Sim Racing VR Headsets – Overview and Recommendations

Sim Racing VR Headsets – Overview and Recommendations

VR is becoming increasingly important in the sim racing community and is gradually establishing itself as a serious alternative to conventional (multi-)monitor setups. This page presents some of the currently most popular headsets and highlights various aspects.

Introduction

VR is still a relatively confusing topic. Not only are there huge differences between the VR headsets on offer, which go far beyond the main criteria listed in the table, but also in terms of software, compatibility, etc. This article provides an initial insight into the topic and introduces a few headsets.

VR Headset Models in Comparison

In the table below you will find an overview of the most popular VR headsets at the moment. If a model is missing, please let us know in the comments. The prices listed are based on the current market prices, the other values are manufacturer specifications.

ImageHeadsetPriceRes. / HzHFOVConn.Shop*
Bigscreen
Beyond 2
1.3692560 x 2560108°CableBigscreen
HP
Reverb G2
used2160 x 216098°CableAmazon
Meta
Quest 3
549 2064 × 2208104°WLANAmazon
Meta
Quest 3s
3291832 x 192097°WLANAmazon
Pico
Pico 4
4792160 x 2160104°WLAN
Cable
Amazon
Pimax
Crystal Light
9422880 x 2880115°CablePimax
Pimax
Cystal Super 50PPD
1.5883840 x 3840120°CablePimax
Pimax
Cystal Super 57PPD
1.5883840 x 3840127°CablePimax
Pimax
Cystal Super UW
1.5883840 x 3840140°CablePimax
Sony
PSVR2
4992000 x 2040???°CableAmazon

2% Pimax Gutscheincode / Coupon code: simracingpc

(Further) Criteria

Below you will find some further criteria that you can consider when comparing VR headsets.

  • IPD: The IPD (interpupillary distance) is the distance between the pupils. It must be set in order to display the content of VR glasses correctly. The various headsets differ both in the minimum or maximum distance that can be set and in the way in which it is adjusted. Depending on the model, this can either be set (sometimes atomistically) via the software or, for example, via a mechanical rotary wheel.
  • Refresh-Rate: Each VR headset has a maximum refresh rate at which it can be operated. Higher rates ensure smoother movements and reduce motion blur and motion sickness, which can occur in simracing, especially when using motion simulators. Modern headsets now generally allow a refresh rate of 90 Hz and more.
  • Lenses: When it comes to lenses, a distinction is made between three different types in conventional VR headsets: Fresnel (e.g. PSVR2, Quest 2), Pancake (Quest 3) and Aspheric (Pimax Crystal). The different types each have different advantages and disadvantages. Aspheric lenses, for example, generally allow a better light yield and are less susceptible to image distortions such as glare and god rays, but they are also heavier and take up more space.
  • Tracking: In order to determine the driver’s position, every VR headset must be able to detect their movements and orientation. While base stations were often used in the past, almost all currently available headsets now offer integrated inside-out tracking. The better this works in practice, the less often the position has to be manually reset and re-centred.
  • Weight / form factor: The headsets in the list have different designs and are of different sizes and weights. For example, a Bigscreen Beyond 2 weighs only a fraction of the weight of a Pimax headset and is also significantly smaller. This is not very important for use in a stationary sim rig, but it can be a decisive factor for longer sessions or when using motion rigs.
  • Software: There are also major differences in the software of the various headsets. For example, they support different technologies such as SteamVR, OpenXR, WMR or Oculus.
  • Audio: There are also differences in the audio solutions of the various headsets. While some providers only ports for the optional connection of headphones, others offer their own audio solutions or integrate them into the headset as standard.
  • Foveated Rendering: Foveated rendering technology offers the option of rendering parts of the screen that are located in the outer areas in a lower resolution. This allows significant performance gains to be achieved. In combination with eye tracking, dynamic foveated rendering can also be realised. The central point is no longer placed in the centre, but is aligned precisely to the driver’s point of view.
  • Hardware requirements: The hardware requirements are an important factor that should be considered when making a purchase decision. Users with an average PC do not need a VR headset with an extremely high resolution. The existing hardware must be suitable for the headset.

VR Headset / VR Glasses Recommendations

The recommendations section starts a little differently this time when it comes to VR. First of all, you should find out whether you can tolerate a VR headset for longer sessions and whether you are not affected by motion sickness. To do this, you can either test a headset with a friend or at an event, or buy an inexpensive headset first.

For beginners, the HP Reverb G2 in particular is currently very attractive as a used device, as it is already being sold for around 100 euros and can also be used on current systems with the help of the Oasis Driver software.

If you have a higher budget, the Meta Quest 3 and the Pico 4 are worth considering. They both have a horizontal field of view of 104 degrees and support OpenXR/SteamVR.

In the price range up to €1,000, the Pimax Crystal Light (Pimax Crystal Light VR-Headset – Simracing-Review) takes another big step forward, as it offers a significantly higher resolution per eye (2,880 x 2,880) and a higher horizontal field of view of up to 115 degrees.

In the absolute high-end range, there is currently a choice between the various models of the Pimax Crystal Super (Pimax Crystal Super VR-Headset – Simracing-Review) and the Bigscreen Beyond 2, which focuses on an extremely small and lightweight design, while Pimax focusses fully on image quality. The Pimax Crystal Super offers extremely high-resolution screens (3840 x 3840 pixels per eye) and a very high maximum horizontal FOV of 140 degrees (ultrawide).

VR vs. Monitor

The question of whether a monitor or a VR headset is the right choice for a simracer is always a question of faith. Below you will find some aspects in which the two concepts potentially differ.

Immersion

The main reason for using a VR headset is undoubtedly the immersion factor. Simracing is and remains a perfect use case: the fixed seating position in combination with a steering wheel as an input device allows a VR headset to fully utilise its advantages. Compared to regular monitors, the feeling of being right in the middle of the action is on a completely different level and cannot even be surpassed by triple-screen setups. In this area, a VR headset is the clear number one.

Plug & Play

The situation is different when it comes to plug & play. Operating a setup with a VR headset requires significantly more familiarisation time, both in terms of the software and the preparation on the rig. In changing simulations in particular, quickly hopping into the cockpit and completing a few laps often becomes a challenge, meaning that the actual driving time on the track can suffer somewhat.

Performance / Pace

The question of whether you should buy a VR headset for performance reasons can be answered with a rather generalised “no”. Although beginners benefit greatly from the improved spatial perception and can therefore get up to speed faster, most faster drivers still tend to rely on monitor setups as results are easier to replicate. However, this is not to say that you can’t be just as fast or even faster with a VR headset.

Survey: VR or monitor(s)?

Finally, you will find a short survey on the topic of VR. Which technology are you currently using or planning to use in the future?

What is your favorite way to do sim racing?

View Results

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