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If done properly racing games are really great in VR if done poorly.... ehhhhhhhhhhhhhh
So it's easier to find a path that won't tip you over i guess.
But ofc since it's not a native implementation and the way the mouse interacts with a steering wheel input.... i didn't even bother trying to get head tracking to move the mouse, since it wouldn't be that useful for those reasons.
i used ( Reshade with superdepth3DVR ).
There's also VorpX, but that's paid software and i dunno if it works with Snowrunner.
Try it out, it's fun but not exactly usable for playing in VR all the time, because of bad camera controls in game (depending on what you do - if you only drive around then it might be fine i guess)
I briefly tried it, enjoyed the visual aspect of it, but ...
The #1 deal breaker for Mudrunner VR: no G29 (or any sim wheel) support.
Steering with motion controllers instead of my wheel sitting right there feels like a “but we have X at home” meme.
Mud/Snowrunner in VR should heighten immersion AND let you feel the driving physics through your wheel—without that, what’s the point?
Instead it's giving VR but taking away the physical wheel. I hope i don't sound nitpicky, but these are major components of the game that i absolutely don't understand why they went the VR controllers only route. I really don't get it.
And that's why Mudrunner VR: no.