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Do you currently use VR in your current flight sim?

Do you currently use VR for your flight sim? 165 members have voted

  1. 1. With all of the discussion on VR being included in Flight Simulator, how many people currently use VR?

Please sign in or register to vote in this poll.

Featured Replies

7 minutes ago, jabloomf1230 said:

in my opinion MS would be making a mistake in not making VR a top priority.

Fully agree. 

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This thread has been corrupted somehow.  The first poster is now "Thac" and not "AUjeffk", presumably causing the thread author to be erroneously shown as "Thac" too.  Does anyone else see this or is it just me?

And it looks like my previous post (pointing out the author swap) was deleted. :sedih:

6 minutes ago, Airmail-Pilot said:

This thread has been corrupted somehow.  The first poster is now "Thac" and not "AUjeffk", presumably causing the thread author to be erroneously shown as "Thac" too.  Does anyone else see this or is it just me?

And it looks like my previous post (pointing out the author swap) was deleted. :sedih:

Thread was moved to a different subforum.......

May have caused issues.

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4 minutes ago, HiFlyer said:

Thread was moved to a different subforum.......

May have caused issues.

My post was made after the move.  (Sorry for not making that clear.)

 

Edit: So my post was pointing out that the move was probably the issue.

Edited by Airmail-Pilot

On 10/9/2019 at 7:42 AM, skully said:

Meh- VR implementation should be delayed until VR headsets can produce 4k images at 60fps- the current tech with the screen door effect won't do the visuals of new sim justice.

Nice attempt though at being provocative.

So.... delayed until the end of this year?

  • Screen door is largely unnoticeable with modern headsets (the newer 2019 headsets)
  • Pimax 8k X Specs: 2x 4K displays ( 3840 x 2160  per eye) at native 4k rendering resolution each, running at 75 FPS (but they are trying to get it up to 80)

The challenge is more on the side of the software developers (and GPU manufacturers) to be able to match that potential. The "current tech" is much more capable than it was in 2016.

Personally, as a real world pilot, I will never buy or even try a flight sim that does not have VR native to it. 

The problem is that the UI is still in its infancy as to the use of your hands. We fly with yoke/stick and pedals and other controls are secondary, but vital all the same.

I can fly a fast jet with HOTAS, but a PA28 will need the fuel tap changing at some point...

I like the idea of hand tracking that Facebook/Oculus are working on, as much as the Iron Dome prototype eye tracking and varifocus lines of development.

The problem for any SIM developer, and Microsoft is no different, is the implementation of hand movement and controls. You have to get it right.

Time is the key here. Go too soon and you lose out on emerging tech.

Difficult problem.

 

Mark Harris.

Aged 54. 

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B737NG Pilot. Ex Q400, BAe146, ATP and Flying Instructor in the dim and distant past! SEP renewed and back at the coal face flying folk on the much deserved holidays!

10 minutes ago, MarkJHarris said:

Personally, as a real world pilot, I will never buy or even try a flight sim that does not have VR native to it. 

The problem is that the UI is still in its infancy as to the use of your hands. We fly with yoke/stick and pedals and other controls are secondary, but vital all the same.

I can fly a fast jet with HOTAS, but a PA28 will need the fuel tap changing at some point...

I like the idea of hand tracking that Facebook/Oculus are working on, as much as the Iron Dome prototype eye tracking and varifocus lines of development.

The problem for any SIM developer, and Microsoft is no different, is the implementation of hand movement and controls. You have to get it right.

Time is the key here. Go too soon and you lose out on emerging tech.

Difficult problem.

 

Not being able to pull back to reverse thrust with my leap motion hands is a huge problem for me

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