![]() Having the peripherals be independently tracked would also reduce frictions associated with synchronization between the physical peripherals and their ingame counterparts.Īnother solution may come with future VR controllers that support additional forms of feedback. I also don’t think using the controller tracking itself is robust enough. Not to mention supporting the different motion controller form factors. For a “true” solution, there would be a lot of expense and complications related to hardware and software (drivers, game support, etc etc). There is something sort of like this in the form of the “Protas VR” but in terms of control it is a far cry from an actual flight stick. a flight stick or steering wheel that you can automatically align to with magnets and then latch into and out of easily. One solution I can see to this are peripherals that motion controllers seamlessly attach to, e.g. I have a feeling that after a short while most flight simmers would continue to use a mouse cursor for cockpit controls instead. However, everything outside of that–the stuff you do not have physical counterparts to–remains lacking due to the lack of feedback without a motion controller, and how much that matters depends on the context. And for some contexts I think this is a reasonable middle ground as the most important part of the equation in those contexts–the primary controls–retain high fidelity. One can alleviate this by combining motion controller-less handtracking with synced up physical flight sticks and steering wheels. And you’re sacrificing too much of the fidelity of the primary controls just to have hand presence for secondary controls in the cockpit. Their absence makes it difficult to carefully control things, creates a disconnect between intentions and action, and introduces too much cognitive load on the control of the hand (makes one overly conscious of it–otherwise you introduce accidental/unexpected inputs), leading to something that is both clunky and immersion breaking. A flight stick, steering wheel, and even a simple joystick provides feedback through the hand/thumb that is critical to modulating the primary controls carefully. But the issue is that the most critical of controls are hampered by the lack of feedback. say you’re in a car combat or GTA experience and you want to aim a weapon out of a window). On one hand, I *want* to be able to use motion controllers freely in VR cockpits–to press buttons, manipulate the dials and levers, etc etc and then seamlessly integrate other VR interaction capacities (e.g. We’ve seen various renditions of this in other VR cockpits (cockpits more generally, not just in sims) but there has always been something about it that feels lacking to me. In the meantime it’s received a few significant updates, which brought much needed performance improvements to the graphically-intense game.Īlthough VR motion controllers aren’t the best input method-that would be a HOTAS setup-it’s certainly slated to bring more immersion to what has proven to be a highly detailed and magnificently large game. VR support arrived in Microsoft Flight Simulator back in December 2020 as a free update to the game on PC, which includes support for SteamVR headsets such as Valve Index, Oculus Rift S, HTC Vive, and Windows VR headsets. Reading further into the game’s ‘Virtual Reality Feedback Snapshot’, which is an ongoing outlet for user-generated topics and bug reports, the studio says it’s now addressing VR motion controller support.īringing it to the top of the list with 482 votes, you’ll see VR controller support has already been bumped up from ‘Under Investigation’ to ‘Started’, with it slated to release at the same time as Sim Update VII. Now developer Asobo has signaled that VR controller support is finally coming, and is slated to land sometime in mid-November.Īsobo posted its next development roadmap, which details a few of the things the studio wants to accomplish in the next few months. The roadmap shows that Sim Update VII is planned to arrive at some point in mid-November. Microsoft Flight Simulator (2020) features PC VR headset support, although it’s notably missing the ability to use VR motion controllers.
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