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Oculus Rift and P3D

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Take my word for it: it won't look as good as your 1080i monitor

Yes. Like sitting half a metre away from your 42" HDTV, except worse.

MarkH

https://www.youtube.com/@AlmostAviation
AMD Ryzen 7 9800X3D / 64Gb DDR5 / Zotac RTX 5070 Ti / 2560 x 1440 display

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  • CV1 resolution is 1080x1200, so marginally better than 720p. Which is technically HD, so my bad.

  • Actually its me. No, you dont need to. What you can see in your monitor is not what you see inside the rift. The world is bigger around me, my field of view is wider and I am close enough to see the g

  • @J Van E -- It is "only" 100 degrees  (done with a Zoom factor of about 0.3) -  or so Field Of View that the pixels are spread over - not 360. Most of us with FlyInside at max res are not having probl

Well, I appreciate all the info from all sides in here.

 

I'm super excited for flying and driving sim in Oculus, even if resolution isn't up to par quite yet.  

It definitely sounds like the immersion takes the experience in a new direction, so that's extremely exciting.

  • Author

How is the head tracking with the Rift? You know how TrackIR can sometimes lose track/cut out if you move too far away from the camera sensor? Does the Rift has this issue or does it track head movement differently?

Definitely check out this guys' videos..

 

 

https://www.youtube.com/user/mdbuehler/videos

 

 

They focus more on DCS, War Thunder, etc, but it's pretty impressive.

 

The Oculus plus his Helo stick/collective/pedals setup in the Huey looks totally awesome!

@J Van E -- It is "only" 100 degrees  (done with a Zoom factor of about 0.3) -  or so Field Of View that the pixels are spread over - not 360. Most of us with FlyInside at max res are not having problems reading the gauges - especially older "steam" gauges - except those with small fonts or hard to reach (like FMS CDUs) screens. Also, some of the Virtual Cockpits use textures for some indicators and others use vector drawn instruments - and the black on white has aliasing issues.  FlyInside can only use SMAA antialiasing for now since it is a post process shader concept. For example, to read all of the popup F1GTN750 screen, I place it near me - maybe a few feet away in the virtual cockpit off to my direct right and then toggle it on and off when I don't need it. Sure, more resolution would really help, but flying the F22 inside the Grand Canyon looks really good.

    As far as head tracking, it is very 1 to 1 - you look with your head up/down/left/right over your shoulder, lean in/out, etc.,  and the view is correct - no scaling. The only issue is whether the imagery can keep up with the desired 75 updates/sec for the Oculus display - which, since it is stereo, would require a 150FPS sim update rate - nearly impossible. This is why the DEV of FlyInside has mastered the use of Asynchronous Time Warp (ATW) - code in the Oculus SDK - that makes intervening (between FSX/P3D frames) scenes via pixel shifting of the last complete frame by FSX/P3D in the direction of the head movement using velocity extrapolation. This results in minimal stutter as you move your head around - it is so great to look nearly behind you and check the view backwards or check where the runway is when it is to your rear quarter - naturally, with a full turn of the head - not a twitch of the nose. Even when the FSX/P3D sim can produce only 60 fps (30 stereo), ATW works quite well. You will need 4.2 Ghz CPU cores and an NV970 or equivalent.

     The other flight sim that has Oculus support - Eagle Dynamics DCS World - doesn't yet have ATW so there is some judder(stutter) if you turn your head quickly - unless you are away from all cities and are actually getting the 150 fps (before stereo) framerate. Their virtual cockpits are extremely good - A10, F15, Huey, and many more.

     Yes, we don't want to overhype the VR world - but many of us are really enjoying it. See if you can find someone's system to try - give it a few minutes.

 

Dave

PC=9700K@5Ghz+RTX2070  VR=HP Reverb|   Software = Windows 10 | Flight SIms = P3D, CAP2, DCS World, IL-2,  Aerofly FS2

So, the upcoming VR boom will mean the end of TrackIR.

"Society has become so fake that the truth actually bothers people".

I wonder if we use Rift for long time (I mean more than 30 minutes), will we get headache or eye strain issues? I read some complain the issues and need to get break every few minutes. Also, using the Rift for long term, will it hurt our eyes? Just curious.

Will installing scenery like ORBX into FSX/P3D bring the Rift to its knees even with a top end GPU? If the simulator needs to be outputting at least 60fps, what GPU can do that with complex scenery addons?

@J Van E -- It is "only" 100 degrees  (done with a Zoom factor of about 0.3) -  or so Field Of View that the pixels are spread over - not 360.

 

Aaaaaaaah, my bad. How stupid of me. Of course, I made a thinking error there... Not everything is shown on screen at once, only what you actually see. Sorry for the confusion I may have caused.

 

 

I wonder if we use Rift for long time (I mean more than 30 minutes), will we get headache or eye strain issues? I read some complain the issues and need to get break every few minutes. Also, using the Rift for long term, will it hurt our eyes? Just curious.

 

 

Some people may have problems with it. I have the Gear VR and follow various forums about it: some people can play for 4 hours without problems and others get eye strain or headaches after 15 minutes. It is very personal...

 

It is a known problem that using a VR device like the Rift makes your eyes do things they aren't used to: normally your eyes converge and accommodate in sync but when you use a VR device your eye movement isn't in sync anymore (specially with nearby objects and a VC is pretty nearby) so that can give some problems.

 

A lot of people get used to it all though although no one knows what VR may do in the long run. It's advised (and very wise) to not immediately start with very long sessions: Oculus advices to not use the Gear VR longer than half an hour. (You get a warning about all this every time you start using the Gear VR: you can not deactivate that warning!) And whenever you get even the slightest hint of eyestrain or headache you should stop immediately. On Reddit there already was a guy who ended up in the hospital with various eye problems and he couldn't use the device for a few weeks anymore. (Which is an extreme example and I think he himself was also to blame for it because of ignoring the warning signs!)

 

I myself got headaches after using the Gear VR for a few half hours a day in the beginning and I also felt a bit odd (out of this world) due to the experience so I stopped using it for a week. Nowdays I only play relaxing games (without too much movement) and for no longer than half an hour. Watching a TV-episode on Netflix (using the Gear VR) isn't a problem, at least not for my eyes: the device itself can become heavy and annoying after some time.

Looking forward to receiving my (free) Rift -- was a original backer and one of the first to get it working with FSX. 

 

May just purchase the Vive as well to compare. 

Soarbywire - Avionics Engineering

 

 


ome people may have problems with it. I have the Gear VR and follow various forums about it: some people can play for 4 hours without problems and others get eye strain or headaches after 15 minutes. It is very personal...

 

Thanks for your reply. Now I think I should hold my order.

Looking forward to receiving my (free) Rift -- was a original backer and one of the first to get it working with FSX. 

 

May just purchase the Vive as well to compare. 

 

Right, I remember when I was researching for Oculus Rift and FSX your posts were among the few if not only ones describing the experiences with OR. Thanks!

 

I since bought Oculus DK2 and used the software which I believe later becomes the FlyInside(?). It was a headache to lunch P3D properly with DK2 but it was great once flying in VR. I only got tired of it later due to the low resolution of the screen. The longer I used DK2 the more it became unbearable. Also the fps demanded by VR is still a bit too high even with time warp - even with my PC (4.9GHz i2500K + GTX980) I had to tune down too many scales.

 

I'm still extremely upset that the commercial version of Oculus is of virtually same resolution and dreadful pentile OLED. You lose half number of blue and red pixels with pentile OLED and this huge loss of pixels is very noticeable in DK2. I'll wait to see the reviews just how good it is.

 

Anyway, I want to be optimistic that within five years we should have at least 4K screen VR plus PC/software that can push enough fps. That day when it comes will be so fabulous...

9950X3D / 64GB / RTX5090 / Pimax Crystal Light / Win11

Do you see a rectangular bezel or does the image completely fill your peripheral vision as in reality?

rectangular bezel

 

That one, presumably. The Rift's FOV is quoted as 100 degrees, or a little more than half of yours.

MarkH

https://www.youtube.com/@AlmostAviation
AMD Ryzen 7 9800X3D / 64Gb DDR5 / Zotac RTX 5070 Ti / 2560 x 1440 display

Right, I remember when I was researching for Oculus Rift and FSX your posts were among the few if not only ones describing the experiences with OR. Thanks!

 

I since bought Oculus DK2 and used the software which I believe later becomes the FlyInside(?). It was a headache to lunch P3D properly with DK2 but it was great once flying in VR. I only got tired of it later due to the low resolution of the screen. The longer I used DK2 the more it became unbearable. Also the fps demanded by VR is still a bit too high even with time warp - even with my PC (4.9GHz i2500K + GTX980) I had to tune down too many scales.

 

I'm still extremely upset that the commercial version of Oculus is of virtually same resolution and dreadful pentile OLED. You lose half number of blue and red pixels with pentile OLED and this huge loss of pixels is very noticeable in DK2. I'll wait to see the reviews just how good it is.

 

Anyway, I want to be optimistic that within five years we should have at least 4K screen VR plus PC/software that can push enough fps. That day when it comes will be so fabulous...

 

Hi Yang -- VR is only one solution. 

 

I'm also building a home A320 cockpit. I don't think VR will be a replacement for a simulator; but it will surely augment the P3D experience. 

I would like to do a 3x projectors for 180+ degree wrap if I had the room. 

 

Check out my website http://soarbywire.com for more information. 

Regards.

 

Ben

Soarbywire - Avionics Engineering

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