I never say UE4 was crap as you said there's a lot of AAA games that run flawlessly in VR in UE4 , i said UE4 is not optimised to run games who need lot's of physics calculation (for the player itself and for the AI) and in the meantime run it in VR and in beautifull eyecandy graphic !. Or may be it's the current gen of hardware wich is not ready !
So now let's back to the core of the discution, so you think if GPB switch to UE4, Pibosso will master UE4 better than the Kunos Team (several very skilled guy) and will port GPB to UE4 which will run flawlessly with beautiful graphic even in VR ?
What i'm trying to explain you is how much you need to turn down the setting to be able to run UE4 racing simulation to be able to run it in VR, wich is not the case in proprietary engine (AC 1, PC2 and even the new Automobilista 2 wich is based on PC2 engine) yes the video you link is a fix for ACC but look how ugly the graphic is (compare to the potential UE4 eye candy). So migrating to UE4 doesn't make any sens for VR player if the main reason you migrating to it is to use the eye candy graphic but in the end you will be forced to disable it all to be able to just run the game !
I'm just showing you an exemple other that Assetto Corsa Competition between Normal Screen Mod and VR mod of a UE4 game ! it's the same game ! it is not me running it, it is a guy on youtube trying to run it in VR with his desktop core i7 8th gen and a GTX 1080Ti ! of course it will be way worst if he even play it with higher graphic setting, what you see in the video is the highest possible setting to run UE4 race simulation game in VR with a high end PC ! and Kunos is not the develloper of the game !
Hawk, the only way to know if this is Kunos's incompetence or and engine limitation and/or engine bad optimization is to compare 2 game with the same category (here race simulation) built with the same engine (Here UE4). Fortunately there is (as far as i know) only 2 car sim made with UE4 and wich support both VR : Assetto Corsa Competizionne and Kart Kraft.
Just to clarify thing, ACC has the "top physics" in GT3 car now, like you I prefer RF2 but that's a fact, concerning GT3 nobody else had worked so closely and so deeply with real GT3 manufacturers and race team like Kunos, you can verify on each and every single youtube or whatever you like review on the web, and you can even read that on RF2 forum by RF2 fanboy.PS : I only talk about GT3, anyway ACC only had GT3 !
I don't know if you know Kart Kraft but it is the main "concurence" for Piboso's Kart Racing Pro and RF2 Kart Pack. And they are rated as bellow :
- Kart racing pro (best physics, normal it's a Pibosso product) - RF2 Kart pack (the most popular but it is not a real kart simulation since it is based on RF2 isimoto2 wich is for normal car (with suspension) and kart don't have suspension but instead chassis flex, there is no chassis flex simulation in RF2 isi motors) - Kart Kraft (the best graphic engine (and to me the best looking race game ever, just see how realistic it is with the following video), physic wise it support chassis flex etc and is a dedicated kart simulator but no as deep and precise as KRP.
this is how beautiful kart kraft is when it is ran on normal mode (non VR)
and this is what is left when you run it in VR with a 1080 Ti and a 8th Generation of core i7 :
please note that despite the ugly aliasing and the desactivation of most of the graphic option, there is no shadow, it hardly hit 90fps (seems to be locked at 78fps the most time)
So now it's up to you to say if it's a dev incompetence or an engine limitation/bad optimisation. I know you will say both develloper doesn't master UE4 ........
Sure i never worked on a laser scanned race circuit, nor on a game. But as a 3D artist i know about the pipeline and how you convert the point cloud from the laser scanning into optimized mesh, wich is significantly hi poly on the race surface track ! i work every day with UE4 not for game but for Archiviz, and last ACC is not the first VR implementation from Kunos, AC support VR since 3-4 years and is the best optimized game for VR after project car 2!
People that think that VR issue in ACC is the Kunos fault and compare it to FPS VR game doesn't understand anything about simulation game. Yes VR FPS run smoothly on UE4, becaus it don't need to calculate the physics of each inch of tyre simulation, Aerodynamic, Car engine simulation, beleivable and competitive full grid AI. OF course if you dedicated the entire computer power to calculate just the graphics and some "on trigger" ennemi animation such as on FPS then of course it will run smoothly on last gen computer indeed !
Edit : Forgot to mention that the circuit need to be in millimeter precision cause every circuit is laser scanned !
You can use multiple controller by calibrating each at the same time, i mean when you open the calibration window you calibrate the first controller then clic on the arrow icon to switch to the next controller and then calibrate it as well.
At least may be make the posibility to enable collision to the ghost, so just enable "crash code" when the ghost is hit by the player and then "resume" the ghost file to continue the race, I know it is no AI and can cause lot of problem (ghost hiting you from behind etc.....) but it is always better than just hotlaping the whole year. I think the H106frp suggestion is the best cause i think it is possible to be done as a mod, but then the problem is that you need multiple liscence to run such a system cause bots will be considered as a real player by the game itself.
When i say gpbikes output ffb, i mean you can extract ffb data via arduino for example, as you can extract lot of telemetry data, wich is used for exemple in the MaxHud plugin or even in motion playseat. So the answer is yes. For the second question, yes GPbikes can handle multiple input. for exemple here :
I've used 2 cheap controller for the steering and the pedal and then my phone's gyroscope and virtual joystic as a third input to control rider lean ! So the answer is also Yes !