Not everyone has the time to watch it all but thankfully the YouTube video has the Q&A in Chapters, here’s the direct link to the VR section of the chat, worth watching to understand what exactly is going on:
Here’s the two “snapshots” of sorts of what Martial is talking about:
Yeah, for me it was a rather disappointing, jumbled, “Blah blah er, um, er, something or other.”
Not really impressed to be honest. I guess we’ll just have to wait and see. Then again the fact that DX12 is done and in testing, and so is on the way soon may be a bigger deal for VR, at least performance wise.
Yeah whilst these Q&As are a good listen in certain aspects the actual proof is in the pudding, SU6&7 could both provide a bit of a boost for VR which is needed but as you say lets wait and see. For me personally it’s about fixing all the little Quality Of Life areas & bugs and adding little features that go a long way, I think from SU6 onwards we should see a progression in VR from then on and not a regression like what we got with SU5.
I’m also confused by this. Some things like this were fixed with a hotfix after SU5 (blurry ground textures from altitude, clouds not affecting light properly etc) so I fear they mean all of that has already been released? I hope not, and that they will further improve things including the overexposure which has been a problem since vr release.
TBH i dont even care too much about this. Unless its implemented almost perfectly, mouse will probably still be superior.
Especially because i think it would feel really unnatural to take your hand off the stick or throttle, pick up the huge chunky G2 controller from some unseen place and click whatever button, then set it back down so you can use the stick or throttle again.
Im hoping to be positively surprised though, who knows. I guess it could be good for start up procedures etc.
#1 VR priority should really be to get that god darn shimmer fixed!!!
I’d much rather have a Head Pointer than Controller support personally, as mentioned above fumbling around with controllers on top of HOTAS/Button Boxes may get too much (willing to give it a go though) whereas a simple Head Pointer is bound to 1 button press.
I would like large objects outside of 115 degrees FOV to be no longer pop in and out. That sucks enormously.
And a single screen on the monitor so that you can finally use PointCtrl.
Oh yes, AA and Gama would also be way up there.
I can rotate outside the cockpit in drone mode or external view. Can you rotate inside the cockpit in VR? In the cockpit I can move left-right-up-down-forward-back but not rotate. If you can rotate please tell how.
No we can’t rotate inside cockpit without moving our head AFAIK. In fact, I think it could be really disturbing to do so in VR, and that’s probably why none of the game I know in VR allow a free cam like this in headset, only big 90 degrees temporaries steps like the one we have in MSFS.
That’s good to know. I thought maybe I was missing something.
But regarding your comment about games not having this feature is not true. Most games give you the choice of steps or free rotate. Check half-life alyx for example. I use free rotate when available. It doesn’t make me sick at all. Plus MSFS gives you a free rotate outside the cockpit, so why not inside as well?