PC Uevr - Train Sim World Vr

Discussion in 'TSW General Discussion' started by AVeryFatElf, Oct 6, 2022.

  1. chieflongshin

    chieflongshin Well-Known Member

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    Still on my list to try. I'm curious but wondering how the old 2080ti will hold up
     
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  2. jamster47

    jamster47 Well-Known Member

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    You’ve got to give it a go. I managed vr on a previous 2080 laptop so hopefully you can run it ok.
     
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  3. jamster47

    jamster47 Well-Known Member

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    Just had a couple of hours on this immersed in VR. I’ve managed to get my thrustmaster up and running so I was able to do all in cab controls from within the headset including master key and reverser. Then drove using the throttle and buttons used to cancel aws alarms and open close the doors. Amazing experience and so much fun. I continue to no longer want to play this game in 2d. So pleased VR is now something possible and no longer needing the keyboard (mostly) means it’s even more immersive. Just need to work out the signal render issue and I will be loving this all the more.
     
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  4. rpeterbroughlowe

    rpeterbroughlowe Active Member

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    It's fab isn't it.

    my .ini file keeps getting overwritten every time I play though. This is quite annoying as I need to beef up the graphics for obvious reasons. I have to keep a local copy of the file on my desktop and paste it in every time. No big deal but annoying.

    DTG have been quiet on this innovation, which is surprising as this injection mod has transformed their title. All the little details they wax lyrical about come to life in VR in a way it just doesn't seem to impact the overall experience in 2D.
     
  5. sagitaire#6217

    sagitaire#6217 New Member

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    Tried everything to get this to run in vr (tsw4) all the suggestions that fat elf has posted, including the steps on running it (Open UEVR > Headset ready to go but not on > Make sure Virtual Desktop is running > Put headset on > boot up Virtual desktop app on Quest 2 > connect to computer > Run TSW4 >) wait till either the load screen or main menu appear > inject > play) oh and injected and imported config file (from page 3 here) and always im either spinning around like a crazy maniac or im tilted sideways or im ontop of the train. Other times ive loaded in and im a passenger and thinking "well this train aint gonna move with me being here". spent ages trying to get the controllers set up in the app... but never work, and everytime i move, im tilting and moving away from the train.
    Ive literally spent hours trying to get this app to work, and it does but not with me in the right place no matter what route im playing.
    But im seeing vids of people playing it in vr exactly the way im playing it in flat screen, smooth as anything and playing like a driver.
     
  6. chippiearnold

    chippiearnold Member

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    Have you tried the 3 options in the UEVR menu that I've highlighted below? I find sometimes I'm facing the wrong way, and usually hitting these three buttons in order left to right sorts it out.

    Also, I've just switched from a Reverb G2 to a Quest 3 so I'm now using Virtual Desktop to wirelessly connect to the PC, and I have unticked the option "Track controllers" in the Virtual Desktop "Streaming" menu, as I find that if I allow it to track my controllers it interferes with the mouse in-game.

    Just a couple of suggestions, hope you can sort it. I spent some time today starting a timetable session on foot and just riding the AI trains - so immersive sitting and watching the world go by!
     
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  7. chippiearnold

    chippiearnold Member

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    Oops I forgot the screenshot:
     

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  8. AVeryFatElf

    AVeryFatElf Well-Known Member

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    have you made sure your quest and Virtual Desktop are all up to date? I was having a very weird experience when i realised one of the 3 mentioned hadn't been updated properly. Had to make sure the quest 2 virtual desktop app was actually up to date as it was launching an old version. Just as a quick check, reset your UEVR to default instead of the config and see if that helps.
     
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  9. chippiearnold

    chippiearnold Member

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    For anyone who might be considering moving from Reverb G2 to Quest 3; as someone who has just made this very move, here are my thoughts after a few days...

    I've had my Reverb G2 since launch, and received it in December 2020. The clarity of this headset was beyond everything that went before it. I've been a VR user since CV1 and have owned two CV1s, an Oculus Rift, Reverb G2 and Quest 2. The Quest 2 went largely unused as the Reverb G2 really couldn't be beaten for PCVR. I found the comfort of the Quest 2 to be horrible, even with the elite strap, whereas the Reverb G2 was so comfy I didn't even notice I was wearing it.

    With HP announcing its withdrawal from the VR market, and the lack of WMR development, I wanted to make sure I had a headset that was somewhat future-proof. I watched and read dozens of review of the Quest 3; and none of them convinced me this was the right move.

    I also looked at high-end systems like the Varjo Aero and Pimax, but the additional cost of the Vive tracking base stations and controllers just made this too expensive.

    Anyway, long story short; the Quest 3 is a definite move forward from the Reverb G2. It may not offer a higher resolution, but the edge-to-edge sweet-spot with the Quest 3's pancake lenses is reason enough to upgrade. It's massive! You can now look in your peripheral vision and read stuff perfectly. The bundled Quest 3 strap is also much, much more comfortable than the Quest 2 default strap. However I decided to invest in the BOBOVR M3 Pro Halo strap and battery back, and it was a wise purchase; the comfort of the headstrap is on par, if not better than the Reverb G2, and the battery pack means that 4 to 5 hour play windows are possible.

    On top of wireless PC connectivity (as long as your wireless router meets the necessary requirements) you also have a whole world of Augmented Reality software and standalone VR titles to mess with in the Quest 3.

    In terms of VR, I found that I got the best performance results using Virtual Desktop as the wireless link between Quest 3 and TSW4, however this is a paid-for solution, and you can get good results using the free AirLink (wireless), Oculus Link Cable (hardwired), or Steam Link (wireless).
     
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  10. AVeryFatElf

    AVeryFatElf Well-Known Member

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    https://bit.ly/TSW4PlayerSurvey2024

    So you may have seen this already but DTG have put out their survey and whilst it doesn’t take too long to do, it does include a bit for VR. Who knows if they’ll ever do it but if enough people show interest, they might one day make an official VR option for TSW. It’s fairly quick to do, took me about 5 mins.
     
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  11. friff

    friff New Member

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    Doesnt work, gives me crazy virus warnings when trying to install
     
  12. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Its a false positive, let me link you to the older version which doesn't seem to have that issue. For whatever reason the latest version gets false flagged over and over.

    https://github.com/praydog/UEVR/releases/download/1.02/UEVR.zip

    Let me know if that works.
     
  13. uvm0902

    uvm0902 Well-Known Member

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    Please tell me if anyone has experience using:
    - Does Quest 3 have any advantages in the quality of graphics visualization in TSW over Quest 2?
    - Does it make sense to buy Quest 3 instead of Quest 2 in pursuit of improved picture quality?
    (my PC is i7-12700K, RTX3070).
     
  14. 10A _Driver

    10A _Driver Well-Known Member

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    Depends on your budget and what you are upgrading from.
    If you are new to VR, then go for the Q3, for a first headset, it is a fantastic option and experience. A 'no brainer'.
    Oh, and do yourself a favour when you get the headset - play Half Life Alyx!
     
    Last edited: Feb 21, 2024
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  15. AVeryFatElf

    AVeryFatElf Well-Known Member

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    I dont know the Quest 3 super in depth but it does have foveated rendering, i think, which basically tracks your eyes and renders everything in your peripheral vision at a lower resolution which can aid a bit in performance. I would maybe look for comparison articles which would give a better representation of differences and what you should go for. The Quest 2 is fine for me though, but some people might think differently
     
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  16. Konrad

    Konrad New Member

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    it is also recognized as virus and not even able to download it :-(
     
  17. Princess Entrapta

    Princess Entrapta Well-Known Member

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    There's also the option like I had to do earlier today when installing the Trilogy mod for Baldur's Gate 1&2, of turning off your antivirus temporarily while it installs and then re-enabling it afterwards.
     
  18. jacquesbrel

    jacquesbrel New Member

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    That is not correct. You must be mistaking the Quest 3 with the Quest Pro.

    With regards to the Quest 2, the Quest 3 is a significant upgrade with respect to image quality. I have a Quest 2, and the day I got my Quest 3 I had a huge smile on my face all day. People on the street gave me concerned looks.

    There is no reason to get a Quest 2 unless your budget is very limited and circumstances prevent you from waiting and saving up a bit more and getting the Quest 3.
     
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  19. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Ahh if thats the case then yes, I have it wrong haha! Apologies. I didnt actually realise there was a Quest Pro. I thought the 3 and pro were the same thing.
     
  20. tgv.minako

    tgv.minako New Member

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    Tell me, does anyone know if UEVR has a draw distance setting? Rails appear right in front of your nose. There is no such thing in 2D. Adding the "r.ViewDistanceScale=" command to Engine.ini does not correct the situation. So it’s logical to assume that the distance setting is blocked via UEVR.
     
  21. Scorpion71

    Scorpion71 Well-Known Member

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    Spent some time this afternoon setting things up, took a couple of attempts but finally got there!

    Couple of things, this Virtual Desktop app that's been talked about, is this the one direct from Meta currently priced at £14.99?
    Will the settings I have in godmode effect performance in VR? Do I need separate settings for that?

    Although I currently own a footpedal and an AWS plunger, me thinks I'll be treating myself to the throttle stack and control desk from TS controllers.
     
  22. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Niceee! Its totally worth it. Do you have any issues still you need help with?

    Potentially yes! I think i got it when it was cheaper but thats the one. It's just less clunky than using Metas own software for the most part and it also lets you stream video and 3d movies from your computer which is pretty cool

    God mode should be fine but give it a shot anyways
     
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  23. cars0199

    cars0199 Member

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    Virtualdesktop is absolutely worth it! Much better performance than any of the other possibilities in each and every game I play on my Quest 3! If you want to get 25% off l, you can use this referral link (you get 25 off, I get 5$ for the store): https://www.oculus.com/appreferrals...tion=2&utm_parent=frl&utm_medium=app_referral

    I am also using God mod and with Jetwash's enhancement mod. It might need some tweaks to work, but that is totally worth it!! It's only the newest versions of the enhancement mod that cause some problems - but as said, a few changes and all is good to go
     
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  24. Princess Entrapta

    Princess Entrapta Well-Known Member

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    While tidying some shelves, I managed to dig out an old book about predictions of the future of gaming, from 1994, talking about how 1995 was the year VR was finally going to take off in a big way. A glimpse at how far we've come, and how long it actually took in the end, just to get this far.
    upload_2024-3-14_17-11-5.png

    Just imagine! High definition 800x600 24fps graphics! That's when VR is going to take the world by storm!

    As a fun related topic - the Nintendo Virtual Boy mentioned in the piece just got some emulator software for the 3DS and it's fantastic to see those old school games from the early days of VR running on a MUCH more comfortable, headwear-less 3D display.
     
    Last edited: Mar 14, 2024
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  25. Spikee1975

    Spikee1975 Guest

    ... and still 24 FPS is the standard for celluloid movies.

    I always find it strange when being at friends, watching older movies, and I'm pretty annoyed when they don't turn off the frame interpolation 200 Hz fluid motion stuff - I want to see them as they were meant to be seen. This overly vivid and fluid motion destroys the "film" experience for me... celluloid is a stream of discrete photographs, that's what I like about it. :)
     
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  26. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Well, when filming at 24fps you end up developing all sorts of smart steadying technologies for keeping the camera stable and moving at a speed which won't cause flickering the way turning your head at a natural speed does.

    Tell you what high framerate filming is trash for though, CG-heavy blockbuster stuff. It's WAY easier to see the cracks in the facade of the digitally composited animation then
     
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  27. jamster47

    jamster47 Well-Known Member

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    I’ll have a look at those new headsets as I need to replace my Reverb G2, I still think VR is awesome in TSW and love driving the GOBLIN in VR.
     
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  28. Princess Entrapta

    Princess Entrapta Well-Known Member

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    As an owner of the original model Vive Pro, it must be said OLED is the gold standard for high quality VR experiences. So much more comfortable to look at for longer sessions than the alternatives, and those blacks!
     
  29. jamster47

    jamster47 Well-Known Member

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    Thanks for the suggestions. Will have a look. The Somnium looks very interesting too. What a time to be alive!
    Got a rift in 2016 and look at the progress since. It’s been slow in between but gathering pace. I’m sure one day more people will get involved as prices drop and they will see what we have been going on about.
     
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  30. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Lots of fancy tech but I'm still sold on my Quest 3, it's a magnificent machine at a brilliant price.
     
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  31. 10A _Driver

    10A _Driver Well-Known Member

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    Absolutely Matt, I like the option of having standalone gameplay or watching content away from the tether.
    Have you had a go with the UEVR injector? The small details in the routes which can be seen brings a whole level of appreciation for the dev team, for the work put into the routes and rolling stock!
     
  32. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Yes the injector is very good, very happy with how it works. The game looks fantastic in VR IMHO :)

    If only enough of you wanted it in the "real" game!!! :)
     
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  33. jamster47

    jamster47 Well-Known Member

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    Hi Matt, Glad you have had a try and like it. I have been blown away by the attention to detail you notice when playing in 3d. It’s so good and a credit to all of you. A lot of these subtle details are not noticed in 2d.
    Things like leaning in on panels in the cab and noticing the wear and tear or the rivets in station canopies.

    Looking forward to getting a better headset to enjoy it in even sharper detail.
     
  34. Princess Entrapta

    Princess Entrapta Well-Known Member

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    The sad reality of us VR owners being a very, very small niche of gamers as a whole.

    upload_2024-4-19_16-4-35.png
     
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  35. uvm0902

    uvm0902 Well-Known Member

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    I really like TSW in VR mode. The effect of presence and immersion is on a completely different level. But I must admit that every time I launch TSW I am faced with a difficult choice: today I want immersion and VR or beauty in 4K. Unfortunately, the picture quality in VR is blurred and you don’t see all the beauty of the landscapes and surroundings.
     
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  36. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Out of curiosity say it had been picked by the community, how far do you think DTG would or could have gone with VR? Do you reckon it would have been similar to how it is in UEVR with a better HUD and touch controls essentially? Had anyone in the studio talked about how they might go about it? Hope you don't mind me asking, purely just curious! :D
     
  37. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Being a VR enthusiast i've always envisaged TSW having VR controls, I had a full design for how I wanted the game to look since basically day one and in fact the earliest prototypes of the game were *based* on it being a VR-first game with you starting off in what would essentially be the training center, walking around, finding things to do, going to trains etc - I mocked up a whole design for it so that it would be a natural experience in VR. I had designs for how I wanted controls to work - I had the honour of going to see Valve when they first showed their early prototype VR systems (what ultimately became the partnership with HTC and the Vive) - so I had some first hand experience a couple of years before most about hand tracking controls in VR environments and it captured my soul entirely.

    So I guess short answer to your question - I knew exactly what I wanted, still do, it hasn't much changed, i'm just waiting for enough of y'all to buy some headsets!!

    Matt.
     
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  38. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Very interesting and cool to hear nonetheless. Have you considered working with a third party to intro VR to TSW or do you think it would be too intertwined as to how the game works at a base level? Flat2VR Studios (originally just a discord group/forum) announced they are helping studios port their games to VR or include VR playability in their shipped games, food for thought anyways.

    On another note, I'm guessing in some sense you would make the mouse controls interact with what are essentially VR components in the cab which i'd imagine would make it easier, right? Sometimes i wish I knew much more in depth about UE but i think I'm too invested in me photographer/videographer career to start now.

    Do you reckon it's within the realms of possibility to make an experimental build sidelined from TSW, maybe an old build of TSW4 or 3 as a sort of test bed for VR? Again, fully appreciate it might be a lot of time needed and that DTG might not be in a position to put someone to work n something like that if working on other content.
     
  39. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Yeah I totally get you. I've been helping test a new timetable and sometimes going into VR every time was a hassle so i got to experience how the game looked on a flatscreen again recently after having always used VR for it. I think in an ideal world, a VR version of this game would maybe have a more streamlined performance profile to help with clarity and generally consistent FPS.
     
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  40. cars0199

    cars0199 Member

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    If only people knew what they're missing out on! I guess most players - like myself before I got my first VR headset (Quest 2) - can't even imagine how much better and more realistic an experience they'd get in VR. And tbh you can't possibly know before trying. No youtube or whatever kind of recording can ever show the real thing. But if you dare to spend the money on it - you'd most probably ask yourself forever why you didn't do it before. The immersion is mind blowing, and it's so much more satisfying to sit in the driver's seat, turn your head to overview panels or just to look out of the window. Or flying above the train enjoying the surroundings. Or wandering alongside the train to uncouple a few wagons... It's definitely more fun - and tbh if it wasn't for UEVR I most probably wouldn't play TSW anymore (or maybe just occasionally). Well, as you said: we definitely need to make people buy som headsets ;-)
     
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  41. Tigert1966

    Tigert1966 Well-Known Member

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    I have a headset and I enjoy VR, but the difference between the games I play in VR and TSW are that the games I play in VR do not have significant amounts of bugs still to resolve and are largely very smooth with decent frame rates and no stutters.

    Now don't get me wrong, I love TSW, it's my 3rd most played game after TSC and Forza Horizon 5, but it still has a lot of issues and it seems that new DLC gets prioritised over bug fixes and things that don't work so well get abandoned. So my personal preference is to have a stable good performing game first before trying to bolt VR onto it. Look at what was promised for TSW4 that hasn't yet been delivered yet. Only a couple of trains have suspension, the formation editor is still a beta and does not really work that well and the editor still can't cook content without a community patch - DTG have plenty to do already.

    So sorry but despite loving VR, I'm never going to vote for it in surveys until the flat screen version is working properly and they fully deliver what they promise.

    Now this UEVR is extremely clever. I'm very impressed by it. But for me it's enough for now (and if I'm honest after the initial novelty wore off, I don't use it much) - I honestly don't see VR coming to TSW for a very long time especially as it seems Playstation VR doesn't seem to be doing as well as Sony hoped and Microsoft still don't seem to be interested in XBOX VR, so even if VR really took off on PC, it's still unlikely to be a thing for the console market.
     
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  42. Kazick

    Kazick Member

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    The irony being that more people on Steam have VR than people on steam with TSW, since train sims are a niche vs the mainstream appeal of VR. Implementing proper dedicated VR support could attract a whole new customer base to the game.

    Any who, been giving this a shot and I'm impressed and annoyed. It was super easy to get up and running, however I feel like the world scale is too big. I cant seem to get the UEVER menu to pop up once in game to change anything, and I cant click on any thing in the cab. Is there a fix that I missed in all 7 pages of this thread?
     
    Last edited: Jul 26, 2024
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  43. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Did you try pressing the DEL or HOME key on your keyboard? That should toggle the mouse/menu.
     
  44. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Morning DTG Matt

    Firstly congrats on what seems to be a roaring success with TSW5 along with the other announcements that came alongside it.

    So with this next bit I’m purely asking to satisfy my own curiosity but did UEVR have any influence on the meta TSW VR game that got announced or had the idea been toyed with for a fair while?

    Potentially wishful thinking but is TSW VR a potential test bed or in other words is it testing the waters to see how well it’s received etc?

    I appreciate you might need to stay tightlipped on it but yeah I was very curious when I heard there was a VR title coming up.
     
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  45. DTG Matt

    DTG Matt Executive Producer Staff Member

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    It's a first experiment to see what the interest is.

    Keep in mind that while the audience *here* is probably using PC VR for obvious reasons so it seems odd to not cater to that first - the reality is that the vast majority of people using VR at the moment are NOT using PC VR or PS VR - they're using Meta Quest standalone.

    Therefore - the best and widest audience to launch a VR experience on is in that space.

    We'll see what feedback there is, what interest there is, and that may influence things going forward. If it's a resounding success and there's clamours of "MORE MORE" - that'd be great, there's interest to do more if that happens, definitely.

    The problem is that there's such a huge disconnect between current VR players and Train Sim players. I polled our beta team, and maybe one or two people out of the whole team have VR. We had a visit of Ambassadors recently to the office and I polled them who had VR and the number was again extremely small. Gave them all a chance to play TSW VR early prototype and I know one has already rushed out and bought a headset, and a few others have said they are likely to do the same having really enjoyed what they tried.

    So my hope... is... that this raises the profile of VR within the Train Sim community and helps build the interest and demand that takes it further.

    Let's see.

    Matt.
     
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  46. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Thanks for getting back to me so quickly!

    100% agree with this and totally see the sense in doing so - I imagine a lot of data pointed to there being a lot of Quest owners and alike so from a business standpoint, only logical.

    Yeah I think, again from a business POV, this is the best way forward and totally agree despite how much I'd love VR to come to TSW natively. When I was watching the direct I was not expecting the standalone title, at a minimum maybe a VR beta so I think this is an amazing step forward. In some sense, TSW is still in its infancy despite being a good few editions deep and still has plenty to expand on as we're seeing with conductor mode and other things becoming core to the franchise.

    I'd definitely love to be a fly on the wall as to seeing how it develops but I'm sure we'll see how things go with the meta game and hopefully helps to shine some light on VR with TSW at a late date.

    Thanks again Matt - I appreciate you getting back to me about it.
     
  47. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Quest has something like 60% of the entire VR headset ownership, and the majority use it without linking to their PC.
    Playstation is about 25%
    Other headset come in that last 15% and are where all the PC VR players are really.

    I think currently Quest is the only actively growing - Quest 3 growing at a storming rate, and that's all because Meta are investing so heavily in pushing the platform and content. PSVR hasn't seen any must-have releases on VR really - or certainly not the quantity to justify a £500+ purchase, which i'm really sad about - I saw PSVR as Platform #2 for VR personally so i'm hoping that they can pick it up somewhere down the line and figure out how to master it like Meta have.

    PC VR is plagued by headsets being too expensive to really see demand pick up in the same way. Yes the experience is *significantly* better when linked to PC, but, the market is tiny by comparison. And hey, anyone who buys a Quest 3 to play TSW VR can also link it to their PC in the future as well, so it's a pretty future proof way to grow on firm foundations without limits for the future.

    No, i'm not being paid or forced to say things like this about the Quest, I genuinely think it's the best option out there *overall* - been a big fan since I got my Quest 2 and the Quest 3 only solidified that further.

    Matt.
     
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  48. AVeryFatElf

    AVeryFatElf Well-Known Member

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    Yeah those figures don't surprise me - given how affordable the headset is I more or less expected them to have majority market share. That being said, I would be curious as to what percentage of players use the Quest 2/3 for PCVR, albeit likely still leaning perhaps heavily to native standalone Meta headset apps.

    I never thought about the potential long term of TSW VR bringing people to PC VR so that point you make is very true.

    Me too, I'm genuinely surprised Sony never heavily invested in it further. Either they know data we don't or perhaps had some intense discussions with publishers. Maybe one day though.


    Hah! Don't worry, I totally agree with you on your last sentence there, I think Meta/Quest has presented a prime opportunity to test the waters. I strongly believe, like other VR sims/experiences have done, the sheer novelty of sitting in a cab will attract direct and indirect audiences so I'm crossing all my fingers on its success.

    Cheers again Matt.
     
    Last edited: Aug 21, 2024
  49. uvm0902

    uvm0902 Well-Known Member

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    I have one question. Will I notice any difference in the reproduction of TSW VR and EUVR, except for the ability of TSV VR to interact with the control bodies? If I understand correctly, the route was reworked and significantly simplified, which may affect the graphics.
     
  50. DTG Matt

    DTG Matt Executive Producer Staff Member

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    TSW VR is a different game entirely built from the ground up. It's simplified to work better on the reduced processing power of the Quest 2 and 3.

    Do not expect TSW VR to just be a copy-paste of TSW from the PC, it really isn't that - it's designed to work well and be a good experience on the headsets directly.

    The game function and purpose is different, though obviously it all boils down to driving trains at the end of the day of course.

    There'll be more details shared as we go.

    Matt.
     
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