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VR, DirtFish & Patch Notes: Version 1.7 of DiRT Rally 2.0


PJTierney
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It's time.

VR is here! 

 

Read about the announcement here:

 

Steam users also have OpenVR support via the 1.7 update.

 

Store links:

 

 

DR2_Subaru_WRX_NR4-(2).JPG

 

Also, it's time to experience DirtFish!

A new test drive location, liveries and more in the 1.7 update.

 

 

 

Quote

 

VR:

  • Added support for OpenVR (Steam version only)

 

Content:

  • New Location: DirtFish (Test Drive only)
  • New Livery: DirtFish – SUBARU WRX STI NR4
  • New Livery: DirtFish – Opel Adam R2
  • New Livery: DirtFish – Ford Fiesta OMSE SuperCar Lites
  • New Livery: DirtFish – BMW E30 M3 Evo Rally
  • New Livery: Per-Inge Walfridsson – Lancia Stratos

 

Leaderboards:

  • Resolved issue where negative times were being displayed on Leaderboards.

 

My Team:

  • Tyre compound choice will no longer reset to Medium after every Stage.

 

Clubs:

  • Added support for more scheduling options when setting up Club Championships.

 

Cars:

  • Added Turbocharger audio to Lancia Delta S4 (Rally).
  • Resolved texture error on Ford Escort RS Cosworth.
  • Resolved texture error with bonnet underside on Citroën C3 R5.
  • Resolved issue with Porsche 911 RGT Rally Spec’s brake lights not working.
  • Improved appearance of ŠKODA Fabia Rally (Up to 2000cc) tail lights and spoiler.

 

Locations:

  • Bikernieki, Latvia – Corrected grid slot ordering for Rallycross Heats
  • Bikernieki, Latvia – Resolved issue where starting lights would not activate.
  • Bikernieki, Latvia – Resolved collision issue with specific rumble strip.
  • Łęczna County, Poland – Improved lighting effects on grass.
  • Łęczna County, Poland – Corrected time of sunset from 04:16 to 18:55.

 

UI/UX:

  • Resolved issue where Engine Upgrades 5 and 6 for Peugeot 205 T16 Rallycross were inverted.
  • Resolved issue where ghost targets were not tracking correctly on Stage progress bars.

 

Achievements/Trophies:

  • Made fixes to certain issues preventing “Adaptable” from unlocking.

 

Localisation:

  • Portuguese – Correction to text translation of “Hard Tyres”.
  • German – Correction to text message for when users load a Tuning Setup.
  • Spanish – Corrected co-driver callouts for certain turns on Polish stages.

 

Miscellaneous:

  • Added official support for Fanatec ClubSport Steering Wheel Formula V2 (AO) on Xbox One and PlayStation 4.
  • General stability improvements and minor bug fixes throughout the game.

 

And finally, some updates on hot topics within the DiRT community:

  • There are no plans to add PlayStation VR support to DiRT Rally 2.0.
  • Issues where audio cuts out mid-Stage are currently being worked on and should be resolved in a future update.
  • Issues where Tuning Setups revert to default when taking part in Club Events are are currently being worked on and are expected to be resolved in the next update (1.8).

 

 

 

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2 minutes ago, warpengage said:

@PJTierney Did they manage to fix the Polo R5's snow tires? I don't see it in the fix list, but if you could tell me it's in (or not), I'd appreciate it.

Don't think that one was resolved this time round.

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10 minutes ago, MalabarFront said:

Is the "There are no plans to add PlayStation VR support to DiRT Rally 2.0." a case of maybe down the line, or not ever? Real shame if the latter.

Yeah it’s a shame, it was great in Dirt Rally 1. 

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Just now, Etirion said:

So how do I start it in VR using steam with an oculus?

buy on ouclus home. (as it seems it only has native oculus support through oculus home)

it should still start with steam vr if you use a rift automatically though, so in theory just install the update and start it. should detect it and run it. (just with worse performance. steam vr was always a bit buggy for me with a rift.

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1 minute ago, MTOJay said:

buy on ouclus home. (as it seems it only has native oculus support through oculus home)

it should still start with steam vr if you use a rift automatically though, so in theory just install the update and start it. should detect it and run it. (just with worse performance. steam vr was always a bit buggy for me with a rift.

Well im not gonna rebuy the game if i already have it on steam, I guess i'll install SteamVR and see if that works. Thought I still had that but apparently not.

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Just now, Etirion said:

Well im not gonna rebuy the game if i already have it on steam, I guess i'll install SteamVR and see if that works. Thought I still had that but apparently not.

yeah that should work. let us know how the performance is and what your pc specs are.

 

i am hesitating to buy through oculus home because i know with dr1 all the online featrues were linked to the store. so oculus store players couldnt play in leagues with steam owners and vice versa. if it is the same this time around again i have to wait what other people say how the performance is with steamvr.

i am really sad that thy took away native rift support. i mean its brilliant that there is steam vr support now, that was needed, but why not let the player decide which runtime to use. especially if its developed for the oculus store anyway. there obviously is a build version with oculus support but they choose not to release it. shame.

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Glad it’s finally here but what madness is this if there isn’t native oculus support for steam owners!?!?

Also, for those considering the oculus store version, just be careful... it’s unclear if it can run in normal 2D mode, and there doesn’t appear to be any mention of the seasons or anyway to buy them yet. Oh, and it’s full price, lol. 
 

@Roland Horn

Not sure if your joking, but that’s not how VR works lol. 

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4 minutes ago, MTOJay said:

yeah that should work. let us know how the performance is and what your pc specs are.

 

i am hesitating to buy through oculus home because i know with dr1 all the online featrues were linked to the store. so oculus store players couldnt play in leagues with steam owners and vice versa. if it is the same this time around again i have to wait what other people say how the performance is with steamvr.

i am really sad that thy took away native rift support. i mean its brilliant that there is steam vr support now, that was needed, but why not let the player decide which runtime to use. especially if its developed for the oculus store anyway. there obviously is a build version with oculus support but they choose not to release it. shame.

Yea that did it, just had to install SteamVR, performance with a 1060... well im gonna have to turn down quite a few settings, so far its pretty fun, but I might like it more with horizon lock disabled, gonna see if thats possible

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Just now, Roland Horn said:

@JesseDeya


I expressed myself wrong. The view is too big. My steering wheel looks like a bus steering wheel.

The view in VR should be exactly as if you were seeing it in real life. That's kinda the point. If the wheel looks too big, you're either sitting too close to it, or your expectations need adjusting.

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3 minutes ago, caerphoto said:

The view in VR should be exactly as if you were seeing it in real life. That's kinda the point. If the wheel looks too big, you're either sitting too close to it, or your expectations need adjusting.

its possible the worldsize is off. in pcars2 for example you can change a setting to adjust for that. the first time i started it a formula1 wheel looked lik it would 30" in diameter. but then you can tune it and it gets better.

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1 minute ago, MTOJay said:

its possible the worldsize is off. in pcars2 for example you can change a setting to adjust for that. the first time i started it a formula1 wheel looked lik it would 30" in diameter. but then you can tune it and it gets better.

Good point, forgot about that. You'd think these things would be dealt with automatically.

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So what are you guys saying, that even if you move the seat back in the car, the steering wheel looks larger than say 34cm in an R2 or R5?  And you are SURE about this?  (I don't have a VR set to check here)

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@PJTierney

can you confirm that racenet for oculus and steam version run on the same server this time around? or is it like the first time where oculus users were not able to join leagues and timetrials with steam users?

that is really important to make a decision on where to buy it.

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3 hours ago, JesseDeya said:

and there doesn’t appear to be any mention of the seasons or anyway to buy them yet.

Post-launch content from other platforms will come to Oculus in the future.

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6 minutes ago, PJTierney said:

That content will come in the future.

When it’s ready, right?

If I was a betting man, I might wager this is an artificially staggered release to allow the first wave of Oculus customers to buy the game at full price without immediately seeing  additional content at additional cost. But that would be pretty scummy and anti-consumer, so I’m sure it’s not that.

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8 minutes ago, JesseDeya said:

When it’s ready, right?

If I was a betting man, I might wager this is an artificially staggered release to allow the first wave of Oculus customers to buy the game at full price without immediately seeing  additional content at additional cost. But that would be pretty scummy and anti-consumer, so I’m sure it’s not that.

How is something sold at an arms-length 'scummy and anti-consumer'? What does 'artificially staggered' mean? There's a 'natural stagger' they should (despite it being anti-profit) follow?

Somehow Codies are morally expected to sell their game in a way which doesn't maximise sales? I'm all ears on this, seriously.

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@PJTierney

Could you please clarify the following questions with the devs as this seems to be important for a lot of people:

1. Was VR implemented with both native OculusVR and SteamVR/OpenVR or only one? (though Oculus Store availability suggests both)
2. If yes, are both store versions shipped with both each? Or does the Oculus Store version only ship with native OculusVR support (and the same for the steam version)?
3. If yes, can the user decide which mode to use by using a command line param for example?
4. Can Oculus Store players compete online with Steam Version Players?

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10 minutes ago, bbbwww said:

@PJTierney

Could you please clarify the following questions with the devs as this seems to be important for a lot of people:

1. Was VR implemented with both native OculusVR and SteamVR/OpenVR or only one? (though Oculus Store availability suggests both)
2. If yes, are both store versions shipped with both each? Or does the Oculus Store version only ship with native OculusVR support (and the same for the steam version)?
3. If yes, can the user decide which mode to use by using a command line param for example?
4. Can Oculus Store players compete online with Steam Version Players?

I'd like to know the answer to this too. I bought the Steam version on release and will be very unhappy if the native Oculus support is only available in the version bought through the Oculus store. Looking at the program folder, there is only openvr_api.dll and there are no options within Steam to specify the type of VR to use. I have a Rift S attached to a PC with a 1080Ti and a 9700K at 5.2GHz. Even with all the graphics options set to low I am getting terrible performance.

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19 minutes ago, bbbwww said:

@PJTierney

Could you please clarify the following questions with the devs as this seems to be important for a lot of people:

1. Was VR implemented with both native OculusVR and SteamVR/OpenVR or only one? (though Oculus Store availability suggests both)
2. If yes, are both store versions shipped with both each? Or does the Oculus Store version only ship with native OculusVR support (and the same for the steam version)?
3. If yes, can the user decide which mode to use by using a command line param for example?
4. Can Oculus Store players compete online with Steam Version Players?

 

these are the most important questions. the fact that they are not answering them atm doesnt really mean good things does it?! but lets wait and see. 

 

@PJTierney care to answer anything?

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Just now, MTOJay said:

these are the most important questions. the fact that they are not answering them atm doesnt really mean good things does it?! but lets wait and see. 

@PJTierney care to answer anything?

It doesn't meany anything at all except maybe that PJ doesn't know the answers and is trying to find out. It's not even been out for a day yet, have a bit of patience.

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Wheeeeee it's so much fun!!!!!

This is worth the entire price of the game for me. I've never as much enjoyed sampling so many cars in this free way, in a video game, where the cars feel so 'alive' and responsive.

Masterstroke by Codies.

And one thing: See how the colours on the trees are a mix of red, yellow and greens? @ianism it's what you mentioned regarding the NE stages. This is so much better.

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Just now, Jake Cushing said:

Wheeeeee it's so much fun!!!!!

This is worth the entire price of the game for me. I've never as much enjoyed sampling so many cars in this free way, in a video game, where the cars feel so 'alive' and responsive.

Masterstroke by Codies.

And one thing: See how the colours on the trees are a mix of red, yellow and greens? @ianism it's what you mentioned regarding the NE stages. This is so much better.

hey @Jake Cushing whats your hardware? whats your vr headset? and what version are you running ( steam vr or oculus home)?

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