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XP Public VR is out!

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X-Plane 11.20vr1 (public beta) is released! After short flight with Cessna 172 - everything seems to be working, scenery is very smooth.

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Ive been awaiting my oculus at Christmas, and was wondering if they would release it at Christmas as a treat! well done laminar! cant wait to try it out

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Have been testing the Private Beta for a while. It has some glitches, but the interaction with the cockpit controles using the default Touch Controls is amazing! It is really an astonishing experience!

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Any guidance on how to activate it? I downloaded the beta. When I put on my googles I get the oculus home screen.

Thanks

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Best part of this is quickly moving around the airport. However, I have Oculus - what is the way to manipulate the switches, buttons, etc.? I get the menu items and accessing them but so far I haven't figured how to manipulate the switches or anything in the cockpit.Neither the trigger or A work except with the small IPAD the trigger does work on there.

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What planes are you using? Try it with the default C172, for example. If you have the Touch Controls, all the knobs/switches are interactable.. 

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FPS is way worst than FlyInside at comparable settings. Disappointing so far. Best part of it is just wandering around the scenery though. 

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So far no one has even approached Aerofly in their implementation of VR in clarity, FPS, ease of use etc.

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After the update I lost the EFIS displays in the Gulfstream IV and the displays in the Challenger 300 are messed up.  Any ideas?

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5 hours ago, Colonel X said:

And the quest for 45 FPS is all but ON!!!

I order to get a solid 45 in VR, I have to do 70 without VR. LOL. Fortunately it is easily doable. Not maxed out, but I didn't have to make any changes from what I normally run.

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8 hours ago, Lenny777 said:

So far no one has even approached Aerofly in their implementation of VR in clarity, FPS, ease of use etc.

 In native support yes(didnt try this XP11 Beta yet, going to try tomorrow) non native no, flyinside does a wonderful job way better that the native AF2 support, IMHO

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4 hours ago, dmarques69 said:

 In native support yes(didnt try this XP11 Beta yet, going to try tomorrow) non native no, flyinside does a wonderful job way better that the native AF2 support, IMHO

Flyinside does a very ordinary job. I have FI for P3D and XP10 and neither even approached AFS2 in clarity, FPS, and ease of use in the cockpit. Way off.

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Downloaded the beta just now and had a quick spin. 

Here are my findings so far:

1. I had continous crashes untill i figured out that I need to uninstall flyinside for xplane first.
2. The cockpit scale seems off; its way too small. Unsure if there is a setting for it I can adjust.
3. My desk gets in the way of the hand controllers and thus making some items in the cockpit hard to reach and manipulate. Untill this is fixed XP VR in it's current iteration is unfortunately gimmicky more than something I could replace 2d flying with.
4. The pitch trim kept resetting to full nose down, even after being adjusted to normal range several times. I didn't figure out why, exactly, but a gut feeling is that it had to do with views - that moving my head around reset it to full nose down. Could be something else of course. [edit: this was caused by hardware issues that I now have corrected]
5. I spawned in at ENGM Oslo, Norway, and right now there is a snow storm there. The framerates were terrible even at medium texture and quality settings with AA set to 4. Autogen medium and reflections low. I will do some more experimenting with the gfx settings. 
6. I love the hangar, and I hope they develop some more functionality into it over time.
7. You cannot use the mouse inside the VR cockpit, which is a shame and a limiting factor. User choice is key here, and not being forced to use the hand controllers is a good thing. If I want to use them, fine, but LR should fix point #3. 

All in all: Great first try at VR from Laminar Research! *applause* This is the future of flight simming, and even with the faults listed above LR's implementation of VR so far beats everything else that is natively implemented in the line simulation department as far as I know (I dont do combat sims, so I couldn't compare it to those). 

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Can't use the mouse?! Damn. I don't have the hand controllers and don't want them either...

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2 hours ago, KTFO said:

Can't use the mouse?! Damn. I don't have the hand controllers and don't want them either...

You should...they are amazing on XP. The developers said mouse will be implemented though. 

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Excellent results here so far. Much better experience than with Flyinside. I must point out that Flyinside did a great job given what they have access to, and they are pioneers, but as we could have guessed native VR is much smoother. The ugly shimmering with far trees and objects is mostly gone. Still some slight weirdness with the views manipulations, especially choosing the orientation.

I must say that I get a more correct cockpit scale than in AeroflyFS2, and the depth of landscape feels better. But maybe that's just me.

Cheers,

Pascal

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Finally I can use my touch controllers in a cockpit! But... and this may be a stupid question... how do I brake without pedals or touching a joystick button or keyboard? 

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May I ask for some opinions on how readable the text on the gauges/GPS screen, etc are?

 

Does one still need to "lean in" to read them and/or are we still pretty limited by the HMD resolution?

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I can read the bigger, more basic information such as the speed and altitude without problems. Leaning eventually does not seem to be that problematic, at least for me. You can also move inside the cockpit using key-binds, if needed.

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