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FSX with VR

PostPosted: Mon Mar 14, 2016 2:38 pm
by Cusance
I read somewhere that a lot of games on the STEAM platform are going to be made VR compatible.
Now, if that also was done to FSX then moving to Steam edition might be worthwhile.
Something I have not really seen a point in doing thus far.

Re: FSX with VR

PostPosted: Mon Mar 14, 2016 3:39 pm
by Daube
You won't need to move to FSX Steam just for VR.
Both FSX and FSX Steam will work with an application named "FlyInside FSX", which not only makes FSX VR-compliant, but also brings in some seriously cool features,especially if you have a device named Leap Motion.
This video will tell you more:

[youtube]http://www.youtube.com/watch?v=TXnu39EzmzY[/youtube]

Re: FSX with VR

PostPosted: Mon Mar 14, 2016 4:38 pm
by Cusance
interesting. looks like the video is in 3D so will watch it on my 3D TV
by the way has anyone actually tried or reviewed this?
I havent heard of this system before.

Re: FSX with VR

PostPosted: Mon Mar 14, 2016 5:18 pm
by Daube
The video is just a capture from the DK.2 Occulus Rift, that's why the picture is split in two parts (one for each eye).
The Leap Motion is not mandatory, and its support in FlyInside FSX is just beta or less at this stage. But it's a promising technology. I like the fact that I might not need my keyboard anymore.
But this is just for future. For now, the movements are not precise enough.

For the Occulus Rift alone (or other VR helmets), the support right now is almost perfect. The resolution of the DK2 generation was not sufficient to use complex planes with small gauges (small writings in the MFDs were hard to read, until you lean forward), but the retail version provides a much better resolution. And even just a DK2 was already providing quite a nice experience in the sim. I read some feedback from simmers which were quite satisfied. One of them for example, was loving the DK2 for piloting gliders (you don't really need to precisely read the gauges in them).

One of the most famous youtubers (for the simlation community, I mean) also made quite a nice video review, showing the amazing potential the VR can bring to our sims in general:

[youtube]http://www.youtube.com/watch?v=1gX88bg4sC4[/youtube]

Re: FSX with VR

PostPosted: Tue Mar 15, 2016 5:11 am
by pete
Very interesting stuff. What I have been dreaming of for more than a decade. Still early days of FS VR but making great progress.

Ironic that all this is happening as MS ditched the platform ...... exciting times ahead ....

Also found this interesting and slightly less long winded video

[youtube]http://www.youtube.com/watch?v=30pSJ0wOB6U[/youtube]

Re: FSX with VR

PostPosted: Tue Mar 15, 2016 5:45 am
by Cusance
overall the problem still seems to be frame rate which is not only required for smooth flying but with VR seems to be important to avoid motion sickness. A constant FR of 75 would seem to be beyond FSX capabilities.
I can hit that but the slightest complex scenery or plane will push it way down to 40 or even 30 which isnt acceptable for
VR ( or so they say). I am not aware of any test with the actual retail version of Oculus Rift which has a much higher resolution than the beta version. So maybe the lower frame rate might be acceptable.

Yes, obviously MS missed a major opportunity by not looking ahead and realizing that with the growth of VR, Simulators of any kind are THE application to have. Not smart marketing.

Re: FSX with VR

PostPosted: Tue Mar 15, 2016 6:14 am
by Daube
Cusance wrote:overall the problem still seems to be frame rate which is not only required for smooth flying but with VR seems to be important to avoid motion sickness. A constant FR of 75 would seem to be beyond FSX capabilities.

Yes indeed, but FlyInsideFSX overcomes that problem with some little trick I'm not able to explain. It is mentioned in the video posted by Pete above, right at the beginning, by the way :)

Yes, obviously MS missed a major opportunity by not looking ahead and realizing that with the growth of VR, Simulators of any kind are THE application to have. Not smart marketing.

Well, MS went for the augmented reality glasses instead. At first it was a major disappointment for me. But the more I think about it, the more I can see some interesting features for such a device.

Re: FSX with VR

PostPosted: Tue Mar 15, 2016 6:54 am
by pete
This is where we were in 2001

I remember the experience and it wasn't that bad! :P

Now I will have to get a VR headset -- but I also have to manage to find one at a reasonable price ... so maybe have to wait a bit ...

Re: FSX with VR

PostPosted: Tue Mar 15, 2016 7:01 am
by Daube
Yes, the 3D effect produced by these glasses was already doing the job... but it was only doing it on the screen, so you couldn't look around using your head.
In 1995 or 1997 however, I remember one of my favorite simulators was directly compatible with the VR headsets of that time. If was EF2000 from DiD. These old VRs were huge, the resolution was bad (perhaps 640x400 in the best cases), they didn't have 6 DOF tracking, only 2 axis, and of course there was no 3D effect, only one picture for both eyes. Ah, and of course they cost a LOT ! But it was quite immersive already, from what I heard.

Re: FSX with VR

PostPosted: Tue Mar 15, 2016 8:54 am
by alrot
Cool stuff, 8-) I wonder how much would it cost to afford one of those glasses

Re: FSX with VR

PostPosted: Tue Mar 15, 2016 10:14 am
by Daube
Here in Europe, the Occulus Rift retail version is now sold at 700 euros, and the HTC Vive preorders are sold at 900 euros (but these include some additional devices such as specific joypads).
The price is quite high, especially considering the fact that an Occulus DK2 prototype was sold for 400 euros if I remember correctly.
Of course, the retail version is supposed to be better... but 300 euros more than the DK2... I guess they added some gold and diamonds inside, not only additional pixels...

Re: FSX with VR

PostPosted: Tue Mar 15, 2016 2:05 pm
by Cusance
i am quite sure that VR will be a major revolution in computer game play and simulations.
this means that at some point we will reach a tipping price point, rather like we did with HD TVs etc and the sets will become a lot cheaper and also better.
even if I thought they were worth the money now, I wouldnt buy a set. I think that this technology still has a long development road ahead of it.

Re: FSX with VR

PostPosted: Wed Mar 16, 2016 2:59 am
by pete
I agree - they will become a lot cheaper soon as it will be a huge worldwide entertainment and there will be massive advances and competition


... meanwhile this may be an alternative ...... (pages and pages of such sets of varying quality and feedback on amazon )


viewtopic.php?f=21&t=174519

Re: FSX with VR

PostPosted: Wed Mar 16, 2016 9:11 am
by Daube
I tried one of these cheap VR gear, in which you plug your phone.
The problem with cheap gears is that everything inside is cheap, included (and most importantly) the optical lenses.
Granted, it's nice to try, really. You do get the 3D effect, but the picture is quite bad quality, especially on the edges.
The usage of FaceTrackNoIR is also a nice idea, because de gyros in the telephones are definitely not precise enough.

Re: FSX with VR

PostPosted: Sun Mar 27, 2016 12:50 am
by Azframer
Check these out, I have not thought much about VR until you guys started talking about it.

Rick
http://www.geekbuying.com/item/BOSSNEL- ... AkZT8P8HAQ