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To VR users in the Great Battles series (VR beta testing is about to commence in the Dover series)


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343KKT_Kintaro
Posted

Dear fellows of the Great Battles series, it is very well known that some of you run your flight sims with VR equipment only. If you are part of those who still possess both "Blitz" and "Tobruk" (the "Dover series") but do not run them anymore because they are not VR-compatible... please know that now you can apply to become a beta tester during the VR implementation process. Apparently, last date to apply is the 15th of February. Please read the following thread:

 

Invitation to Closed STEAM BETA - Only for VR users

 

 

 

 

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AEthelraedUnraed
Posted

That's great news! I was planning to buy Blitz and Dover to fly on those theatres, but I'm one of those who only fly VR. Looking forward to the VR release, but won't be participating in the Beta since I gotta find me a larger SSD first ?

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Posted

If I had time I would be all over this. But time I do not have

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Ala13_UnopaUno_VR
Posted (edited)

Too bad I don't have tobruk, I don't want to invest the money in it either, without knowing how it would work in vr.
I'm going to wait for the VR implementation to be made public, I'll try it on blitz, and see if I buy then tobruk or not

Edited by Ala13_UnopaUno_VR
Posted (edited)

It seems a bit silly to limit this beta to those who own both Blitz and Tobruk only, given how many people have stated they won't buy Tobruk until VR is implemented. I'm one of them myself. There's no way I'm dropping £33 on content I won't use until VR is fully working. Most of those that already own the DLC are obviously happy with pancake mode and are therefore not really the target audience. With 2D to fall back on, they're going to be less critical of performance and other VR-related issues.

 

Good luck anyway.

 

Edit: I read in the main thread that this limitation is due to requiring multiple betas if it was open to everyone, so ok... fair enough.

Edited by Goffik
New information.
  • Upvote 3
Posted
52 minutes ago, Goffik said:

With 2D to fall back on, they're going to be less critical of performance and other VR-related issues.

 

i bought Tobruk to support the devs and encourage further development - but I only fly in VR. There is others who have supported TF in the same fashion as myself - I don't expect any of us to be less critical of the VR implementation.  The bar has been set high by the Great Battles team for TF to try and reach. Fingers crossed they hit it. 

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BBAS_Tiki_Joe
Posted

I'm so pumped for this, hope it is just as good as GB's Possibly even better! ??

  • Upvote 2
Posted
21 hours ago, =420=Syphen said:

 

i bought Tobruk to support the devs and encourage further development - but I only fly in VR. There is others who have supported TF in the same fashion as myself - I don't expect any of us to be less critical of the VR implementation.  The bar has been set high by the Great Battles team for TF to try and reach. Fingers crossed they hit it. 

Same here.

Bought Tobruk only to keep the wheels turning for TF. VR was the end goal for me 

  • Upvote 3
SCG_Redcloud111
Posted

Yes, just bought Tobruk as well to help with testing. Glad they are progressing with this.

  • Upvote 2
Posted

I'm not interested in VR, but I bought Tobruk at full price (on purpose) to help support Team Fusion, just as much for what they have already done (and much with no pay) as for what they will do in the future.  With out them, this sim would still be the mangled mess it was at release.  It simply amazes me the some haven't even bought it at all yet.  Get off the high horse and support these guys!  

  • Upvote 2
Posted (edited)

Respect to all of those that have bought Tobruk to support TFS in the hopes that VR would be incorporated at some point. I hope each of you will sign up to try to Beta test VR and help TFS make it the very best that it can be.  I do not have VR, but I sincerely hope that TFS's implementation of VR into CLOD/DWT is absolutely superb. Good luck. On a side note, please, all VR users, stop telling every community that once you go VR you can't go back. We know. ?

 

S!Blade<><

Edited by BladeMeister
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Irishratticus72
Posted
31 minutes ago, BladeMeister said:

Respect to all of those that have bought Tobruk to support TFS in the hopes that VR would be incorporated at some point. I hope each of you will sign up to try to Beta test VR and help TFS make it the very best that it can be.  I do not have VR, but I sincerely hope that TFS's implementation of VR into CLOD/DWT is absolutely superb. Good luck. On a side note, please, all VR users, stop telling every community that once you go VR you can't go back. We know. ?

 

S!Blade<><

Sorry....... ? 

Posted

I would buy it right away, but it does not work with Proton.

Posted

What are the performance and hardware requirements like for Blitz and Tobruk compared to IL-2 GB's for 2d screens?

 

Can we expect a similar level of performance in VR? (I guess we will find out after Beta testing!)

 

I was hyped about Blitz before it was released and dissapointed at the stuttering mess that it was said to be before TFS got hold of it... since flying IL-2 GB's in VR I haven't played a monitor-bound sim since, but will definitely buy both Blitz and Tobruk if decent VR implementation looks likely.

 

One more question: I am an offline only sim pilot at the moment, how is the tactical and AI side of the sim? What are the squadron vs squadron tactics and 1 vs 1 AI like, when you're fighting offline?

 

For me, as an Englishman, the Battle of Britain is possibly the most critical battle of the whole of WWII. I am very excited that, after all this time, I might now enjoy flying a Spitfire Mk.1a in this conflict! :biggrin:

 

Happy Landings,

Algy-Lacey

343KKT_Kintaro
Posted

I'll give you my opinion, Algy-Lacey.

 

 

20 minutes ago, Algy-Lacey said:

What are the performance and hardware requirements like for Blitz and Tobruk compared to IL-2 GB's for 2d screens?

 

 

The two sims are more or less 10 years old (IL2CoD is 11 and IL2GB is 9) so, for modern standards, we could say it is pointless to talk about performances, at least in offline mode. In online mode, Cliffs is  deffinitely superior to Great Battles. The ITAF virtual squadron already organised historical missions of more than 80 AI German bombers on route to London + dozens of online players (I was one of the 109s escorting the bombers, an awesome experience).

 

 

20 minutes ago, Algy-Lacey said:

Can we expect a similar level of performance in VR? (I guess we will find out after Beta testing!)

 

 

I'm not experienced enough with VR, though I flew in the VR skies of Great Battles and DCS several times... and I always loved that. At any rate, a comparison between VR in IL2GB and VR in IL2CoD makes no senses at the moment. In my opinion, for two reasons: 1) Only a bunch of devs have experienced the VR in IL2CoD... and, 2) Very soon, beta testers will have access to VR in IL2CoD but, most likely, they will not be allowed to talk about it. So.. can we expect... well... no idea. Only time will tell. Patience.

 

 

20 minutes ago, Algy-Lacey said:

One more question: I am an offline only sim pilot at the moment, how is the tactical and AI side of the sim? What are the squadron vs squadron tactics and 1 vs 1 AI like, when you're fighting offline?

 

 

For everything related to dynamic campaigns, please read this thread.

 

The AI is great when it is enemy AI (very realistic, really), but friendly AI behaves too randomly in my opinion. There are problems with friendly AI that still need to be addressed and the devs already stated that they are too busy with the current programme (TrueSky, VR, the next module, improvements on the maps, new and better engine sounds...).

 

 

 

20 minutes ago, Algy-Lacey said:

For me, as an Englishman, the Battle of Britain is possibly the most critical battle of the whole of WWII. I am very excited that, after all this time, I might now enjoy flying a Spitfire Mk.1a in this conflict! :biggrin:

 

 

There's no need to be an Englander for that. I enjoy this flight-sim reenactment of the Battle of Britain as much as you could do it yourself if you were part of the Cliffs of Dover community. Please know that for 8 pounds sterling only (10 US dollars) you can fly your MKIa this evening... and every evening if you want... you only need to share your free time between your VR in "Great Battles" and your TrackIR in "Cliffs of Dover - Blitz". Oh, by the way, yes, "Cliffs of Dover - Blitz" is the better sim ever developed for the Battle of Britain.

 

 

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15[Span.]/JG51Costa
Posted

I don't know if the implementation and experience in VR will be the same as in IL-2 GB but as I have seen in some video you can edit the rotation curves as with TiR without using an external program like the great NeckSaver. Something fundamental for those of us with an old neck. ?
Something that the GB developers should contemplate to implement.
 

Saludos.

15(Span.)/JG51Costa 

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Posted

They should only implement it with realism difficulty toggle. If you have tight neck, then that is a feature of your pilot. Pilots are different, and because of variety of reasons some pilots are better than other pilots. That sort of features try to make everyone on the same ground, taking away natural  reasons why some are better pilots than other. It is thus communism in virtual combat simulator. The feature is a subset of padlock, which was argued similarly to be "realistic" because else some have it harder. Someone have it harder, yes, that is life, there is nothing wrong in that, and arcade features should be able to be disabled or enabled.

 

 

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Posted

Wish you a good luck, have no time to test and only have  Blitz, if all goes well i'll buy Tobruk.

 

S!

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Posted
13 hours ago, 343KKT_Kintaro said:

For everything related to dynamic campaigns, please read this thread.

 

The AI is great when it is enemy AI (very realistic, really), but friendly AI behaves too randomly in my opinion. There are problems with friendly AI that still need to be addressed and the devs already stated that they are too busy with the current programme (TrueSky, VR, the next module, improvements on the maps, new and better engine sounds...).

 

Thanks for your response and sharing your opinions 343KKT_Kintaro.

 

I understand that to comment on VR in both sims is mere speculation at this point. I will be patient!

What I was hoping is that someone might say something like "Oh if you can run IL-2 at max settings on a monitor then you will certainly be able to run Blitz well"

 

£8 for Blitz, you say? I will buy it, for sure!

 

Thanks again,

Algy-Lacey

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343KKT_Kintaro
Posted (edited)
2 hours ago, Algy-Lacey said:

What I was hoping is that someone might say something like "Oh if you can run IL-2 at max settings on a monitor then you will certainly be able to run Blitz well"

 

 

That was my point too: both games do belong to the same generation of flight sims, so, at least theorically, they should be pretty similar regarding their system requirements.

 

To put an end to any doubt on the requirements, nothing better than the real McCoy (EDIT - the following data are to be read carefully as, even if of official source, could be obsolete)

 

"IL-2 Sturmovik: Great Battles" system requirements (click here for the official link & scroll down the page)

 

OS: 64-bit Windows® 7 (SP1) / Windows® 8 / Windows® 10
CPU: Intel® Core™ i5/i7 2.8 ГГц
GPU: GeForce GTX 660/Radeon HD 7770 with 2GB VRAM or better
DirectX: Version 11
RAM: 4 Gb+
Sound Card: DirectX®-compatible
Storage space: 23 Gb+
Internet connection: 256Kb/s for single-player career, 1Mb/s and faster for multi-player
DirectX® compatible flight stick is recommended

 

 

 

"IL-2 Sturmovik: Cliffs of Dover - Blitz" system requirements (click here for the official link & scroll down)

 

MINIMUM:
Requires a 64-bit processor and operating system
OS: Windows 7 64-bit (no longer supported by the development team)
Processor: Intel Core I5 6500 or equivalent
Memory: 8 GB RAM
Graphics: Direct X 11.0 compliant 4 gb
DirectX: Version 11
Storage: 8 GB available space
Sound Card: DirectX 11 compatible
Additional Notes: Joystick and keyboard

 

RECOMMENDED:
Requires a 64-bit processor and operating system
OS: Windows 10 64-bit
Processor: Intel Core I7 6800k or equivalent
Memory: 16 GB RAM
Graphics: Direct X 11.0 compliant 8 gb
DirectX: Version 11
Storage: 10 GB available space
Sound Card: DirectX 11 compatible
Additional Notes: Joystick with twist handle rudder or Joystick with rudder pedals

 

 

 

2 hours ago, Algy-Lacey said:

£8 for Blitz, you say? I will buy it, for sure!

 

 

?

 

 

Edited by 343KKT_Kintaro
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Posted
1 hour ago, messsucher said:

They should only implement it with realism difficulty toggle. If you have tight neck, then that is a feature of your pilot. Pilots are different, and because of variety of reasons some pilots are better than other pilots. That sort of features try to make everyone on the same ground, taking away natural  reasons why some are better pilots than other. It is thus communism in virtual combat simulator. The feature is a subset of padlock, which was argued similarly to be "realistic" because else some have it harder. Someone have it harder, yes, that is life, there is nothing wrong in that, and arcade features should be able to be disabled or enabled.

 

 

It is a game…

you roleplay a WWII combat pilot - you are none!

they were usually younger back then than your average simmer

they had peripheral vision, which you only have in the most expensive VR headsets 

 

Following your line of thought further you could also demand that every player has to pass an annual health check by a military aviation physician or that every player has to live in a tent sprinting randomly 3 times a day to his pc for a virtual sortie to simulate campaign life better…

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Posted (edited)
7 minutes ago, Eisenfaustus said:

It is a game…

you roleplay a WWII combat pilot - you are none!

they were usually younger back then than your average simmer

they had peripheral vision, which you only have in the most expensive VR headsets 

 

Following your line of thought further you could also demand that every player has to pass an annual health check by a military aviation physician or that every player has to live in a tent sprinting randomly 3 times a day to his pc for a virtual sortie to simulate campaign life better…

 

There is no need to go into arguments with this. It is obvious and clear arcade feature, hence it should be toggleable in the realism/difficulty settings, just like whatever arcade features, of which tens of hours can be wasted in arguing this and that.

 

And no, if I say something you can't then make up things. What I say is literally what I said, and no make up sayings.*

 

* Edit: That is just silly.

Edited by messsucher
  • Confused 2
343KKT_Kintaro
Posted (edited)

"Arcade feature" doesn't mean necessarily "arcade game". Great Battles may have a bit more arcade features than Cliffs of Dover but any of both is an arcade game, both belong to the category of survey simulators. Both are serious simulations to me. The Great Battles devs decided to implement a speed bar in their game, Team Fusion decided not to implement it in theirs... and this should be taken as it is. Every game is different, not to us to orientate the development. If you like Picasso... buy a Picasso. If you like Leonardo Da Vinci... buy a Da Vinci... but, please, don't tell the painters how they have to paint. ?

 

Reminder: the present thread is intended to VR users in the Great Battles series, users who possess the Dover series too and who may show some interest in becoming beta testers in the implementation of VR... that's all... so, please, let's stay on topic. ?

 

 

Edited by 343KKT_Kintaro
Posted

@343KKT_Kintaro

In the CLOD/DWT minimum requirements you posted it says Win 7, but TFS doesn't support Win 7 since Microsoft stopped supporting it. CLOD/DWT did work fine on my old Rig while using Win 7 though.

YMMV.

 

S!Blade<><

Posted
1 hour ago, messsucher said:

It is obvious and clear arcade feature,

Like TrackIR?

Or the ability look 180 deg backwards with a coolie hat?

 

I disagree

1 hour ago, messsucher said:

That is just silly.

Here I agree. 

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343KKT_Kintaro
Posted

Thank you Blademeister, I knew it was a bit risky to leave that number 7 were it was... Anyway, I edited my message.

 

 Reminder: the present thread is intended to VR users in the Great Battles series, users who possess the Dover series too and who may show some interest in becoming beta testers in the implementation of VR... that's all... so, please, let's stay on topic. ?

  • Upvote 1
JV69badatflyski
Posted
3 hours ago, messsucher said:

They should only implement it with realism difficulty toggle. If you have tight neck, then that is a feature of your pilot. Pilots are different, and because of variety of reasons some pilots are better than other pilots. That sort of features try to make everyone on the same ground, taking away natural  reasons why some are better pilots than other. It is thus communism in virtual combat simulator. The feature is a subset of padlock, which was argued similarly to be "realistic" because else some have it harder. Someone have it harder, yes, that is life, there is nothing wrong in that, and arcade features should be able to be disabled or enabled.

 

 


It's an option, you do not need to use it if you do not want to use it.....but it's there for other that want such an option.
If you new to Vr, coming from TiR, it will be easier to adapt as you can configure the VR view like the Tir, keeping the memory muscles from TiR and not going to ER with a torched neck after few hours of VR.

That's reminds me the discussions from 20 years ago: TiR guys Vs the Hat Guys:biggrin:

Posted
10 minutes ago, JV69badatflyski said:


It's an option, you do not need to use it if you do not want to use it.....but it's there for other that want such an option.
If you new to Vr, coming from TiR, it will be easier to adapt as you can configure the VR view like the Tir, keeping the memory muscles from TiR and not going to ER with a torched neck after few hours of VR.

That's reminds me the discussions from 20 years ago: TiR guys Vs the Hat Guys:biggrin:

 

Yeah, exactly, on option, a feature which should be optional, that I have said since the first message. Options are good, and even better when they can be disabled and the game customized.

 

But this enough, not exactly VR testing, rather VR feedback.

15[Span.]/JG51Costa
Posted
4 hours ago, messsucher said:

They should only implement it with realism difficulty toggle. If you have tight neck, then that is a feature of your pilot. Pilots are different, and because of variety of reasons some pilots are better than other pilots. That sort of features try to make everyone on the same ground, taking away natural  reasons why some are better pilots than other. It is thus communism in virtual combat simulator. The feature is a subset of padlock, which was argued similarly to be "realistic" because else some have it harder. Someone have it harder, yes, that is life, there is nothing wrong in that, and arcade features should be able to be disabled or enabled.

 

 

I would totally agree with you about it being a difficulty option if you put in the same bag the owl head turn of the TrackIR.

 

Saludos.

15(Span.)JG51Costa

  • Upvote 4
357thkmickleburgh
Posted

I also bought Tobruk so I could be part of the beta and to support TF in their quest to make CoD VR.

  • Upvote 1
354thFG_Drewm3i-VR
Posted
7 hours ago, messsucher said:

They should only implement it with realism difficulty toggle. If you have tight neck, then that is a feature of your pilot. Pilots are different, and because of variety of reasons some pilots are better than other pilots. That sort of features try to make everyone on the same ground, taking away natural  reasons why some are better pilots than other. It is thus communism in virtual combat simulator. The feature is a subset of padlock, which was argued similarly to be "realistic" because else some have it harder. Someone have it harder, yes, that is life, there is nothing wrong in that, and arcade features should be able to be disabled or enabled.

 

 

This is absurd because in real life you have peripheral vision and basically infinite resolution compared to a computer screen.

  • Upvote 3
Posted
2 minutes ago, drewm3i-VR said:

This is absurd because in real life you have peripheral vision and basically infinite resolution compared to a computer screen.

Nope. Your peripheral vision is very limited when compared to what you see with your both eyes in the front of you. This is known issue in traffic for example, and in safe driving educations you are advised to really turn your head and not try to use your peripheral vision.

 

And yet again, It is arcade feature, and hence by definition unrealistic, in the same way as padlock and icons are. It does help players, as do padlocks, icons, simple engine management, HUDs etc, of which are under arcade features toggle, as should the snapshot view be too. But do you realize some people want to disable arcade features?

 

Do you understand that nobody is asking you to not use those arcade features? You are all free to use, play the game exactly like you want. So what is exactly the problem?  Every server except TAW are arcade servers. It is not like putting that snapview feature under arcade options would take your only server away.

 

What is the problem? I would understand this if I were arguing that the feature should never be made. But I am not saying that, I am saying make the feature, it is needed by many, but make it so it can be disabled, because some people want extra challenge and no arcade features.

 

Do you know how IL-2 came to be? Oleg Maddox made a decision to make a combat flight simulator. He did not chose to make yet another arcade flight shooter.

354thFG_Drewm3i-VR
Posted

When mainstream vr does not have sweet spots, constant stuttering, low pixel density compared to a 4k screen, and only 90 degrees of horizontal FOV, i will agree with you. There is nothing realistic about how much we have to turn our heads right now with say a Reverb G2 in IL2. IRL you'd only turn your head maybe 120 degrees. In game you have to turn it nearly 180 to get the same result. And you are wrong in that peripheral vision ABSOLUTELY would help in air combat, especially at detecting movement.

  • Upvote 4
Posted
Just now, drewm3i-VR said:

When mainstream vr does not have sweet spots, constant stuttering, low pixel density compared to a 4k screen, and only 90 degrees of horizontal FOV, i will agree with you. There is nothing realistic about how much we have to turn our heads right now with say a Reverb G2 in IL2. IRL you'd only turn your head maybe 120 degrees. In game you have to turn it nearly 180 to get the same result. And you are wrong in that peripheral vision ABSOLUTELY would help in air combat, especially at detecting movement.

 

Of monitors has been said the same, that the resolution is not there, snapshots are hard to use, this is why "padlocks and icons are realistic". All these discussions has been talked endlessly 20 years ago. You can play the game as you want. How you play the game is the right way for you to play it. I play it too my way, and if it is harder than IRL, then so be it, I don't care, it is fine, I toss the arcade to the bin.

 

Anyway, listen, I am here not to argue with you about that. I am here not to argue of anything because it is just waste of time to argue with someone in Internet. So have a nice day. I must stop this now.

Posted
12 minutes ago, drewm3i-VR said:

When mainstream vr does not have sweet spots, constant stuttering, low pixel density compared to a 4k screen, and only 90 degrees of horizontal FOV, i will agree with you. 

 

It sounds like you haven't tried a new HMD to me and may have only tried an OG Rift or Vive. 

I have 2x 32" 1440p panels and honestly the quality is as good in VR as on monitor to me. Reverb G2 and newer has some pretty good pixel density. 

There is custom 3d printable and facial interface mods for the G2 to give you another 10 degrees of FoV or so..

 

And regarding stuttering - you just need a newer computer. I'm locked in 90fps with no stutters with my G2 on my rig.  It looks beautiful and I'll spot and ID faster then my 2d panel wingmen usually.

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  • Upvote 3
Posted (edited)

Whatever the limitations of VR tech at this point... smaller FOV (than real), less pixels per degree (than 4k monitor) for me the experience of flight alone often brings with it a feeling of awe. I don't mean like, "wow, those shoes, they're awesome!" I mean, my mouth opens, my thoughts stop and I get this feeling that I can't describe, real AWE! I never had that with a 2d monitor (I know, I'm repeating the same old mantra of "Once you try VR, you can't go back" please allow it!)

And then you try a dogfight. Neck craning to get a better view over your shoulder, planes going in different directions all around you, bullets whistling past your head... it's intense!  But the thing I am really looking forward to with VR in Blitz and Tobruk is the magnitude of those air combats. I am excited to see what a dogfight is like when it's not just your squadron against a squadron of enemy fighters, but facing 10 squadrons of enemy bombers and 3 squadrons of fighters all leaving contrails at 25000 feet, I expect that will also be, awesome.

 

Anyone else as hyped as me for this upcoming VR support?

Edited by Algy-Lacey
typo
  • Upvote 8
Posted

Oh, far out!

 

Please tell those guys over there that I'll buy all their content when they have VR going!

 

regards,

 

Aircraftman T. E. Shaw

Posted

I am now hyped of it after reading that ?

  • Haha 2
354thFG_Drewm3i-VR
Posted (edited)
7 hours ago, =420=Syphen said:

 

It sounds like you haven't tried a new HMD to me and may have only tried an OG Rift or Vive. 

I have 2x 32" 1440p panels and honestly the quality is as good in VR as on monitor to me. Reverb G2 and newer has some pretty good pixel density. 

There is custom 3d printable and facial interface mods for the G2 to give you another 10 degrees of FoV or so..

 

And regarding stuttering - you just need a newer computer. I'm locked in 90fps with no stutters with my G2 on my rig.  It looks beautiful and I'll spot and ID faster then my 2d panel wingmen usually.

LOL, I have an overclocked and 280mm aio liquid cooled Ryzen 5600X, RTX 3080, 32 GB 3800MHZ Ram @CL15, 1 TB M.2. SSD, 850W PSU, and Asus B550M Wifi 6 board, and a reverb g2 running at 100% resolution in SteamVR and i stand by my comments. There is ALWAYS SOME microstuttering in vr in il2 when in combat online, especially after the last update. 

 

For the record, I've also used the Rift S and Quest 2 extensively. I refuse to pay 2k for the Aero, so there's that, but im sure ill get the reverb g3 or similar when it comes out.

7 hours ago, messsucher said:

 

Of monitors has been said the same, that the resolution is not there, snapshots are hard to use, this is why "padlocks and icons are realistic". All these discussions has been talked endlessly 20 years ago. You can play the game as you want. How you play the game is the right way for you to play it. I play it too my way, and if it is harder than IRL, then so be it, I don't care, it is fine, I toss the arcade to the bin.

 

Anyway, listen, I am here not to argue with you about that. I am here not to argue of anything because it is just waste of time to argue with someone in Internet. So have a nice day. I must stop this now.

You play on whatever level boosts your ego and I will try to play on servers which account for the fact that we are playing a COMPUTER GAME, no matter if we're talking about IL2 or DCS WW2 which I've been playing a lot more as of late...if you want to follow the "it's harder and therefore a more realistic sim" line of logic, you should try DCS...

 

Failing to recognize the inherent disadvantages of gen 2 vr hardware and software doesn't make you a superior pilot...far from it actually.. I myself am no slouch and only play online...currently top 150 in the Finnish fighter pilot stats for February,  so it's not like I'm a noob with no time or money invested into the il2 vr experience...?

4 hours ago, Algy-Lacey said:

Whatever the limitations of VR tech at this point... smaller FOV (than real), less pixels per degree (than 4k monitor) for me the experience of flight alone often brings with it a feeling of awe. I don't mean like, "wow, those shoes, they're awesome!" I mean, my mouth opens, my thoughts stop and I get this feeling that I can't describe, real AWE! I never had that with a 2d monitor (I know, I'm repeating the same old mantra of "Once you try VR, you can't go back" please allow it!)

And then you try a dogfight. Neck craning to get a better view over your shoulder, planes going in different directions all around you, bullets whistling past your head... it's intense!  But the thing I am really looking forward to with VR in Blitz and Tobruk is the magnitude of those air combats. I am excited to see what a dogfight is like when it's not just your squadron against a squadron of enemy fighters, but facing 10 squadrons of enemy bombers and 3 squadrons of fighters all leaving contrails at 25000 feet, I expect that will also be, awesome.

 

Anyone else as hyped as me for this upcoming VR support?

This. Very excited for vr in CLoD ?

Edited by drewm3i-VR
  • Upvote 1
Posted
5 hours ago, Algy-Lacey said:

Whatever the limitations of VR tech at this point... smaller FOV (than real), less pixels per degree (than 4k monitor) for me the experience of flight alone often brings with it a feeling of awe. I don't mean like, "wow, those shoes, they're awesome!" I mean, my mouth opens, my thoughts stop and I get this feeling that I can't describe, real AWE! I never had that with a 2d monitor (I know, I'm repeating the same old mantra of "Once you try VR, you can't go back" please allow it!)

And then you try a dogfight. Neck craning to get a better view over your shoulder, planes going in different directions all around you, bullets whistling past your head... it's intense!  But the thing I am really looking forward to with VR in Blitz and Tobruk is the magnitude of those air combats. I am excited to see what a dogfight is like when it's not just your squadron against a squadron of enemy fighters, but facing 10 squadrons of enemy bombers and 3 squadrons of fighters all leaving contrails at 25000 feet, I expect that will also be, awesome.

 

Anyone else as hyped as me for this upcoming VR support?

Who exactly is going to be tasked with creating those complex missions where you are going to be facing all those enemy squadrons?

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