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#4415672 - 04/10/18 02:14 PM I think we need a dedicated VR Thread  
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Its becoming more and more common, and I think if we have dedicated forums for PC, Console, FC, and Pits etc, then I think VR is ready. It's only going to get bigger and better.


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#4415706 - 04/10/18 05:25 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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No opinions? Everyone has an opinion.


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#4415713 - 04/10/18 05:33 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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Not much "sim" in VR AFAIK. You can play XP11 and DCS in VR, yes, but you can then post on those particular forums.


- Ice
#4416261 - 04/14/18 02:35 PM Re: I think we need a dedicated VR Thread [Re: - Ice]  
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Originally Posted by - Ice
Not much "sim" in VR AFAIK. You can play XP11 and DCS in VR, yes, but you can then post on those particular forums.



IL2 BOS, Aces High, War Thunder also have good VR support


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#4416276 - 04/14/18 04:45 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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Not sure about aircraft in War Thunder but in ground forces, you don't want to use VR anyway as you lose the detail that greatly helps you spot targets or adjust your aim.

Regardless, those sims have their own sub-forums and smaller communities so it's easier to post there and get replies rather than making yet another sub-forum that fewer people might visit IMO.


- Ice
#4416372 - 04/15/18 01:01 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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I was mostly thinking about the VR industry in general. But now that I have thought about it for a bit, I think that it probably won't get used too much.


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#4416427 - 04/15/18 11:12 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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I may get VR someday -- when it meets all my particular needs. But, I'm not following the industry closely enough to know when it finally does that.

Thus, when folks do discuss VR on this forum, I'm interested in reading what they've found out -- and how things are progressing.

Thinking ahead. If VR became popular enough and used in enough different ways to have its own forum, that would be a good thing.


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#4416498 - 04/16/18 03:01 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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I have tried every major VR setup so far, including the latest by HTC and Samsung. Neither of which are as good as the Oculus Rift.

The thing that really sold me is the Head Tracking; it's better than anything I have ever used, and I've been using TrackIR since it came out in 2001 or so. I've used ED Tracker and Freetrack. Nothing is as good as the head tracking for OR. In fact, its really infuriating because the immersion is so incredible with the OR, but the resolution still has a long way to go. And I mean a long, long way. I just used the newest High Res Samsung and HTC sets and I took them back because there just isn't a good enough reason to use them compared to the OR.


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#4416541 - 04/16/18 05:28 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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Originally Posted by Textanker
I have tried every major VR setup so far
the resolution still has a long way to go. And I mean a long, long way..


Thanks for that update smile

My main concern is "resolution". I had read that one can still see pixels. For the price of a top VR, I don't want to see pixels.

On the other hand, I'm satisfied with using VR as a substitute for wrap around monitors. Just sit there and move my head to look around (and behind). Don't need real high end "room filling" movement.


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#4416570 - 04/16/18 07:27 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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For VR games, you will learn to ignore the screendoor effect. For games that I can play on both monitor and VR, I always end up comparing the two and lament the loss of detail, such as when using it for Elite Dangerous.


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#4416657 - 04/17/18 08:52 AM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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A couple of years ago, I wrote this:
"The sense of 'presence' in VR is stunning, even though the current FOV and resolution limitations make it seem you're looking through a slightly misted up diving mask.
What ruins it for me is the motion sickness, which I thought I'd be immune from."

I don't have a HOTAS or game wheel for Flight sims or driving games though. These would seem to be essential to give some tactile support to the visual/audio stimuli from the headset.
Consequently, my Vive has been sitting the shelf for the last 18 months or so but I'd really like an excuse to set it up again. smile

#4416691 - 04/17/18 01:46 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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I tried a rollercoaster experience in VR. Got motion sickness from that. I'm okay with shooters (Brookhaven Experiment, The Lab's Archery, etc.) and I can do flight sims (XP11) but not tried racing sims yet.

What gets me is that it gets very warm and uncomfortable after a time, which necessitates a 5 minute break every now and again.


- Ice
#4426754 - 06/19/18 09:12 AM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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Hey all,

I’ve been playing with my CV1 since right before Christmas and to me at any rate it’s almost as much of a game changer as my first 3dfx card. I can’t think of a peripheral that has had that big of an effect, even TrackIR.
Ice, you mentioned driving games? Driving games are where IT’S AT as you spend so much time moving your head you don’t focus on the screen door effect so much and I swear I notice things in VR out of the corner of my eye that I NEVER would in pancake. Additionally the use of peripherals such as a steering wheel or Warthog HOTAS go a long ways in keeping immersion so you don’t have to peek as well as helping to keep your lunch down.
There’s a discussion or two over at Racedepartment about VR and I believe that as the technology matures we’ll be seeing more and more adoption particularly from us in the sim community. I remember thinking a TM Cougar was expensive back in the day but I’m running a Warthog now and I know TM must sell enough to be profitable as they still make them. Race teams and driver’s training centers will use them, especially the teams who don’t have the money for big triple monitor motion capable setups. Think what you will of Project Cars 2, but the first time I ran the 24 hours of Le Mans (time compressed, of course) and experienced the weather and night/day cycles in VR I was hooked! Not to mention the sheer detail of Assetto Corsa where I swear I saw garbage on the ground trackside by a can as I was going past at a hundred and ten.

But the best I’ve saved for last:
Flight games.
Man oh man, I finally got IL2 BOx working and actually was able to take off! I’ve been trying for months but although I can get the A2A Spit in the air in FSX or P3D the IL2 version kept defeating me. Finally I read the Chuck’s guide and discovered it doesn’t actually HAVE toe brakes so no wonder I kept ground looping it! Once I finally DID get it into the air though, just sublime. Bounced a couple of Emil’s and came away the victor right away due to the fact that it’s IL-2 so I’ve had a lot more practice than two weeks, be sure. Landing was again, problematic but as I’ve committed the location of the escape key to memory I don’t mind stabbing that when I bounce or see one wing come up a foot and a half on one side. I wasn’t too good with target ID in the regular IL-2 so I don’t mind the pixelation TOO much, heck I remember playing Pacific Fighters on a “19 square glass monitor in 1024X768 so the Rift is a big step up from that.

But I mainly wanted to express some interest in having a specific VR hardware thread as I believe that the simulation community will play a MAJOR factor in it’s adoption as we have historically helped to drive hardware sales and development in the high end PC gaming market. What with video card prices being what they are it was a no-brainer for me what my upgrade was for myself this year. A Rift costs half what an upgrade Video Card for my current system would cost thanks to Crypto-mining so it was a very easy decision and one I don’t regret. With VorpX to convert the titles that don’t natively support VR I’m having a blast re-visiting old games that seem quite different now in VR and many like the Alien game and GTA5 have extensive VR mods made by the community which elevate them into an entirely new experience when played in VR.


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#4426789 - 06/19/18 07:23 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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I don't deny the value of VR in driving games or flight sim games where cockpit work is limited, such as WWII or trainer GA aircraft. Once you step up to modern fighters where you're fiddling with the ICP and MFDs and maybe even flicking a switch or two, VR starts to show where it's lacking. Then there's the loss of detail. I've flown many times in Elite in my 3-screen setup and love looking at the station's details --- all of it lost once I step into VR.

Jumped in XP11 with my HTC Vive and I was smiling all around the circuit smile


- Ice
#4446393 - 10/31/18 08:32 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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Oculus Founder Says There’s No Existing or Imminent VR Device Good Enough to Truly Go Mainstream

That’s even if said device was given for free because the barrier is mainly constituted by the quality of the experience rather than price.

"You could give a Rift+PC to every single person in the developed world for free, and the vast majority would cease to use it in a matter of weeks or months."

The Oculus founder didn’t completely lose hope in Virtual Reality, though. In fact, he argued that VR will eventually become the dominant platform, though how long that takes is unclear right now.


Article


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#4454835 - 12/25/18 03:05 AM Re: I think we need a dedicated VR Thread [Re: - Ice]  
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Originally Posted by - Ice
For VR games, you will learn to ignore the screendoor effect. For games that I can play on both monitor and VR, I always end up comparing the two and lament the loss of detail, such as when using it for Elite Dangerous.


I tried VR with Project Cars 2. Played for 45 minutes. No dizziness, no headache, no motion sickness or other ill effects. It was fun to experience, but the 'screen door effect' was a bit too much to overcome. I can't get past it. I'm used to racing and flight sims in 4K. To go from that to 1080p with screen door effect was a huge disappointment. I noticed it during my entire session. Perhaps VR companies will figure out a way to eliminate SDE in a few years and I'll give it another shot at that time. Right now the technology is not up to par visually. Mixed: You can do a racing sim with VR and not need the keyboard. A flight sim with modern combat aircraft, especially a study sim on DCS without the keyboard? Very difficult.

Last edited by Plainsman; 12/25/18 03:07 AM.

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#4467612 - 03/26/19 07:33 PM Re: I think we need a dedicated VR Thread [Re: Textanker]  
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Palmer Luckey Claims 30 Percent of Rift Customers Can’t Use New Rift S

The Rift S drops the hardware slider [for interpupillary distance]. Like the Oculus Go it uses an IPD of ~64mm, corresponding to the most common value for human vision [fits only 70% of people]..

As with most things, human IPD varies across a range. The original Rift is designed with a hardware slider for changing the IPD, allowing it to adjust between 58mm and 72mm [fits 95% of people].

According to Lucky, only about 70 percent of Rift customers will be able to use the headset effectively. The rest will have varying degrees of problems [due to lack of IPD adjustment].


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