Side note: try Google Earth VR if you can, it is not possible to explain how great it is with words, it's the killer VR app for non-gamers IMO.
Side note: try Google Earth VR if you can, it is not possible to explain how great it is with words, it's the killer VR app for non-gamers IMO.
It was really something. Sure the quality's not that great, but what's there works well, and you get a sense of presence with the headset that is considerably more convincing than viewing the same scenes on a flat monitor.
I've never gotten motion sickness, ever. VR also has never given me sickness. A slight fatigue at most.
For me, any game where the camera moves independent of my headset can trigger nausea. Blade and Sorcery's jump implementation is really bad about it; anything that lets me "fall" when I'm not expecting it. That at least makes sense; if I suddenly fell in real life I'd freak out too. Of all things, the non-teleportation option in Minecraft's popular VR mod, Vivecraft, trigger motion sickness most consistently. But I can teleport around Skyrim VR for literally hours and be totally fine. I get the feeling that with a bit of practice, I could build up a tolerance to it, but it's definitely a persistent danger. It's got to be frustrating for developers, since it seems like there's such a wide range of individual variance in sensitivity. If I get around to making a VR experience, I'll stick to teleportation simply because that's what I personally find to be "safe" and comfortable.
This feeling can last days in extreme cases (more from an intense fairground ride than VR - never taken VR use to that extreme!)
The game started me roughly over Washington DC and told me I had to get to Dallas, and I barely made it past Nashville (which is almost a straight line) before running out of fuel.
Sadly it does not have animations.
They also released an SDK, so there are a few other interpretations floating around the Microsoft Store.
About Outings, I should not judge by its cover but it doesn't look very impressive and seems to be AR oriented (mixed reality headset or hololens required).
[1] https://www.theverge.com/2019/8/8/20776247/google-maps-live-...
In a flight sim you have lots of dials in the cockpit you need to look at, and long viewing distances outside the window. None of the VR headsets I've tried have had good enough resolution to have a clear view on the cockpit instruments. The combination of cockpit very near and long viewing distances is also a bad recipe for motion sickness.
And then there's the controls. With a VR headset you can't see your hands or your controllers. With a hands on throttle and stick controller (HOTAS) you can fly around just fine, but when you need to toggle flaps or landing gear or navigation instruments, it's difficult to find the right button for that with a headset on.
So VR is ok for casual flying around, maybe even some dogfighting or aerobatics with simplified aircraft models. But once you need to deal with aircraft systems or navigation instruments, you're better off with triple screens and/or head tracking.
Is that not the case for flight sim setups? I can’t imagine looking at a horribly stretched image on a side window to be a nice experience.
Edge of screen mappings can be a little tricky but the higher level rendering engines can make near seamless transitions.
Military and commercial simulators try for displays that absolutely minimize visual artifact distractions so the experience is as close to sitting in the seat as possible.
Have you tried the Index? It used to be bad on the Vive, but Xplane with the Valve Index finally made it possible for me to see the instruments without squinting.
There's more to immersion than stereoscopy. All the different elements of VR (3DOF tracking, positional tracking, 360 imaging, hand/controller tracking, stereoscopy) work together to flip a switch in your brain that tells it that you are in something rather than merely looking at something.
Even simply covering the entirely of your 360 range of view is enormous on it's own for flight sims. Think of the $$$ that sim enthusiasts spend on multi-monitor setups.
It tracks your actual head motion and exaggerates it (this can be tuned to your liking).
0: https://www.naturalpoint.com/trackir/trackir5/
It's a great little peripheral, and much more affordable than VR or a multi-monitor setup.
Maybe they could do something like how in Elite Dangerous you hold middle mouse button(? can't remember exactly what the control is) to freelook, but that's not as good as being able to control your PoV directly by moving your head.
Yuck.
I'd rather use my imagination.