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chass32

What we want (in VR)

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On 12/1/2019 at 12:51 PM, GCBraun said:

What ASOBO should do:
 

1. Download XP11

2. See what LR has done as an inspiration. 
 

So... you want it to run at 30 to 40 fps?

Yokes/sticks that suddenly move to full deflection with the slightest movement?

Immersion breaking lasers and glowing green things in the cockpit?

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Lots of good ideas so far that are definitely needed.

One I didn't see mentioned is 'some way' to control or emulate as many keyboard keys as possible with VR UI and VR controllers.

It takes a ridiculous amount of key and key combinations to fly a complex plane, 'some how' we need to 'see' them and activate them on the fly. <no pun intended>

Edited by VeryBumpy

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1 hour ago, Ikaro said:

So... you want it to run at 30 to 40 fps?

Yokes/sticks that suddenly move to full deflection with the slightest movement?

Immersion breaking lasers and glowing green things in the cockpit?

Did you get the "inspiration" point? Let me break it down for you: it means *improving* something that someone else has done.

Regarding the issues mentioned by you, I must say that VR performance on XP11 is VASTLY better when compared to P3Ds. It seems also that you do not know how to turn off the green markings (I have done that a long time ago) and perhaps also that you don't realize how the laser functionality helps folks with less space or with tables/equipment in front of them (that is a feature to me)

Hopefully MSFS will *improve* it and not do it in the half-baked way like P3D has done.


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Take a look at how I have mastered VR in P3D with access to all materials/apps I need for the SIM in VR.
 

 

Edited by PrinceJohnson

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Multiplayer in VR would be great: I mean it would be great to be able to fly in a shared cockpit with a fellow simmer. 

And it would be cool to have the controllers of the Rift S to appear in MSFS just like the controllers appear in the Oculus home environment (as hands, being  able to touch things...)

Edited by DocBird

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My VR wish list:

1) Adaptive detail level to maintain a constant(ish) framerate. Either 90 / 80 fps or 45 / 40 fps.

2) Interact with the cockpit either using either virtual hands or laser pointers. Allow me to switch between the two in VR. (Aerofly has a good virtual hands implantation, X-Plane has a good laser pointer implementation).

3) A virtual tablet on the seat neat to me, or mounted on the yoke, that allows the user to access maps, charts and other info.

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Something I have not seen discussed anywhere

In VR having the pilot body visible from the pilot position adds incredibly to the immersion effect.

Ideally the pilot arms and hands are coordinated with VR hands.(but I realize that is a big ask).

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On 1/23/2020 at 11:35 AM, lenidcamper said:

Something I have not seen discussed anywhere

In VR having the pilot body visible from the pilot position adds incredibly to the immersion effect.

Ideally the pilot arms and hands are coordinated with VR hands.(but I realize that is a big ask).

I actually suggested that back in September.  Buried by now. 

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This kind of goes along with the not taking point.  But, if there is a pdf viewer (essential, imo), I would like there to be at least some option to "write" on the pdf.  I realize the pen mentioned is most likely not going to happen.  However, what if you could simply draw with the virtual controller on the pdf?  For me at least, it would be useful to mark/cross-off waypoints on the flight plan form.  This is very useful when flying aircraft with the old Delco-Carousel INS units.  It'd also be nice to be able to type over pdf documents with your keyboard, items such as fuel on board while passing waypoint, time over waypoint, clearances, etc.  To me at least, these would be easiest if the mouse was still supported in VR mode.

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I'm now using VRK to view PDFs in Aerofly. Use it with a pen tablet and you can draw on it and make notes, zoom in and out, step through to other pages. https://forums.eagle.ru/showthread.php?t=246970

It would be nicer integrated into the sim, but this shows how it could work.


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Honestly I would be perfectly happy with the bare bones p3d v4.5 VR style of implementation if it means it will be available on release.  I can turn it on and off easily, its simple and the mouse works, thats all I need to enjoy it.  I would not want to not be able to enjoy VR in the sim on day one just because they are trying to implement some elaborate VR integration.  While that would be nice, I dont want it to mean waiting longer for it.  If it takes extra time I would prefer they add that later on and just give us basic VR functionality right away.

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9 hours ago, Pilot53 said:

Honestly I would be perfectly happy with the bare bones p3d v4.5 VR style of implementation if it means it will be available on release.  I can turn it on and off easily, its simple and the mouse works, thats all I need to enjoy it.  I would not want to not be able to enjoy VR in the sim on day one just because they are trying to implement some elaborate VR integration.  While that would be nice, I dont want it to mean waiting longer for it.  If it takes extra time I would prefer they add that later on and just give us basic VR functionality right away.

I would rather wait and have them do it fully implemented and correctly, P3D VR is garbage


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36 minutes ago, blueshark747 said:

I would rather wait and have them do it fully implemented and correctly, P3D VR is garbage

With controller use. And an Avitab type EFB for geotiff import for charts. I'd wait too

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2 hours ago, blueshark747 said:

I would rather wait and have them do it fully implemented and correctly, P3D VR is garbage

it works great for me.


 

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