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First Complete Race with the Oculus Rift

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Published on Jun 9, 2013

NOTE: THIS VIDEO WAS RECORDED WITH AN OUTDATED, UNOFFICIAL THIRD-PARTY TOOL. It was the best available at the time, but iRacing now officially supports the Rift natively. Check it out: http://www.youtube.com/watch?v=qCAfkP...

Star Mazda @ Charlotte Oval. Am I the first person to run an official race with the Rift?

Thanks to Anders Backman on iRacing for figuring out how to get Vireio and OpenTrack working with the game!

A quick note on head tracking, since I complain about it frequently: The head tracking has a severe problem with drift. You'll hear a chime every time I re-center the view, but unfortunately, the axes of rotation get all messed up. So at the beginning of the video, up is up and down is down. Later on, up is up-and-roll, and later on still, up is down. This made racing very difficult, and I pretty much had to keep my head still and not use the tracking much except on restarts. This is not the Rift's fault, this is a problem with OpenTrack, which is still in alpha. It's amazing that any of this works at all without being natively implemented in the game, so please don't take my complaining too seriously.

http://www.twitch.tv/entroperzero/c/2...

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