Dominant eye and mouse cursor position (Hard to aim mouse in VR cockpit)

That poor vision has probably made you left dominant, which is great :slight_smile: I mean it’s a great thing that the brain uses the best eye it has. As for me, it’s the other way around. So Imagine you have to close your good eye every time you need to click a precise position in the cockpit. It’s annoying for a person with full vision in both eyes, and extremely annoying for someone with a bad left eye. I really hope they make a selection for this.

Yes, it’s because of the parallax. However, this means that we have two possibilities of where the pointer “is” or rather what is behind the pointer on the screen, either the left eye or the right eye (see the pic in my original post) and for almost 70% of the users the brain assumes what is seen by the right eye is correct. But the sim assumes what is seen by the left eye is correct. - Which means for 70% of the users the mouse position is offset from what it seems to be and finding tight clickspots is challenging.

Again, I don’t know how x-plane does it but it has none of these issues. It just works.

The cursor must be just on top of the button not 2-3cm above it. If the cursor is at the same plane as the button, the there is no paralax.

Yep that’s true. Maybe that’s how Xplane does it.

I’ve just started to get this for no reason I can understand, reinstalled MSFS and the issue has gone away

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I did the same to fix the issue.

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Really? Wow! That’s so strange. What version are you on now? I’m on the 8 beta and I still get it.

I’m not on the beta, 1.22.2.0, I’m new to VR with a new pc so didn’t want to complicate things.

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Has anyone found a solution to this? It’s still present in sim update 9

This is an issue still…

This is still an issue in 2024 :wink:
Please Asobo, hire some more VR people. You have a partnership with pimax even. How can they accept that VR dev seems to be almost abandoned.

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A lot of VR fixed in SU2, thank you! But the misaligned cursor, or should I say cursed cursor is still there… The cursor z depth needs to be at whatever we are pointing at or we will end up with dual visual cursors, one per eye and whoever has a dominant eye other than the one that happens to line up has a bad time trying to click buttons in the cockpit. I don’t know how X-plane does this but that works flawlessly. Asobo, do it that way.

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People please upvote this as this has been sitting here for years (since 2020) not getting any attention from Asobo. I tried creating a new request but the Forum masters closed it and said I should read the requests - this one - and comment here. And here we are 5 years later and still no response from Asobo on this.

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Just found this, I’ve been closing one eye to use the mouse in every VR flight. I don’t have any issues in any other non-VR task which requires switching between dominant/non-dominant eyes. I only have this issue in MSFS VR (not in any other VR games).
An option to select which eye to assign to the mouse pointer would be nice.
Even better would be to align the mouse pointer to both eyes.

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I would bet many VR users are closing an eye and have become so used to it that they think its normal, or fail to complain about this. The collision mesh detection and validation is clearly not done accurately in VR and developers should be on the hook for this. I’m sure many of these developers do hardly any or no VR testing, as this is a problem all over the modules, so most likely have no idea the problem they are creating by not testing their collision meshes.

I would even appreciate it if Microsoft had a validation check with developers prior to releasing modules that their module is truly VR compliant ie. they have a VR collision mesh tested and validated. Else it’s not truly VR compatible and should say so on the purchase pages.

I’m left eye dominant, and I see two cursors all the time. I have to concentrate on the cursor to get it to resolve into one image, but then the background is out of focus. Sort of like going cross eyed. DCS has the ability to put the HMD on either or both eyes. Perhaps this is just a feature request.

I do not use VR but really appreciate your post. I am mostly blind in my left eye, so, if I was to use VR I would need to be able to have it reference the right eye.

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I don’t suppose there’s a fix for this in either MSFS2020 or 2024 at this point, is there? I can’t deal with having to close my right eye constantly to use the mouse.

The full screen mirror in SU4 also appears to capture the left eye which is horrible when trying to record in a cockpit when the focal point should be the instruments… Would love it if they changed the dominante eye to right with the cursor but also we should be able to pick which eye mirror in VR we want full screen please