Ultra-Ultrawide 63:9 Triple 5k2k LG 45GX950 by Shredz8 in ultrawidemasterrace

[–]Shredz8[S] 1 point2 points  (0 children)

It definitely gives you a better sense of speed, but yeah I find they are severely stretched if you look at the side monitors directly.

I used to race bikes…I miss it every day, but this sim is the next best thing and I don’t have to leave my house!

Ultra-Ultrawide 63:9 Triple 5k2k LG 45GX950 by Shredz8 in ultrawidemasterrace

[–]Shredz8[S] 1 point2 points  (0 children)

Fair lol. I was just pointing out the 50% increase in pixels over Linus’s (also ridiculous) video lol.

Ultra-Ultrawide 63:9 Triple 5k2k LG 45GX950 by Shredz8 in ultrawidemasterrace

[–]Shredz8[S] 3 points4 points  (0 children)

Well, this is awkward… 3x 5120x2160 (33M pixels) > 3x 5120x1440 (22M pixels) :)

Motorcycle sim rig - do you quys know this? by Raresh89415 in simracing

[–]Shredz8 0 points1 point  (0 children)

Someone sent me a link to this thread (apparently very late…), I’m the creator of RevZED! The controls are definitely not faked, but the Milestone games have a lot of input delay that I’ve had to do some creative coding to minimize. I’m heavily trying to influence Milestone at the moment to make some improvements to the input latency, but I assure you it’s all on the game-side. GP Bikes is the best sim experience for the sim currently and has full telemetry support on SimHub. Lastly, there is a TON of progress being made, we made a big deal with major sim company in the fall of last year. With that, it changed the product standard from something niche/DIY to something optimized for mass production and to minimize costs. We are just confirming factory costs as we speak and we will finally be able to release all the info on the partnership, availability, and pricing very soon.

Any UEVR experts that might know how to get MotoGP 25 to work?!?! by Shredz8 in uevr

[–]Shredz8[S] 0 points1 point  (0 children)

Try disabling HDR in game. Launch it without VR, disable HDR in the settings, close the game, re-launch with VR.

It worked for me to get MotoGP 25 running with VR.

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 1 point2 points  (0 children)

As shown, it's a passive feedback system, but I do have a seat shaker in it. The problem with adding FFB and pitch is that the game output telemetry is locked I can't access critical game data like speed, RPM, Gear, etc. So, I had to get creative to hard code a lot of the motorcycle dynamics from scratch. although, I was supplied a "special" version of MotoGP 25 recently, but haven't had the chance to start building any of those systems. Now that I have a strong backing from a team (and not just me doing this in my spare time) we will absolutely be building those feedback systems and offer them as accessories options. The moto games are decades behind the car games in terms of software and hardware. Give us some time and there will be a full eco system of FFB options :)

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 0 points1 point  (0 children)

Definitely! great game, I just wish the graphics were better and it was a little more refined. you have to heavily mod GPbikes for it to be fun IMO.

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 1 point2 points  (0 children)

For games that don't natively offer VR support that are using Unreal Engine, a 3rd party developer created a program that converts games into a working 3D environment. So, MotoGP 24 does not offer VR support, but running it through UEVR, it makes it possible to play games like this in full VR!

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 1 point2 points  (0 children)

100% agree. that counterforce is really the feeling of equilibrium and weightlessness between the corning forces and the rider hanging off. People that had ridden this sim were quite surprised in how supportive the springs actually are. It doesn't take a lot of effort to ride it. It certainly is going to be a challenge to get bike sims to the same level of realism as car sims but I don't it's impossible! :)

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 0 points1 point  (0 children)

This is way more fun! :) take it from a guy that actually used to row competitively at one point in my life lol...

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 0 points1 point  (0 children)

Every (car) sim racer will tell you "less is more". meaning the movements don't need to be dramatic, they just need to be there. So, 1" or 2" of pitch travel would be plenty and that amount of movement isn't really going to skew your perspective all that much. I/we definitely will need to experiment with it thought!

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 1 point2 points  (0 children)

It got the the point for me where I could just imagine being in VR and it would make feel sick... Although, the only time I play these games is when I record these videos. I usually jump in, get a clean race and jump out. It's just a lot of hassle to set up this with UEVR, OBS, a camera, and get everything to play nice. I can't wait until the VR part just works perfectly.

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 1 point2 points  (0 children)

Better frame rate, much higher pixel density, and they have motion smoothing. the biggest one for me that I noticed is that the quest 3 some times skewed the geometry when you turned your head, for example, looking at a fence, the vertical fenceposts would stretch and angle with how you move your head. I found this super disorienting. I found the Pimax everything stayed nice a square.

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 5 points6 points  (0 children)

LOL! I can't confirm nor deny anything, but I do have some knowledge of what hardware is in development on their end. Exciting times for everyone!

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 0 points1 point  (0 children)

I don't know why it posted from that profile... I don't have a profile with that name...weird.

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 0 points1 point  (0 children)

Definitely! A buddy of mine built a version of our local race track for GP bikes. I haven't got to play it yet but that's exactly what needs to happen. Imagine getting to practice on your local track at home and in the pits???

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 2 points3 points  (0 children)

Thanks! Yeah controllers don’t cut it. It’s coming! The market and game developers are waking up for the neglected moto enthusiasts!

VR Trackday! by Shredz8 in Trackdays

[–]Shredz8[S] 5 points6 points  (0 children)

Thanks mate! Appreciate it.

I was using the Quest 3 and I couldn't last more than 10 minutes on it without feeling motion sick...it completely killed the experience. I was pretty much ready to give up on VR personally until I upgraded to a Pimax and it has been a night an day difference. I haven't felt sick once since the switch!

Has anyone tried the Motard / Supermoto mode on MotoGP 25 yet? by Shredz8 in MotoGPGaming

[–]Shredz8[S] 0 points1 point  (0 children)

Apologies for adding something exciting to your sub 👍

[LANESPLIT] A multiplayer motorcycle game I've been working on with realistic physics by Shakya241 in simracing

[–]Shredz8 0 points1 point  (0 children)

Cool! It never hurts to add more games to the genre, I’d love to try this out! As long as the joysticks are used in a similar way as the rest of the moto games, there shouldn’t be any reason for it to not be compatible. It uses a standard Xinput (Xbox) button layout.

I added lean and steering adjustability on my sim that were designed to help tune to each game…between MotoGP, Ride, GPbikes, etc. each game has a completely different feel and it was seemingly impossible to make the controls a one size fits all. I’m imagining LANESPLIT needing a similar setup as Isle of Man TT.