and probably still are … ![]()
I don’t quite believe that, since there was a cooperation between Microsoft and HP at the time with regards to the HP reverb G2 as the first headset to launch for the sim. This has had to take time. The launch of the G2 was a mess and late to The party. It seems both companies are departing VR at the moment which makes me worry about the sims VR development. The focus seems to be solely on the mass market and of course MS wants Xbox to have exclusive content like this. I truly believe that the VR community among the simmers are the most committed to MSFS and has been always. It is also that niche of a smaller but very committed community that made Jorg/MS go back and develop the 2020-version. It seems the roots are forgotten and I for one find that sad. The fact is that funding from the mass market should ensure to take MSFS 2020 as a technological masterpiece to the next level which shouldn’t exclude VR and since MS look at this sim long term I don’t quite understand this development we see right now.
That’s exactly how it feels. Good ideas but none of them really completed.
The funny thing is I remember this as well. But there were so many videos around on youtube spreading straight lies and curiously they all disappeared right when MSFS was released.
My view as a VR user for the last 6-7yrs is that there are just too many barriers to entry for VR. Those of us that are blessed to be able to wear the headset without issue and who can afford systems to run at a suitable frame rate and that can live without 8k per eye are few and far between. So when budgets come up for review we naturally get pushed to the back of the queue
No, VR was implemented after it’s release.
Remember that there was a fairly lengthy alpha phase for MSFS, before it’s launch in August 2020, and the initial alpha versions did not include VR support and MSFS was apparently not intended to include VR support.
That resulted in a fair bit of user lobbying, which started in the alpha phase, and VR support was finally included in MSFS, via SU2, in December 2020.
VR headset sales were down 20% in 2022, so unfortunatly less consumers are interested in VR I think becasue of the initial hardware cost.
There was an article about a year ago showing only around 10% of MSFS 2020 users play the sim in VR.
i’m not saying that I doubt those figures and it does surprise me that PC MSFS users that will, by necessity, have fairly able setups, would prefer to look at a flat-screen representation of a cockpit, rather than be able to actually sit in it.
I can’t think of any “gaming” genre that is more suited to VR, than flight and maybe driving simulations.
Each unto their own I guess. ![]()
I agree, once you fly in VR there is no way you want to fly in 2D anymore.
IMO the usability of VR in MSFS vastly surpasses that of DCS. Navigating menus and instruments is a much better experience in MSFS than DCS at the moment.
I personally think the implementation of VR in MSFS at the moment is pretty robust and I currently have no desire for any changes. The “flight ending without logbook” mess is horrible but I simply close my eyes for 3 seconds and its gone.
That said, I do get pretty fed up with Software updates, breaking vital VR components and the most current update breaking the scaling of toolbar apps, having been raised during Beta and still released, is really wrong and utterly unacceptable.
If they responded with a quick hot fix it would still have been a poor show, but they don’t even seem to be offering that. This leaves me feeling a bit exasperated.
What do you really miss in VR?
The main thing I‘d like is better depiction of colors in VR.
Besides that I’m pretty comfortable with the Aero right now. Of course the FOV could be a bit wider, but I don’t want to complain.
Flying in MSFS in VR is simply a fantastic experience!! I don’t use the sim in 2D at all.
I would love them to sort out the object draw distance in VR.. e.g. landing gear, taxi lights, even ground crew.. Seems to be worse when compared to 2D.
When I was guided into gate the other day I noticed that when I tilted my head back and forth the LOD of the ground crew guy would change dramatically.. one second he had his sun glasses on, the next his face was a blurry mess.
It’s really baffling how they let this be for so long…
- Better performance with perhaps DLSS 2 regular file updates for the latest versions released by Nvidia without the need for the customers to wonder how to do this with third party software or indeed if such files will make a difference.
- Aim to achieve 90fps to get rid of motion reprojection with the jello wobble effect.
- Care when releasing patches not to ruin other features already implemented and if such release fixes asap.
- DLLS 3 implementation - working actively with Nvidia to find a way to implement this feature in VR as well.
- Working and getting feedback from customers and headset manufacturers with regard to performance, comfort and usability of current and future headsets with better clarity and fov.
…please feel free to add more ![]()
Yes…fed up to see planes floating above the runways without wheels ! ![]()
Flightsim and VR are belongs together, therefore i cannot understand that it is so neglected. VR in combination with FFB Yoke and VR Gloves could give you a perfect immersion and illusion of flying.
But, Asobo is a company and do what companies do, making money, so they are focusing on XBox and Marketplace and bugs.
If you want to make money, okay, no problem, sell VR Implementation as payable addon, but than do it right.
What do you mean by “flight edning without logbook” mess?
well console in combination with the marketplace is a goldmine. i would even go further and claim that people who play in vr are usually a little bit older and have a higher standard and expectations when it comes to new products and addons so they wont just buy everything new and shiny from the marketplace and rather make well informed decisions on how to best spend their money since they are used spending a lot on hardware pc and vr. from a business standpoint it absolutely makes sense why microsoft would prioritize a big more easy to please market and audience over the vr crowd