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  1. I'm thinking to give Aero a try, but its price of $2000 is just a bit too steep, especially considering we're seemingly in an explosive moment that many new VRG headsets are coming out. Tough times..
  2. With HP Reverb G2 low resolution is definitely no longer a big issue, provided you have good video cards like 3080 or 3090 to drive it at or near its full resolution. It still leaves quite a bit to be desired, but by any measure, the resolution is good enough. I wear glasses and had no problem using G2 while wearing glasses. Good news to me. Controls are 50/50. I use hotas setup and for VFR there is not much to be touched. But for IFR that could be a big issue. You can manipulate everything in VR using mouse, just like doing so in 2D, but it's definitely not ideal. Having separate windows in VR is easy, and you can place these windows anywhere in the cockpit, an interesting benefit you don't get in real flights or in 2D. But I haven't figured out how to use keyboard in VR, I just avoid typing anything in VR. All in all, I would say if you mostly fly VFR, definitely give VR a try, it's incredible. If you mostly fly IFR constantly keying/pressing/twisting buttons and knobs, staying with 2D probably is better idea.
  3. One of the best benefits in VR is that you can rely on visual cues and sight pictures to fly the aircraft just like flying the real one. In this respect, VR is nearly 100% accurate to real flights and you can develop and use exact same practices as in real flight. This is absolutely amazing. I had been using TrackIR for many years andn while it's a big step up for 2D, it's no comparison to VR at all.
  4. This can't be emphasized enough! Indeed. This is absolutely a game changer. I had been dreaming about this kind of BlackShark AI thing since I was flying FS2004 and here it is the reality in MSFS. Seriously, not so many "dream comes true" thingies in one's life but this is one of them. Unbelievable.
  5. I tried this MB video trick and it works well. No fps drops in either 2D or VR when GNS530 window popped to screen connected to motherboard HDMI port. It does seem to introduce some slight stuttering into my VR flight. Fortunately for flying VR I don't need the pop out window anyway. But this is great news for flying on 2D monitors.
  6. I must add though, in VR you still don't get physical sensation/motion and force on controller (without that $1500 force feedback yoke). But of course that is not VR's fault. If I'm into long flights with airliners I probably will prefer hardware cockpit and 2D screens, as in these cases I'd imagine MSFS is more of a "cockpit/button" simulator and you spend most of your time pushing button and twisting knobs. But for hand flying small airplanes, VR is just so close to the real thing. I'm thinking to buy a butt-kicker just to add some vibrations to my seat. The real cockpit of C172 is really noisy and shaking, in contrast sim cockpit is too quiet and perfect. I need some distractions ... lol.
  7. Thanks! I had made some tweaks as suggested by the video. I probably should make it clear that my current VR performance is perfectly acceptable from MSFS perspective: I have most settings to high/ultra and got around 30fps with 80-90% scaling/TAA and 100% scale in OpenXR. It's just that I once tried 200% scaling/TAA and I was totally amazed that the image quality in G2 became so crystal sharp (at 8 fps though!). So I have already seen how good the VR could be, but I need 4x 3090 power to drive it. If we are talking about 60fps being minimum then we need 8x 3090 power. If future G3 doubles the pixel numbers we'll need 16x 3090 to drive it at full resolution at 60fps. If Nvidia doubles RTX performance each generation, we are four generations, which means eight years, away from having VR display quality as good as current 4k desktop. By all means though I thoroughly enjoy my VR. As a student pilot I finally have real flight experience to compare and by any measure VR is so close to the real thing. It is amazing that practicing flight in VR feels so much like practicing in the real air. At the end of hour long practice flight in VR when I removed the G2 I had almost the same feeling, mentally and physically, as I just finished my real flight. It's really that good.
  8. I have been flying VR exclusively in the past few months and it's incredible. Visually it's so close to flying the real thing and every flight control and visual in VR feel just about as natural too. I use VR to practice my real flights and it's been tremendously useful. My major gripe is the display quality, while pretty good with G2 + 3090, it's still far from been good enough both in resolution and fps. It's just unfortunately we're limited by the current hardware, both the VR goggle and graphics card. In addition, while flying VR for VFR feels natural, flying IFR is not easy. I recently bought a GNS 530 gear from Flightsimbuilder and I had to learn to use it blindly in VR. It works, but certainly not ideal and hard to imagine to interact with more complex panels by blind touch. It probably will take quite some years too to solve such problem in VR. But, I'm confident when I'm too old to fly the real thing the VR will be so much better and improved, that I won't sacrifice so much by only flying on the armchair. The future, thanks to VR, is bright and exciting!
  9. I found default C172 with six pack pretty good. I feel that it flies quite close the real thing. The major problem is the excessive yaw when exiting stall and slip. It's slow for touring over a bit long distance though.
  10. Wow, this is one of the best video I have seen at YouTube, especially with the perfect blending in of MSFS at the end. A fabulous job! Thanks for sharing!
  11. I'm pretty happy with JF warrior. I flew the real Warrior only once so far but JF Warrior seems pretty close to the real thing and I actually use it for practicing my real flights. Recently I got a weird problem. Sometimes I started a flight with Warrior and found the control was really sluggish. It's like the plane reacts to my controls with a half-second delay and is also a bit too wobbly. I looked at the control surfaces and they acted instantly with my yoke movement, so it's not a hardware problem as far as I can tell. This doesn't happen/change in the middle of a flight. The flight either starts with a "normal" warrior or a "sluggish" warrior. Anyone bumped into such problem too? The most frustrating part is that JF Warrior often flies just fine and I just couldn't figure out why sometimes it's "broken". I fly with VR exclusively now and maybe it has something to do with system being overloaded in certain cases? But I'm limited by GPU but no CPU in VR.
  12. I very much agree with force feedback too. One of the biggest eye openers in my flight learning is that the yoke is so live with ever changing pressure when you fly. It feels like a direct almost physical connection to the plane while flying, a sense that is completely missing in the current sims. Of course, this is not MSFS' fault at all, but I really hope there will be a new generations of serious force feedback controllers available for PC. Yeah, speaking from experience with HP G2 + 3090, we're probably two steps away from near perfect VR (2x resolution + 5x powerful video card). Maybe in five years that near perfect+smooth VR day will come.
  13. When I was registering for my PPL learning at flight school little over a month ago I first learned the existence of night VFR. I always thought night VFR is certainly not permitted b/c in pitch black where could possible be the "V" for FR? Anyway, not very much looking forward to my night x-country flights and landings.
  14. I'm so with you on this - I'm 25 hours into my PPL learning and still stuck at doing good landings! My 20 years of simulator flying prepared me very well right up to the last 20 feet above runway where everything begins to fall apart. Just as you said, all those physical factors at the final landing moment were barely modeled in all the simulators I flew (FSX/P3D, X-Plane, MSFS etc), plus something like inertia and turbulent air are just impossible without those full motion platforms. But I also want to add that MSFS can be incredible to simulate real flights in many other aspects, especially with the use of VR. I use ForeFlight to record my pattern practice/landing/takeoffs at the same home airport in both real flights and VR flights in MSFS. I flew in VR exactly as I did in real pattern flights in terms of speed, altitude, throttle, flaps etc, including using exactly same visual cues (beaming the runway numbers, looking over shoulder to see when to turn base etc). And these tracks are virtually indistinguishable. To me that really tells something that MSFS must have got most part of light model right, at least for 172.
  15. It's unfortunate that current videos cards, even 3090, is far from being able drive even G2 to its full potential. As far as MSFS is concerned, I have lost interest in any VR set of higher resolutions. Not b/c more pixels are not nice, but for MSFS we'll need at least 6090 to drive 4Kx2 @100% scaling x 30fps - that's like 5 years away from now.
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