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

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.

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Su4 beta still has this problem…

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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.

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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…

I’ve never noticed it. What aircraft?

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.

Like I said, I don’t have this issue. Which planes?

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

Okay thx, it’s been this way for so long I assumed it was normal. :slight_smile:

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.

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I would say it’s a combination of both.

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).

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