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The game as it stands now is excellent. It's crazy fun even though it is obviously incomplete, and that the dev has many plans in store. How long it takes to get everything done will be measured in years. Even if it was abandoned today (knock on wood), the game is in great shape now, except no VR.
edit , it wouldnt need to be fancy and clickable , just the ability to look around and an option to hide the hud layer (so all i see is cockpit) would work for me personally.
yes i'd like to know how far in development that is (also because the game is in unity so it shouldnt be hard or if in unreal there's the UEVR injection thing). I love the AC saga and always thought that in vr would be really nice to see and this being similiar would shine on it.
ofc, since there's also head tracking it would really shine if we were able to use the vr system for that and would be awesome as is (al;so if you use an hotas having a clickable HUD would be pretty messy)
Then other arcadey flight game that uses VR, makes you use the VR controllers to push buttons and hold the stick in game; and to me that's just too much hassle. I bought VR for the visual immersion; and if I want high-fidelity VR flightsim; I've got $400+ invested into DCS planes and copters.
leave the push buttons and stick holding for VTOL and DCS , im really only needing the ability to look around and tidy up the UI a little.
VR is not just a checkbox. VR support is a lot more than "just" rendering a motion tracked camera in VR. It doesn't plan on having interactive cockpits for example, so cue angry posts about "this game doesn't support VR".
The problems go on and on.
Flat games have a decent tolerance on both frame rate and resolution. In high visual fidelity video games, the player’s perception hinges on running at a minimum of 30 FPS and 1080p resolution. But VR needs to hit 60 FPS on 2*2448p screens, equivalent to 8 times the performance requirements of a flat screen, which is a tall order. There are a lot of optimizations we need to do to make a smarter usage of the hardware and avoid drawing twice as much in the same amount of time, especially when the game is already pushing the hardware to its limits on a flat screen.
Frontier Pilot Simulator is a negative example. Its developers thought they could just enable the VR checkbox and it would be done. https://steamcommunity.com/games/673210/announcements/detail/3043847463326208482
They announced the VR version in May 2021, thinking it would be available in mid- or late summer of that year, within a quarter. Unfortunately, they spent half a year working hard trying to bring the optimization to a new level, including all of the shaders, code, artworks, and so on, but failed to get even better performance. Its VR implementation therefore failed due to low frame rates.
https://steamcommunity.com/games/673210/announcements/detail/3108046679294522219
Whether they can convert their existing shaders to VR without too much trouble remains the main problem. Hope they decide to challenge it at some point, the game seems like it would be a great alternative to VTOL.
BTW VR is in Concept stage so it will happen...open the game its in the roadmap allready.
Now that this game has been proved successful and it’s only getting better, there could be a valid reason to start on NO2? NO1 could be considered as a Concept Demonstrator.
Keep adding aircraft of all types, (especially transports / Logistics) and VR support.
Hope this developer realizes how fantastic this game is and push to add new features, advanced flight models/handling, aircraft spins, stalls & departures, VR, a logistical side and so on.