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Pascal_LSGC last won the day on December 28 2013

Pascal_LSGC had the most liked content!

About Pascal_LSGC

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  1. You don't have any problem to find your controllers: you actually see them in VR (at least, an hybrid between the Vive and Rift ones). You might have some problems finding your mouse. You can organize your space around so that you can put the controllers to rest easily. The best I found is to put a chair at my right: the reason is that I actually did try to drop them on the virtual seat at my left, while there was nothing there in reality (and I'm sure I'm not the only one who did that ;-) ). Bang. :o Great news ! Cheers, Pascal
  2. Hi, it's time to warm up you VR headsets (if you have one ;-) ) Cheers, Pascal
  3. You're welcome ! And, BTW, the release note are up as well: About the new VR options: I can't wait to be able to grab and manipulate the yoke realistically: I already caught myself trying to grab the virtual yoke with my real hand instead of the joystick ! Pascal
  4. Hi, The doc has been updated, should not be too long before we see it ! Some nice improvements there ! Cheers, Pascal
  5. Vulkan gives nothing. The transition to Vulkan (Windows and Linux) and Metal (Mac) will open the door to better multicore CPU optimization. It's not about the look, it's about performance.
  6. A rather complete list of what was discussed: Cheers, Pascal
  7. Thanks for posting this. I like the concept of flight/engine model versioning. Life will be much easier for developers, and Austin will have the freedom to make advances towards better physics without breaking thing at each version. Great times ahead! Cheers pascal
  8. I think you didn't read the article, just the title. FYI, it is about VR 360 videos. Nothing to do with the discussion here.
  9. No worries: I won't be able to wait for months anyway, as I don't want to miss the discount deadline ! ;) Cheers
  10. Jack is without doubt an artist along with a very good flight model/systems developer. I can't wait to try it in VR: probably would spend one hour scrutinizing every part of the cockpit, and then walking around the machine and jump trying to see me in the reflections, before even flying ! My problem: I have to resist the urge to buy the update right now. Yes, of course ! And I can imagine that in real time ! Cheers
  11. Wow, thanks Michael, that's breathtaking. Never seen so realistic metal. Cheers, Pascal
  12. OK, I need to correct this: We can use a supersampling of 1.78 on the current HTC Vive to get a good idea of performance with the Pro version. Basically, if you can't fly with a supersampling of 1.78 with your current gear, stay with the original Vive. Contrary to what I assumed, supersampling in SteamVR is now a ratio of the number of pixels (the scale has changed some months ago ). Pascal
  13. Splendor ! Cheers, Pascal
  14. Agree with HiFlyer, better resolution has nothing to do with supersampling. However, I guess we can use a supersampling of 1.33 on the current HTC Vive to get a good idea of performance with the Pro version. Basically, if you can't fly with a supersampling of 1.33 with your current gear, stay with the original Vive. The picture below simulates the rendering of some text at the limit of readability with the current resolution (first half), and with the enhancement of the Pro's resolution (78% more pixels) (second half). IMHO, this should bring the resolution vs performance to a sweet spot with the current technology. Pascal
  15. 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