This bug is still here on multiple aircraft. It has been with us since FS2020, and Asobo do not seem to have noticed.
Might I suggest that this is moved to the “BugList” section? It is definitely a bug rather than a wish-list item, with the mouse/controller cursor not correctly located in the plane of the instruments in some panels in the affected aircraft. This produces two cursors in the VR image only one of which will have interaction with the controls.
It may be the improved graphics quality in MSFS2024, but I find this to be more of an issue (for use in VR), than in MSFS2020. Another reason why I’ve still not made the full move over to 2024.
This has 155 votes. Seems like an easy fix, but its not on the development road map yet. There are other items on the list with a lower amount of votes…
Its only in VR. The full screen mirror that they are using is the left eye which is displayed on the desktop not helpful when sitting left seat in a plane, and so the position of the cursor in VR is also using the left eye. We need to be able to select which eye we want to mirror. This should be an issue in all planes I believe.
Should be present in all planes. I dont close my right eye but have to position the cursor just to the side of any switch I am using. Also, this make recordings look off because it shows mostly the left side of the cockpit
I think the bug mentionned is simply wrong. This is not about dominant eye at all, but about collision precision:
The mouse is in 3D in the world, if that mouse doesn’t collide with the buttons precisely, it is displayed at the wrong depth, i.e not at the same depth as the button. This means your eyes have to focus on the wrong depth and your buttons will be blurry. If you focus at the buttons the mouse will be blurry (or you see double mouse).
The correct fix to me would be to have proper collisions to get the 3D mouse at the exact position in the world where the button is, so that there is no mismatch and correct focus for the eyes.
Yes, if developers set up the correct collision model for VR then the cursor will hover at the correct depth over the instrument panel, knobs etc.
But when the cursor is floating in free space, or the developer has been a bit lazy to set up a detailed collision mesh for the cockpit, THEN the issue of the left eye being the dominant one kicks in, where interaction of the mouse cursor only takes place on whatever is directly ‘behind’ it (from the perspective of the VR user’s left eye, if casting a ray from the left eye through the cursor and beyond).
It’s mildly frustrating and would be best if it was selectable by the user depending on their dominant eye, simple (in theory).
I’ve just moved to 2024 (never had this problem in VR in 2020) and it’s driving me nuts. It’s very inconsistent. Some planes don’t exhibit the problem at all. Some are terrible. And some are completely fine on many switches/buttons but then the cursor goes wonkey donkey on others.
Off the top of my head, the COWS Diamonds are almost perfect, unless interacting with the little side windows that open. Both the FlightFX (2020) and Asobo (2024) Vision Jet are ok on the touch screens but really bad everywhere else.
Yes it’s crazy. It seems very hit and miss, either this is because of some sort of lack of standardisation, or lack of actual user testing in VR, or both. It’s a very basic, obvious and unnecessary problem that for example X-plane has never had.
There is no blurryness difference between mouse cursor and cockpit buttons in VR as they are optically at the same plane. However there is the problem with double vision, and especially if the brain has to switch dominant eye compared to what it is used to in real life. For the vast majority the dominant eye that takes prescedent in case of dual visual sensory input is the right one. There is no reason for any developer to default to using the left one.