to physically turn my head while racing around others. My triples FOV and use of mirrors is sufficient in just about any vehicle. I think I may actually delete my look right/look left buttons for something more valuable. The only hangup is karting because there are no mirrors at all and even with a really close triple setup you can't tell if somebody is "looking" without turning your head.
I am legally blind in my one eye and I can still see the depth in VR
 
I am legally blind in my one eye and I can still see the depth in VR

When you're racing GTS with SNAIL tonight? Oh wait.... nope.

If PD would have implemented VR properly for this game I'd take the plunge with PSVR and race with you guys.

Where's the pics of the finished rig? Or are you waiting to finish a couple details? I'm anxious to see the completed project.

OH... There's PLENTY of details to finish, but as you can see... I have other wood working projects lying around I must finish first. So, rather than photos, how about a video?

*note* After a short glimpse of the rig at the beginning, you can skip all the BS of me making system changes and trying to figure out how to get things going (I've only played this twice), skip to around 16 minutes. Camera angle could have been a bit lower to see my wheel, but whatever... the screens look like they do not align because the camera is higher than my eye level. Everything matches up smoothly from my perspective.

 
D3 Needs a scorekeeper & data guy for tonight. I can't see Ghost and I'm not going to stay up till 1:00AM like last week. I'm out for tonight

Good luck racing

That's a good part of the reason I decided to get ready for my trip instead of trying to race tonight.
 
I haven't actually tried VR yet, but I'm guessing the depth perception is the the greatest factor in creating the immersion. Is it true that there are actually 2 screens, one for each eye? If that's the case then that's how it creates depth because having independent screens allows the slightly different perception of distance that we utilize everyday to judge space and distance. The factors I don't like is the limited FOV (there are wider FOV products in development), and the fact that I cannot see my gear. I really don't have any desire to learn where all of my specific wheel buttons or even button box options are located just by positional memory. So far in my experience with my rig I've found virtually no need to physically turn my head while racing around others. My triples FOV and use of mirrors is sufficient in just about any vehicle. I think I may actually delete my look right/look left buttons for something more valuable. The only hangup is karting because there are no mirrors at all and even with a really close triple setup you can't tell if somebody is "looking" without turning your head.
The depth perception as well as proper head movement. Those two factors really make the experience. Tracking a corner and knowing spatially where you are in relation to other cars, the kerbing etc really does a lot for my ability to run consistent laps. Its not something even a 3 monitor setup can replicate.
But its not without its cons right now. I personally wasnt looking to adopt the tech yet. But i couldnt pass up the deal on this headset. As you mentioned, FOV is limited. I havent found it to annoying though. The issue i have is the screen and the lenses. So its actually just one screen running two different renders of the game. The screen res is 2160x1200. That leaves two 1080x1200 renders. It also needs to run at 90hz which is why it has beefy gpu and cpu requirements. The problem though is that the screens are quite close to the eyes, so the picture is a grainy. Then there's the lenses. I've bit used the vive, so it may be better, but the glare on the rifts lenses is very noticeable, especially in dark games that have bright light sources. Think elite dangerous, in the darkness of space with a star shining away.
Even these issues though, for racing and flight sims, it really is quite good.

For the record, I am fairly prone to motion sickness. I cant spin more than one or two times without issue, more than 3 roller coaster rides in a day leaves me dizzy for days. I have sat and raced pCars for 3 hours straight and had no issues. Elite dangerous and war thunder on the other hand... active, aggressive flight can get me a bit woozy. But given i have issues with rollercoaster, that may not be completely due to the vr aspect.
In all. I recommend vr, but the second gen headsets are right around the corner. I would definitely wait for them to hit the market.
 

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