VR is possible in GPL.
I don' see a previous post on this method so I am adding it here. Apologies if this is already common knowledge.
1. Please understand that I just discovered this and am just posting so that others with an interest can explore.
2. I have not tried detailed configuration changes, just documenting that it works, after a fashion.
3. I would not recommend that others invest in VR until some in the community who already have a Rift or Vive try this.
4. The method that worked for me costs an extra USD$40 in software. However, the software (vorpX) works for a number of other legacy games (GTR2, GTL, etc.) and therefore for me it was worth the investment. Plus kind of fun. However, your mileage may vary.
How I did it:
1. I am using Oculus Rift; it should also work with HTC Vive.
2. I purchased, downloaded and installed the software vorpX (http://www.vorpx.com/
). It is USD$39.99. I don't know of a free solution atm.
3. I created a vorpX Cloud Profile in the vorpX Configuration menu, then searched for and downloaded (imported) the vorpX DOOM profile by SorryAboutYourCats. My understanding is that this profile works with OpenGL games, which is why I chose to try it with GPL. Other profiles might work but this is the one that I used.
4. I have uploaded a draft GPL profile (by abidingdude) to vorpX based on SAYC's DOOM profile (credit given), so you might be able to use that one instead of the DOOM profile.
5. If you use the DOOM profile, you can create a new profile and rename it "GPL" or something different (that is what I did).
6. Make sure the vorpX profile you choose to use is linked (assigned) to the gpl EXEs that you use (e.g., gpl.exe native, or gplc67.exe through GEM+). I have done this for at least some of the GEM+-specific exe's. If the exe is missing you will get an error message when you try to start the game with vorpX running in the background and will have to go back and add it.
7. Make sure vorpX is running in the background when you start GPL.
8. Start GPL as you usually do, put on your VR headset, and drive in VR!
Note that, at least the way I have it set up, there is no head tracking until you get to the track, so on startup the corners of menus are difficult to see/select. Also, head tracking in game seems to function a bit oddly compared to how it does with the Rift in other driving sims (AC, RF2, R3E, pCARS2) and with GPL using TrackIR -- I assume that these issues can be addressed with configuration edits, but have not tried to do so yet.
Thanks in advance for any feedback.
Edited by AbidingDude, Sep 03 2018 - 07:15 AM.