- 12,018
- Indianapolis
- BrandonW77
Hey Brandon, I've been away from AC for awhile but have seen that you have had pretty good luck with ACC VR compared to many. I can't get ACC to even recognize my Oculus Rift after a couple hours of reading and trial and error. Do you first start ACC in Steam or Steam VR? Then start ACC? Do you start Oculus directly from the Oculus APP then go into ACC? I am clueless on conceptually how it all works, but am hoping you won't rip on me for being so out of the loop on even getting the minimums to function....LOL. Thanks for any help you can provide, Cheers!
I don't open Steam VR. I just open Oculus Home (required now) and then launch the VR option of ACC from my Steam library.
Thank you! My first mistake was that I was unaware that a PC keyboard CANNOT perform all req'd VR functionality so I need a D-Pad or similar! Is that the plan for ACC VR long-term? That makes me worried that ACC technical and graphic performance is being dumbed down because it will need to work with Consoles some day! YIKES!
I don't get why people are getting so bent out of shape over this (not you specifically, but so many people are whinging about this). They've said all along that if they can make it perform satisfactorily on consoles then they will make a console version, which I don't see as a bad thing. So, it makes sense to build your UI from the get-go with console compatibility, yes? And I don't have any problem using the buttons and d-pad on my wheel to navigate the menus, I actually kinda like it. I presume proper mouse functionality will be included at some point, they kinda have to since some DD wheels don't have buttons/d-pads on them. I also don't see how making the menus navigable with your wheel buttons means that the physics or performance or anything else is going to be dumbed-down to be like an arcade racer. How I select menu options has no bearing on how the cars perform on track, and so far I think the cars in ACC perform brilliantly on track.