

With IR however it turns the required framerate down to 45fps and essentially shows each frame twice to bump up to 90fps. With a top end GPU that should hopefully not be many. With ATW it only fills in the frame that are be missed to make up 90fps. Hopefully the notion of more favourable support for simulators on Rift is only a short-term trend.ĭiRT Rally VR is available on Oculus Home and Steam, and currently only officially supports the Oculus Rift VR headset.ĪTW and IR, while sounding very similar they actually do have a big difference though. With the smaller studios like Reiza and ISI struggling to justify dedicating their resources to any form of VR support, this probably won’t be the last time. See Also: DiRT Rally VR Gets HTC Vive Support Via Revive

Understandable, as Oculus had a significant head start in terms of getting development kits into the hands of game studios, but this is still a frustratingly familiar situation for Vive owners. As the game is prominently featured on the Oculus Store, some may be thinking that is some kind of timed exclusive for the Rift, but we’re assured that this is not the case, and it is instead a “resource issue”. “We don’t have any news on that front at this point in time but we are evaluating all VR platforms”, says Andy Gray, Product Manager on DiRT Rally. We reached out to Codemasters for comment. Once again, Vive owners are turning to LibreVR’s Revive injector for the solution, which is already functional with DiRT Rally. But like iRacing and Assetto Corsa before it, official support for the HTC Vive is absent.
#Dirt rally htc vive update
Codemasters have responded officially to Road to VR on why DiRT Rally, which recently received Oculus Rift VR support, lacks support for the rival SteamVR based HTC Vive system.ĭiRT Rally received its first VR update this week for the Oculus Rift, and it’s pretty awesome.
