Hands-On With 'Project Cars 2' In VR

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"We found in Project Cars, when you went over the limit, you couldn’t bring the car back under control; it would just spin."

I never had an issue in driving PCars going past the edge and then not being able to control a slide before it went into a spin. In fact I found it quite fun, especially on the long California coastal track with lots of twists, turns, and hills. I was hoping to hear more information of any new tracks that were not in the first one.

There are many big circuits out there in Europe and North & South America that were missing in PCars1 (IMO circuit tracks in the Americas were extremely underrepresented). I'd even be willing to pay for add-on tracks that are not on the initial release (and I'm still kicking myself for not joining the early investor program for PCars2 which is now closed).
[quotemsg=19552292,0,1]TH: What do you think is the future of racing games, especially now that VR is mainstream?[/quotemsg]
According to Steam's latest hardware survey, less than half of one percent of Steam users have a PC VR headset. I'm not sure that can really be considered "mainstream" quite yet. >_>

Racing games are a natural fit for VR though, since they don't have to contend with limited play-spaces or odd locomotion methods, and force-feedback wheels and pedals have been readily available for years. I can see how hand-tracking could definitely help to improve immersion, although there might still be a bit of a disconnect if you reached for a shifter that was in a different location from your physical shifter, for example, and most wheels are not the same size as a wheel you would find in a real race car, so some approximations would have to be made.


Oct 10, 2010
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