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Posted (edited)

I've been playing on flight sims since the 80's. almost all of it has been multiplayer. I began with Kesmai playing Air Warrior on GEnie at $6.00 an hour. We played on Macs with little 2x3 windows in the upper left corner with a text buffer covering most of screen. I was one of the founders of ICI, the developer of Warbirds. Dumbest thing I ever did was to sell the company to "Wild" Bill Stealey. Dale went on the found Hightech Creations, developer of Aces High.

 

What I'm playing on now was only a dream. 

 

I love VR, the feel of flying is so palpable.  Does it have shortcomings? of course, but I think the game designers can help.

 

Prior to my VR rig I was playing on a 32" screen in 4K using a trackir.

 

For combat 2D is the high water mark, the clarity make so much apparent at long range observation.  To me the optimum, is still the joystick hat with snap views. The game handicaps that with no up-forward view. Moving hat forward goes to 90 deg up instead of 45 deg up. (like Air Warrior, like Warbirds and now Aces High do). It makes a huge difference in dogfighting. They all use a forward 45 modifier in their key mapping. TrackIR is a workaround, but not as quick as the AW system copied by all the others mentioned.

 

Beyond that is the ability to change angle of view from wide angle (to scan for enemys) to tele (to get an idea of who and how they're maneuvering. Watch Central in his videos, frikin brilliant.

 

And lastly clarity. Ive been chasing blobs and trying to guess who it is and where they're going.

 

Now that  I have my vr sorted well, (I feel connected to the aircraft). I can offer the following comments

 

-For opponent recognition, add some blue or red to the blob at some distant range to help with ID friend vs foe challenge. Just a little goes a long way. We need some help

 

-Wash the windows. The low contrast view makes seeing difficult. I stick my head outside into the slipstream to see better. I've turned up my gamma to max to gain some contrast. 

 

-add contrast to VR terrain, it can make up for a lot of missing detail

 

- and reduce the superwide POV of the 2D version, its a cheat.

 

This game is the future IMO.

 

Bob

 

 

 

 

 

 

 

 

Edited by JG26jokkmccarthy
Posted

:good:

 

Welcome to the club!

I have been gaming in VR with my Rift for two years now, have not games on the monitor since.

Absolutely love it.

Posted (edited)
2 hours ago, JG26jokkmccarthy said:

-For opponent recognition, add some blue or red to the blob at some distant range to help with ID friend vs foe challenge. Just a little goes a long way. We need some help

 

I've found IDing just as powerful as 2D so long as you get 3DMigoto mod set up correctly.

 

2 hours ago, JG26jokkmccarthy said:

-Wash the windows. The low contrast view makes seeing difficult. I stick my head outside into the slipstream to see better. I've turned up my gamma to max to gain some contrast.

 

Turning Gamma up reduces effective contrast. I've found the game looks realistic at 1.0 gamma or thereabouts on the Rift CV1. Turning Gamma way down from there will increase contrast, would help with some spotting but it just looks too ugly to me! A VR headset has far less dynamic range than real life so that's what limits us currently.

 

2 hours ago, JG26jokkmccarthy said:

-add contrast to VR terrain, it can make up for a lot of missing detail

 

With the limited dynamic range we have, adding more contrast to the terrain would reduce our spotting ability.

 

2 hours ago, JG26jokkmccarthy said:

- and reduce the superwide POV of the 2D version, its a cheat.

 

It's a realistic FOV for corresponding to your IRL FOV. As projected FOV increases angular size of objects decreases, so players will struggle to spot objects at higher FOVs. It is a tradeoff, not a cheat and it is realistic. I fly in VR but I don't think unrealistically gimping 2D players to match us in VR is reasonable. 

 


Glad you're having fun in VR! Enjoy

Edited by peregrine7
  • Upvote 1
Posted (edited)

I'm using gamma in the typical windows way.

 

Higher the number steeper the slope, darker the shadows. I'm thinking of contrast is a better way of expressing. I yield to your better understanding of VR headsets. The Oled in my Odyssey .is not too bad. I need to do more testing.

 

Should the zoom feature (like migoto)  be a standard feature, vs a mod that can break with new versions? 

 

Just a statement, not a complaint. Havent done my homework. 

 

I just have trouble spotting reliability in VR vs 2D. The shades of the aircraft blend in to background to my eye. The sharper image in 2 D is easier to see. My eye picks up movement against the background. I know the planes were camo'd in real life. But I think VR is handicapped.

 

Bob

 

Edited by JG26jokkmccarthy
Posted

Welcome to VR frustration :P

Beside high zoom feature, the last version of the 3Dmigoto mod allow you to  change color brigtness and saturation with different settings for Inside (cockpit) and outside (scenery). It may help you.

And there is already an icon system that can be used to ID things...

 

Posted
3 hours ago, JG26jokkmccarthy said:

I'm using gamma in the typical windows way.

 

Higher the number steeper the slope, darker the shadows. I'm thinking of contrast is a better way of expressing. I yield to your better understanding of VR headsets. The Oled in my Odyssey .is not too bad. I need to do more testing.

 

Should the zoom feature (like migoto)  be a standard feature, vs a mod that can break with new versions? 

 

Just a statement, not a complaint. Havent done my homework. 

 

I just have trouble spotting reliability in VR vs 2D. The shades of the aircraft blend in to background to my eye. The sharper image in 2 D is easier to see. My eye picks up movement against the background. I know the planes were camo'd in real life. But I think VR is handicapped.

 

Bob

 

 

Yes the VR zoom should be implemented as a standard feature but since giving us a quite good VR implementation the Devs' focus is not really on VR. It's not a good thing, but understandable.

 

Spotting against terrain is not easy in VR but reducing AA, setting landscape to blurred and turning sharpen filter ON helps. AA blends planes with the beckground. Sharpen filter against blurried landscape better separates planes from background.

 

Too much supersampling hurts distant spotting against the sky.

 

It's all about trade-offs and how you want to play the game. For example - competitive multiplayer with somewhat worse looking game or singleplayer with nicer looking settings.

 

=WoVi=cercataa
Posted (edited)
5 hours ago, peregrine7 said:

I've found IDing just as powerful as 2D so long as you get 3DMigoto mod set up correctly.

 

Are MODs allowed in multiplayer ? Normally games don't allow it because it would allow very easy cheats ... ?

 

More zoom for identification would be nice with this first generation of VR that has a quite low resolution on PPD compared to monitors, but once the second gen HMDs arrives, maybe it would give advantage over people playing on TV.

 

The good thing is in a couple of years the majority of people will be playing on VR, so Identifying will be hard for everyone ;)

Edited by =SFF=_cercataa
Posted
1 hour ago, =SFF=_cercataa said:

 

Are MODs allowed in multiplayer ? Normally games don't allow it because it would allow very easy cheats ... ?

 

More zoom for identification would be nice with this first generation of VR that has a quite low resolution on PPD compared to monitors, but once the second gen HMDs arrives, maybe it would give advantage over people playing on TV.

 

The good thing is in a couple of years the majority of people will be playing on VR, so Identifying will be hard for everyone ;)

 

3d Migoto does not require MODs on mode so it can be used in Multiplayer. If you use VR you know it's not a cheat. It's rather something that should be programmed in the game by Devs by default. Even the newest VR headsets are far from high-res monitors so it's a long way till VR users have spotting advantage over monitor users with any kind of tools. 

Posted (edited)

A couple of thoughts to add

 

My personal bias is no wide or Tele field of view should be allowed in a simulation.

 

But that argument has been exhausted years ago and most game developers (including my own team) have adjusted to make up for the game being played on a 2D device. FOV is just a compromise. Now 3D VR comes along. It just like your eyeball (well mostly). The problem is now "clarity," a problem long solved in 2D.

 

So how to solve 

 

2 examples are

 

- I had altitude, plenty of energy. Below me was a fighter. Could have been either side, too far away to tell. I circled above trying to get a sense of situation. I dove in, it was a FW190, (my  side). I can tell a YAK from a FW at far greater range on my monitir. Wasted time, wasted energy, and I went from a superior position to a lower energy state and more vulnerable. This is why I thought adding some axis or allied base color to lower level LODs would be useful. It could be tuned for range to keep if from becoming too useful. Far better than the big flags above the  planes most games use.

 

- second example is, again I had altitude,  not alot. A friendly plane (assumption only- could not tell for sure) was flying below me and I got a good look and watched it as it RTB.

 

The plane would just disappear and reappear as it blended into background. I knew the flight path, I knew exactly where to look. The background blended with the plane too well. I believe this would not have happened in 2D, nor in real life. Again why I suggest some contrast help. Make the lower resolution LODs darker, 

 

I've long, stopped being a purest. I think these are just suggestions for leveling the playing field. VR is just too amazing to go back. When we have quantum computers we'll have photo realistic VR headsets. Gonna be a while.

 

Still think the ultra wide view with a cheap hi-res monitor is too easy. I can see a pixel flash long before I'll ever see it in VR. 

 

Sight is life

 

Just a few small adjustments can better level the playing field.

 

Bob

 

 

 

 

 

 

Edited by JG26jokkmccarthy
Posted
1 hour ago, JG26jokkmccarthy said:

A couple of thoughts to add

 

My personal bias is no wide or Tele field of view should be allowed in a simulation.

 

But that argument has been exhausted years ago and most game developers (including my own team) have adjusted to make up for the game being played on a 2D device. FOV is just a compromise. Now 3D VR comes along. It just like your eyeball (well mostly). The problem is now "clarity," a problem long solved in 2D.

 

So how to solve 

 

2 examples are

 

- I had altitude, plenty of energy. Below me was a fighter. Could have been either side, too far away to tell. I circled above trying to get a sense of situation. I dove in, it was a FW190, (my  side). I can tell a YAK from a FW at far greater range on my monitir. Wasted time, wasted energy, and I went from a superior position to a lower energy state and more vulnerable. This is why I thought adding some axis or allied base color to lower level LODs would be useful. It could be tuned for range to keep if from becoming too useful. Far better than the big flags above the  planes most games use.

 

- second example is, again I had altitude,  not alot. A friendly plane (assumption only- could not tell for sure) was flying below me and I got a good look and watched it as it RTB.

 

The plane would just disappear and reappear as it blended into background. I knew the flight path, I knew exactly where to look. The background blended with the plane too well. I believe this would not have happened in 2D, nor in real life. Again why I suggest some contrast help. Make the lower resolution LODs darker, 

 

I've long, stopped being a purest. I think these are just suggestions for leveling the playing field. VR is just too amazing to go back. When we have quantum computers we'll have photo realistic VR headsets. Gonna be a while.

 

Still think the ultra wide view with a cheap hi-res monitor is too easy. I can see a pixel flash long before I'll ever see it in VR. 

 

Sight is life

 

Just a few small adjustments can better level the playing field.

 

Bob

 

 

 

 

 

 

 

The solution for the first example is 3D Migoto mod. For the second you can try the settings I added earlier and see if they help.

Posted

Thanks, I will try your settings thus afternoon. I do appreciate your suggestions.

 

Hav a great day

 

Bob

SCG_Fenris_Wolf
Posted (edited)

FYI, the higher the Super-Sampling setting, the lower the contrast will appear.

 

Here is why: Object borders will merge with their background, as well as different colours next to each other, even on the same texture - into a more mixed, less contrasted mess, while getting downscaled back to the lower physical display size. Information gets lost this way - expressed in a lower contrast of the picture. Since this is methodically true for any high SS situation, even 3dmigoto mod can hardly mitigate the issue. It can provide much better contrasts for resolutions closer to the native capability of the headset though.

Edited by SCG_Fenris_Wolf
Posted
3 hours ago, -[HRAF]Black_Sab said:

If you use VR you know it's not a cheat. It's rather something that should be programmed in the game by Devs by default. Even the newest VR headsets are far from high-res monitors so it's a long way till VR users have spotting advantage over monitor users with any kind of tools. 

 

That's worst than that, because the game provide by default ~10x zoom in 2D and only 2x zoom in VR. I only give back to VR users the same functionnalities than 2D users have.

But VR users still have a disadventage to check their six vs Track IR users...

All other functionalities are comfort (colors, kneepad,...) or increase difficulty (labels hidden or without text/color,...)

  • Upvote 1
Posted

The day will come when the resolution of VR is good enough we will be able to ID like we need to.

Don't know how long, but it will be nice when it does.

  • Upvote 1
Posted

I use Ptk's black dot mod in VR. Friendly & enemy same dot color, so must differentiate by shape or deduction to guess which is which.

Posted

Just got a chance to address some of the settings. SS to 100, AA on, landscape to blurry.

 

I agree a bit better.

 

I played with the gamma slider.  It does appear to me to work in reverse to my way of thinking. I'm used to gamma 1,8 (apple) or 2.2 (PC)

 

Is this just a slider or is the contrast range really .8 to 1.2 in a headset?

 

Explains a lot.

 

I'm thinking VR needs some in-game help as I suggested above.

 

bob

 

 

Posted (edited)
On 1/17/2019 at 7:08 PM, JG26jokkmccarthy said:

I

- and reduce the superwide POV of the 2D version, its a cheat.

How is the monitor FOV a cheat? Your real life peripheral vision is about 200d. The default FOV is about 70d

Edited by SharpeXB
Posted (edited)

Go up to a wall with plenty of detail.     Close. What's sharp.

 

The only thing sharp and in focus is a cone of detail directly in front of you, less that 30 degrees. Nothing like the 180-200 commonly mentioned. All you can detect is  motion on the outer portions.

 

That's the folly of wide angle views. 

 

Bib

Edited by JG26jokkmccarthy
Spelling correct
Posted
1 hour ago, JG26jokkmccarthy said:

Go up to a wall with plenty of detail.     Close. What's sharp.

 

The only thing sharp and in focus is a cone of detail directly in front of you, less that 30 degrees. Nothing like the 180-200 commonly mentioned. All you can detect is  motion on the outer portions.

 

That's the folly of wide angle views. 

 

Bib

What? You’re suggesting that only the center of PC screens should be clear and the rest should be all blurry?

Because that would sure make everyone happy. Right...No game in the world does that. 

You want to handicap everyone else down to the level of VR headset scuba mask blurryness. That won’t happen. 

Posted
9 minutes ago, SharpeXB said:

What? You’re suggesting that only the center of PC screens should be clear and the rest should be all blurry?

Because that would sure make everyone happy. Right...No game in the world does that. 

You want to handicap everyone else down to the level of VR headset scuba mask blurryness. That won’t happen. 

 

But our eyes do - we have only a small cone of sharp vision with our eyes thanks to the macula. It's not apparent normally because the eyeballs are moving constantly and the brain is doing very good job interpreting/filtering signals. However, physically we have only about 6 degrees of full resolution view thus LoD based on it would be a smart thing to do. It's already done for things like mirror and objects which are to be introduced in the view have lower LoD for a split second.

Posted (edited)
1 hour ago, Ehret said:

 

But our eyes do - we have only a small cone of sharp vision with our eyes thanks to the macula. It's not apparent normally because the eyeballs are moving constantly and the brain is doing very good job interpreting/filtering signals. However, physically we have only about 6 degrees of full resolution view thus LoD based on it would be a smart thing to do. It's already done for things like mirror and objects which are to be introduced in the view have lower LoD for a split second.

No s$@it! Really! Oh yeah like we all don’t have eyes and know how they work... please tell us! Of course that’s true physiologically. But implementing anything like that in game graphics would just be stupid and unworkable. 

You already get this effect just looking at the screen, your eyes can only focus sharply were you’re looking. 

 

Jeesh. ! ?

Edited by SharpeXB
Posted (edited)
5 hours ago, SharpeXB said:

No s$@it! Really! Oh yeah like we all don’t have eyes and know how they work... please tell us! Of course that’s true physiologically. But implementing anything like that in game graphics would just be stupid and unworkable.

 

No - instead you tell us why implementing a smart-way of doing LoD would be stupid and unworkable? We already have head-tracking just add eye tracking and it can and will be done; it's a hardly a new thing; a good article here. In the sim there already some similar (per part of screen-view) optimizations like lowered LoD for mirrors and delayed loading of higher resolution models once they are going into the view.

 

Eye tracking and resulting optimizations will be (if not already) done for VR for more realistic experience, anyway. BTW multi-res rendering is one of the features touted by the nVidia.

Edited by Ehret
Posted

Been testing a lot VR on my Pimax 8K.  Frames ingame displayed above 40 is fine for smooth flying for me.  Have Pitool set to 0.5 and SteamVR to 60% for Il2 with Nvidia AA at x2.  Seems to be a reasonable compromise for image and frames when flying in smoke and clouds.

 

Spotting is as easy or better than my old monitor which was 27"

Tracking targets is much easier.  Can follow them much better and keep a track of what is going on.

Gunnery is much easier it is uncanny.

Immersion is brilliant.  Love it, you see so much more like bullet effects and plane damage / fires.  Landscape and features are much more prominent and makes VFR so much easier.  Then there is the cockpits.

 

Anyway, hope for improvements in Pimax VR Tools down the track which will hopefully improve the overall VR experience but still - it is wow.

 

That and a hardware upgrade oneday either when Nvidia pricing comes back to Earth or when AMD's bext gen GPU comes to fruition.  I would love to drive my HMD at full capacity but, not with my 1070 MaxQ laptop.  Maybe with a eGPU it would be better.

 

Eyetracking will be available soon.

Posted (edited)
4 hours ago, Ehret said:

 

No - instead you tell us why implementing a smart-way of doing LoD would be stupid and unworkable? We already have head-tracking just add eye tracking and it can and will be done; it's a hardly a new thing; a good article here. In the sim there already some similar (per part of screen-view) optimizations like lowered LoD for mirrors and delayed loading of higher resolution models once they are going into the view.

 

Eye tracking and resulting optimizations will be (if not already) done for VR for more realistic experience, anyway. BTW multi-res rendering is one of the features touted by the nVidia.

Eye tracking and foveated rendering makes sense for VR headsets but not for monitors. 

 

The earlier post sounded like a request to handicap monitors and not enhance them. 

Edited by SharpeXB
Posted
15 hours ago, JG26jokkmccarthy said:

Go up to a wall with plenty of detail.     Close. What's sharp.

 

The only thing sharp and in focus is a cone of detail directly in front of you, less that 30 degrees. Nothing like the 180-200 commonly mentioned. All you can detect is  motion on the outer portions.

 

That's the folly of wide angle views. 

 

Bib

With my 34 inch ultrawide monitor I constantly miss chat messages and engine data unless I look at edge of monitor. There is plenty of stuff happening on the screen that I miss because not looking at the right spot of the monitor. No need to make it harder.

Posted
17 hours ago, JG26jokkmccarthy said:

That's the folly of wide angle views. 

You could just play the game on your smartphone. Problem solved for you. 

Posted (edited)

Compromises are always part of gaming. My point is not to handicap 2d players, but to find ways to level the field so everybody is competitive.

 

Its why I made a few suggestion to improve the greatest diffencies in VR (the low resolution need some help)

 

As equipment gets better this has to be revisited as needed. I know TrakVR made 2d much more capable. 

 

Just saying

 

Foviated rendering with eye tracking mainly helps render frames faster. It allows lesser equipment to participate in VR.

 

It potentially will allow higher resolution but that will require better screens.

 

The pimax 8k sounds promising.

 

 

Let me add one observation..

 

My 110 deg view Odyssey seems very natural and normal. It not like looking through a tunnel. I have flown open cockpit with goggles and it seems identical. Pilots in the WWII  days flew with goggles..

 

I think the wide views might be useful with foviated rendering.

 

Now that I've become a user of VR, give me more resolution,, more dynamic range. 

 

Extra width (fov) is a waste of processing power

 

Bob

 

Edited by JG26jokkmccarthy
Posted (edited)
1 hour ago, JG26jokkmccarthy said:

My point is not to handicap 2d players, but to find ways to level the field so everybody is competitive.

By that you mean handicapping monitors down to the level of VR headsets. No thanks. 

Some deficiencies of VR may get resolved by better headsets in the future (not the near future though)

some are intrinsic to VR and can’t be solved such as making the wearer physically move 1:1 in order to see all around. 

With regard to graphics, VR in 3D will always remain behind 2D. 

 

Honestly none one of your suggestions are worthwhile. Like “cleaning the glass” or “adding colored blobs” or whatever. 

If you can’t get past how much VR sucks to try and see anything with you should stop using it or stop complaining. 

Edited by SharpeXB
Posted

Monitors = 2d

 

I never recommended handicapping monitors.

 

Quite the opposite.

Posted
On 1/17/2019 at 7:08 PM, JG26jokkmccarthy said:

and reduce the superwide POV of the 2D version, its a cheat

Well you did. 

 

48 minutes ago, JG26jokkmccarthy said:

Monitors = 2d

 

I never recommended handicapping monitors.

 

Quite the opposite.

 

Posted

Well I guess I forgot about that statement, well more of an opinion.

 

I've been around gaming since the 80's. VR is the first time I actually felt Im playing a simulation vs a game. 

 

I'm a cheerleader. With your high dollar rig, you could really do it well with a latest Gen rig. A Pimax should be on your list I suspect.

 

I'm also a pilot and am beyond impressed with the immersion VR provides.

 

Bob

 

 

 

 

Posted
1 minute ago, JG26jokkmccarthy said:

With your high dollar rig, you could really do it well with a latest Gen rig. A Pimax should be on your list I suspect.

I’ve used an Oculus, at work actually. The resolution is too poor to imagine using it for a flight sim. And top hardware still struggles to get any performance out of it. I don’t read anything positive about it’s future in gaming either. I like to spend my gaming time actually gaming instead of fighting for performance. VR just seems way to complex to screw around with. 

=WoVi=cercataa
Posted
12 hours ago, SharpeXB said:

I don’t read anything positive about it’s future in gaming either.

 

That's because you only read to haters that never tryed VR, or became sick when they tried it !!!!!

 

VR is what I have been dreaming for 30 years, being inside the game.

 

Before VR I didn't like simulators, now it's becoming my prefered genre, it fits so well, even in low res it's totally amazing !!!!

  • Upvote 2
Posted
13 hours ago, SharpeXB said:

I’ve used an Oculus, at work actually. The resolution is too poor to imagine using it for a flight sim. And top hardware still struggles to get any performance out of it. I don’t read anything positive about it’s future in gaming either. I like to spend my gaming time actually gaming instead of fighting for performance. VR just seems way to complex to screw around with. 

Your system should run it pretty good.

No struggles at all here, smooth and pretty good image at ultra settings,  Odyssey +, super immersive.

Oculus was good too, image not as sharp but still super immersive.

Never going back to flat monitor.

 

Its watching a game in flat monitor, VR YOU are in the game.

Posted (edited)
17 minutes ago, =SFF=_cercataa said:

 

That's because you only read to haters that never tryed VR, or became sick when they tried it !!!!!

 

VR is what I have been dreaming for 30 years, being inside the game.

 

Before VR I didn't like simulators, now it's becoming my prefered genre, it fits so well, even in low res it's totally amazing !!!!

 

Agree.

I have been gaming strictly in VR with my Rift for over 2 years now practically on a daily basis. Have not had a moments problem with it.

Setup was easy as well as configuring graphics options for my best visuals and performance. I just did a complete new PC build and again setup was painless. I spend all my time playing the games, not fighting for performance.

 

It was not complex for me in any way, heck if I can do it anyone can I would think. Long as one has the rig to run it, should not have any trouble.

Now some of the newer WMR devices I think have a little more complex setup, but folks are managing that apparently without too much hassle.

 

Edited by dburne
=WoVi=cercataa
Posted
1 hour ago, dburne said:

I spend all my time playing the games, not fighting for performance.

 

Me too, I have a GTX 1060, the minimum recommended for VR, and the only game I had to tweak was Fallout 4 VR ... the rest plug & play.

Posted (edited)
1 hour ago, =SFF=_cercataa said:

 

Me too, I have a GTX 1060, the minimum recommended for VR, and the only game I had to tweak was Fallout 4 VR ... the rest plug & play.

Why do I doubt that...? all these sim forums are full of threads complaining about VR performance and visibility in-game

That includes this thread right here. 

Also lengthy text wall posts of settings and tweaks need to make it work. 

Edited by SharpeXB
  • Confused 1
Mitthrawnuruodo
Posted
52 minutes ago, SharpeXB said:

Why do I doubt that...? all these sim forums are full of threads complaining about VR performance and visibility in-game

That includes this thread right here. 

Also lengthy text wall posts of settings and tweaks need to make it work. 

VR is here to stay whether you like it or not. It is plug-and-play in that you can get reasonable performance at default settings with a midrange gaming PC.

 

It is not surprising that the group of players willing to spend many thousands of dollars on VR hardware also strives for the best clarity, smoothness, etc. They will keep posting walls of text until everything is perfect, which will never happen. Meanwhile, the average player with low-end hardware and 30 FPS on a monitor is not concerned enough to complain until performance becomes truly crippling. 

 

Admittedly, there sometimes exists an unpleasant atmosphere on this forum with VR elitism, posts making fun of monitor players, calls for VR-only servers and other methods to level the field, etc. Any request that benefits one group of players at the expense of another is likely to create conflict.

BroGrimm1tkcamp
Posted
56 minutes ago, SharpeXB said:

Why do I doubt that...? all these sim forums are full of threads complaining about VR performance and visibility in-game

That includes this thread right here. 

Also lengthy text wall posts of settings and tweaks need to make it work. 

Should say "make it work better"  I am not a guru by any measure. I am totally impressed with VR, can't go back. The resolution of
VR compared to a 2d monitor is like watching a guy sky dive on a 4k TV vs actually skydiving with slightly dirty googles. ?

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