VR rift emerges as Project CARS players can't compete across Oculus and Steam | PCGamesN

VR rift emerges as Project CARS players can't compete across Oculus and Steam

Oculus Rift vs HTC Vive

Project CARS has released the 1.3 Oculus Rift SDK support for the driving simulator, however the update prevents Oculus Home users from playing against Steam friends.

Looking for some more user friendly experiences? Check out the best VR games on PC.

Game director for Project CARS Stephen Viljoen confirmed the cross-play incompatability between VR storefronts in a forum post discussing the consumer version of Oculus Rift.

"Regarding MP [multiplayer] and the various platforms, they are indeed separate platforms and we cannot support MP matchmaking between these two platforms," Viljoen said. "It's not ideal, but that's just how this platform separation works."

The platform separation he speaks of comes from the game being available through both Valve's Steam store and the Oculus Home storefront. While Steam is completely hardware agnostic, allowing users to plug in any Head-Mounted Display (other than just the Valve-backed HTC Vive) to make use of VR capabilities, Oculus Home will only allow VR-enabled games purchased through it to work the with Rift units.

It seems part of the reason for the separation is match organisation through Steamworks, the back-end system employed by Valve to connect with your Friends list and open game servers. If you wanted to race against a friend in VR and one of you has an Oculus Rift while the other has opted for the more expensive HTC Vive, you would need to both have the game on Steam rather than the Rift owner using the native storefront's matchmaking system.

This isn't much of an issue itself, however the 1.3 SDK support Oculus Home players can now install fixes many problems VR users are experiencing with the game, and is not currently available for those outside of the Home ecosystem.

This creates a division within PC gaming in which depending on the VR platform you chose, you can receive second-class citizen support from developers who have been wooed to one side or the other.

The console wars have come to PC, friends. Pick your side.

Subnautica
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Ninja Fried Rice avatarDustyGerkin avatarShriven avatarmidimaker avatarEnverex avatarRock1m1 avatar+5
Ninja Fried Rice Avatar
156
2 Years ago

It's stuff like this that will kill VR

4
Shriven Avatar
3488
2 Years ago

And thats why I wont buy a Rift. This closed platform nonsense from Facebook is so darkages.

4
midimaker Avatar
137
2 Years ago

This is Valve's doing, not Facebook. You only have to look at who runs the servers for Project Cars, it's Valve via Steamworks.

-1
Enverex Avatar
2
2 Years ago

Using Steamworks multiplayer doesn't actually lock your game/multiplayer to Steam. You can still connect without using Steam (i.e. direct via IP, etc) as they just act as a connection broker for the servers like Gamespy did.

2
Rock1m1 Avatar
395
2 Years ago

Steam is HMD agnostic, so no.

0
midimaker Avatar
137
2 Years ago

Steam might be but Steamworks isn't.

Elite Dangerous is HMD agnostic because they do their own server hosting and therefore Vive and Oculus can play together. Project Cars is Steamworks hosted, Valve hold the keys as to whether the competition are allowed access, and as we see here, they're not.

2
Basic Avatar
3
Basic replied to midimaker
1 Year ago

Steamworks is... Sorry you don't like it, but it's pretty explicit on the Steamworks page...

https://www.steampowered.com/steamworks/gameservices.php

Sure, you need to include the Steam SDK in the build, but it doesn't require a game licensed through Steam,

Any more FUD you'd like to fling?

1
DustyGerkin Avatar
193
2 Years ago

Stupid. Stupid. Stupid.

So basically if you have an Oculus Rift you'll both have to buy a game again to play it in VR and you'll only be able to do it with other Oculus Rift owners even if it's not a VR exclusive game.

Madness.

Give me a Vive over an Oculus any day if this is how they treat users and gamers.

3
midimaker Avatar
137
2 Years ago

Copy/pasted from reddit thread https://www.reddit.com/r/Vive/comments/4cy8ec/how_oculus_home_is_going_to_split_the_player_base/

And who would want to "kill Oculus Home"? Oh yeah Valve / Steam... how are people just accepting this at face value. Valve have become masters of spin.

Project Cars multiplayer runs on Steamworks for christs sake. Steamworks is just another one of Valve's seemingly wonderful services, (yay subsidized servers and all my friends in one list!) that is actually a very smart way for Valve to continue their dominance (some might say monopoly) of the PC gaming market.

Once a dev signs on for Steamworks (for servers, other games like The Division, integrate with Steamworks but use their own servers) that's it, their multiplayer is now in the hands of Steam. Even if Oculus wanted (which I am sure they would), there is no way that Valve is going to let a copy of a game bought and launched from a completely different store access Steamworks for servers and social (friends lists).

Even if they did allow it, they would require all those users sign up with Steam accounts driving yet more users to their store, and forcing anyone (Oculus in this case) to drive their customers directly into the hands of their competitor, and a behemoth in the PC market.

That mass of social connections is one of the strongest cards in Valve's hand. If people think that happened by accident, and that Steamworks was some completely altruistic endeavor, then they are chronically naive.

2
Basic Avatar
3
1 Year ago

As soon as I saw Oculus/Facebook were going down that route, I cancelled my Pre-order and bought a Vive instead.

So glad I got out in time (plus the Vive arrived quicker than the Rift would've done).

Hard to believe Oculus are being so short-sighted.

2
DarkMoS Avatar
1
2 Years ago

Oculus Rift owners can still use the Steam version, it's more a blow for Oculus Home...

1
GroundedFlyer Avatar
3
2 Years ago

From Steam -

Stephen Viljoen

Game Director/Designer

"Hey guys, It's going pretty crazy over here in "get all this stuff done and out there" land, and I wish I had solid answers for you on all your questions, but I don't. Here's what we have so far:

The version we released on the Oculus Store is the base Project CARS game plus all DLC up to this point. We will patch it up to full GOTY version for free once the final DLC is live. So what you buy/get on Oculus Store is the full GOTY version.

What we are pushing for is to give Oculus Store keys to those customers who's purchased the same on Steam. So, if you've either purchased the base game and all DLC, or you buy the upcoming GOTY version on Steam, then you will get a complimentary key for the Oculus Store version. The final call is with our publisher, but we feel that this is a very fair scenario and expect that they will agree.

We don't know yet the exact logistics of how we'll manage to verify the required purchases, but are working on it with Valve, and pushing as much as we can so that we can have it all in place as soon as possible. This has been ongoing for months, so not something we just left to the last minute. Now that it's all 'live', I expect us to have a wrap-up very soon on this.

As far as the game on Steam goes - We will be patching it up to the same level, feature and bug fixes wise, as the Oculus Store level. This will take a little time obviously as there's a lot to port back over, test, etc. The work we've put into the VR support has been extensive. We've had a sub-team working on this for a few months to ensure that it's a proper, polished VR experience in all aspects. So don't feel too bad if you're tempted to support the team by buying it again on Oculus Store if you can't wait for the Steam update.

I will post updates to the above as and when we receive them.

...And yes, shadows are fully working, and pretty darn sweet if I say so myself."

1
Mctittles Avatar
160
2 Years ago

I'm not sure why this is new news, it's the way it's only been. You can't use steam for matchmaking and have a game sold on GOG connect to the server list. Same way you cannot use Workshop and have non steam copies install the mods from there.

If you want cross store support you have to do things like we were doing before steam took over. Host or rent your own matchmaking servers and mod download sites.

They CAN support both, just don't want to.

1
Rock1m1 Avatar
395
2 Years ago

I was very afraid of this. Oculus is essentially is trying to create another platform, which is the last thing we need. Steam VR with OpenVR support for the win.

0
Freddy BananaBrain Avatar
1
1 Year ago

That's exactly what we need, more platforms. You do NOT want steam to control everything you have access to when it comes to games. Steam was a bad idea from the start and now you have very little choice as far as purchasing games other then to use steam.

Rather then be afraid of more platforms, be afraid of ANY platforms at all, they aren't needed. Buy as many games as you can directly without the middleman (steam).

1
Rock1m1 Avatar
395
1 Year ago

You don't understand how it is. Steam supports OpenVR - essentially all HMDs will be supported by Steam games, not just Vive. Oculus only supports their own headsets. This creates needless content blockade because you don't have the right manufacturer. Think of it not being able to play a game on your Dell monitor because Samsung payed the developer to block it.

1