With a big graphics overhaul being part of RaceRoom's September 2024 update, we dive into a comparison of old versus new. The visual difference is staggering in some cases.
A long-requested update is finally materializing for RaceRoom fans: The graphics of the sim are receiving quite a lot of polish, bringing RR closer to a 2024 level when it comes to visual standards. The list of changes is quite extensive and contains elements like an auto-exposure feature, improved lighting and reflections, a color system upgrade an much more - check out the full list in our article on the update's announcement.
The new visuals are an big step forward without question, but in some scenarios, they are better than in others. Join @Michel Wolk for a more in-depth look and how the new visuals stack up agains the old version in the video embedded at the top of this article!
RaceRoom Graphics Update In VR
Trying the RaceRoom graphics update in VR was generally decent, although performance was not the greatest. From what I could tell, this is rooted in RR running on DirectX 9, which also results in OpenComposite not working properly on my end. Supposedly, there is a so-called branch of the original OpenComposite .dll file initially created for rFactor 2, but it is sadly not available where the creator originally uploaded it to.Still, with some settings fiddling, it should be possible to get decent performance out of RaceRoom in VR, even with the new graphics update - on higher-end GPUs, that is. And if you managed to get OpenComposite and OpenXR Toolkit running within RaceRoom, be sure to let the OverTake community know in the comments!
In general, the image did have good clarity, which is especially important when looking into the distance. Things like sponsor boards, signs and brake markers were readable at a decent distance. Inside the cockpit, things look very nice when using the "high" setting for textures, making for a generally immersive experience.
VR was also very helpful in the tight hairpin found at the AVUS, as you tend to not know where exactly you are when running a monitor - unless it is a 32:9 ultrawide. Being able to simply look at the apex helps with positioning the car in turns like this immensely.
I will be sure to keep trying to get RaceRoom to run nicely in VR - once I do, I will share my findings, of course. Maybe it will work more smoothly in the release version, as I tried it in a preview build of the new update.
What do you make of the new RaceRoom graphics? Let us know in the comments below or join the discussion in our forums!