Thorne Posted December 29, 2022 Posted December 29, 2022 IL2 has made vast strides this year from both a technical and content standpoint - I think it's in a great place right now frankly. With the addition of new members to the team, and the enthusiasm from the developers to continue reinventing the franchise, I'm wondering (and would like your opinions) if overhauls made to the engine over the next several years could fundamentally change how VR is treated. I've read, for example, that games can be engineered so that code concerned with rendering the cockpit can be run on a different thread than say, operations related to fetching distant objects - with the suggestion being that VR users will be insulated to a great extent from dipping into the nausea inducing 20 fps range in busy situations. Additionally I've heard that a different graphical pipeline would be required in order to facilitate dynamic foveated rendering, which given the increasing inclusion of eye tracking hardware to new headsets, seems like a timely and important feature to take advantage of. These questions are particularly important now - the year end dev diary indicated that deep engine overhauling is going to be a main focus going forward, and the technical decisions made over the next two years will define whether or not IL2 remains the go to sim for high-fidelity multi and singleplayer VR combat for many years to come. It's worth noting that while WW2 aviation is my favorite era in terms of the combat itself, it's really the incredible VR performance that's kept me glued to the franchise. In fact, given the frequency of threads on the DCS subreddit of people looking for an alternative with better VR performance, I'm guessing that there are many others like me coming from other franchises. 9
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