sisu1a wrote:Once hand tracking is a thing it's a no brainer of course, and also cockpit building gets really simple after that because you won't need anything to be rigged with switches or probably even sensors as they become kinematic mockups to give you something tactile to work with while the events would all be digital.
Immersion is key, and full 'body transfer' is the holy grail which almost in our reach.
I'm already using ULTRAWINGS [url]https://www.youtube.com/watch?v=vSyTbrk6d4Y][/url] for the Oculus Rift . Ok its a bit arcade but it uses the Touch controllers so you see your hands in VR and move a virtual stick to control the aircraft. The vibration feedback in the controllers make it feel like you are holding a real; stick with weight . I don't see why the `virtual stick ' couldn't be a real stick with springs - you just wouldn't need to connect the stick to anything .
I've spent some time in virtual reality flying the Aerosoft ASK 21 in FSX using the Fly Inside FSX plugin for Oculus Rift . With the latest graphics cards and using `super-sampling ' ( where the view is rendered to a higher resolution than the display ) , all the dials and gauges are perfectly readable . The resolution is no issue . I can say honestly having played Condor on 2D monitor for years that flight Sims are made for VR - the effect is very powerful and the felling of immersion ios 10 X more effective . The cost of the Oculus Rift and hand controllers is now down to $600. I predict than in a few years time , anybody that can use VR for flight simmimg will do it - its really that good. Until you experience the concept of VR immersion properly it is pointless to make comparisons with 2D gaming . And with the 90hz frame rate , i can say that I experience no nausea other than perhaps doing aerobatics where the inner ear signal does not match what your eyes are seeing .
I'm so glad to see V2 will be out in the next year . I really hope it can be adapted to work in VR using a 3RD party injector like VorpX. Bring it on .