Dirt Rally 2.0 in VR: The Sim That Makes Every Other Racer Feel Flat

Codemasters turned on VR for Dirt Rally 2.0 months after launch, and for anyone with a wheel and a headset, it's the closest you'll get to sitting inside a real rally car without the medical bills.

Dirt Rally 2.0 in VR: The Sim That Makes Every Other Racer Feel Flat
Tier
A
Platforms
PCVR, Rift, Rift S, Index, Vive, Windows Mixed Reality
VR Option
Official VR Mode
Release
Feb 26, 2019
VR release 08/07/2019
Input
Gamepad Preferred
Setup
Moderate Setup
Performance
Heavy Demand
Comfort
Moderate Intensity

I crested a blind rise in Wales at 110 mph, the car hanging in the air for a half-second, and my brain did the thing it’s supposed to do in VR — it braced for the landing before my hands touched the wheel. That’s the moment Dirt Rally 2.0 stopped being a racing game on a screen and became a place I was sitting.

Dirt Rally 2.0 shipped flat in February 2019. Six months later Codemasters flipped on VR with Update 1.7, free for everyone who already owned the game. No separate SKU, no paid mode, no second purchase on Steam. On Steam it talks OpenVR, so anything SteamVR runs — Vive, Index, Windows Mixed Reality headsets, Rift — drops straight in. On the Oculus Store it’s native Oculus SDK, built straight for Rift and Rift S. Same career, same stages, same saves. You just turn it on.

And then you’re in the cockpit. Not a chase cam floating behind the car — you’re in the seat, wheel in front of you, your co-driver’s voice in your left ear calling the corner. The first time you pitch your head down a hairpin and actually see the inside line instead of guessing it from a flat frame, you get why people bolt wheels to their desks. Depth on a crest. Judging how much room you’ve got before the trees close in. Watching a pacenote’s timing line up with the road rushing up at you. This is what VR was built for: a cockpit, real speed, and consequences when you get it wrong.

I ran a night stage in Spain — just you, the car’s headlights, and a co-driver reading the dark ahead of you — and the focus it demands is different from any flat racing game I’ve played. You can’t glance at a minimap. You have to look. You hear the engine, you feel the wheel, and your eyes do the work a HUD usually does for you. That’s not a difficulty setting; it’s the whole reason the headset earns its place.

Here’s the thing the store page doesn’t tell you. The game ships with a setting called horizon lock turned on by default, and it’s a comfort killer — it pins your view to the horizon instead of the car, so every bump yanks your inner ear against your eyes. Turn it off in settings and the nausea mostly goes away. One toggle. Cost me an hour of mystified stomach-churning before I found it, and I’d have written the game off as unplayable if I’d quit in that hour.

The presence is the whole argument. New Zealand’s forests, Argentina’s dust, Spain’s tarmac — these aren’t pretty backdrops, they’re the track, and in VR you read them the way a real driver reads terrain. The sense of speed in a Group B car is genuinely physical. Pair a wheel’s force feedback with the visual of the cockpit shaking and impacts land that a monitor simply can’t sell.

It’s also stable in a way after-the-fact VR add-ons rarely are. No weird crashes, no unreadable VR menus, no “VR mode but the HUD is broken” garbage. Codemasters built this properly — the interface sits where it should, replays work, the entire career structure is intact. That sounds like a low bar. It isn’t. Most studios who bolt VR onto a shipped game clear it by an inch, not a mile. For Windows Mixed Reality owners there’s even a cleaner OpenXR path through OpenComposite that skips SteamVR entirely and buys back some performance and image sharpness if you’re willing to set it up.

The catch is performance. This game is hungry in VR. You’ll want a high-end rig to hold 90fps with the detail these stages deserve, and the second you drop frames the whole illusion collapses — reprojection in a rally car is a fast way to hate yourself. There’s also a notorious eye-adaptation quirk: the engine aggressively shifts brightness between dark forest and bright sky, like a broken HDR auto-exposure, and on some stages it’s genuinely distracting. The community already has a drop-in fix for it — a small file you paste into the game folder that tames the effect — and if you’re serious about playing this in VR, grab it on day one. It’s not required, but it should be.

And be honest about what this is: a sim. You’ll want a wheel. A gamepad works, but the magic of sitting in that cockpit assumes you’ve got something to hold, and a controller turns a precision sport into a wobble. If you’ve never touched a racing sim, this is a steep, specific kind of fun — the kind you earn.

For the people who already own a wheel and a headset, Dirt Rally 2.0 in VR is one of the most complete, properly-built driving experiences you can put on. It’s the argument for the entire setup — the thing you fire up to remind yourself why the glass and plastic on your face cost what it did. If you’re not into sims, it won’t convert you. But for anyone who’s already strapped in, this is essential.

Verdict

Recommended with Caveats
A

One of the most complete, properly-built VR driving experiences available — essential for anyone with a wheel and a headset, with real performance and comfort caveats to manage.

RacingSimulationRallyOpenVROculus SDKEGO EngineSim RacingCockpit PresenceWheel SupportCareer Mode
Sources
Codemasters Update 1.7 VR announcement and patch notes (Steam Community), Meta/Oculus Store Dirt Rally 2.0 listing, EA Forums VR Performance FAQ, Steam Community OpenXR/WMR thread, OverTake.gg current VR tips for Oculus users, Reddit r/EASPORTSWRC eye accommodation fix threads (dr2vrfix v2.0 and dr2vrfix-openxr on GitHub), GTPlanet end-of-life coverage, Team VVV Oculus VR support announcement.
Updated 2019-08-07