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Thank you.
It isn't. This topic has come up quite few times in the recent past and earlier, but we're not going to pursue VR support of this kind (or the true VR kind either).
Bummer, I am just looking into getting into FPV stuff and wanted to try before buy. I have a vive pro headset, but seems i would not be able to mimic what i would see using a designated drone headset :( Guess i will wait longer or look for some other sims.
If you are looking for a VR experience, FPV sims are not the area to look into. Looking around while flying 200km/h, making instant turns, is the last thing you want to do in VR. Trust me, we tried it, I get motion sick just thinking about it. If you want an authentic FPV goggle experience, consider getting actual FPV goggles, the cost a fraction of any VR headset and have the benefit of also being useful for actual real life FPV flying. I'll encourage everyone to check out multiple FPV sims, but I hope I've saved you the trouble if you are looking for a good VR experience.
Firstly appreciate the response and perspective on this .
Let me try and clarify the thought process once . .
For a true VR experience we must have head movement with 6DoF . Now when we launch a simulator like liftoff in PC and try to stream to a VR headset via vitual desktop or air link ( which i use ) it definitely works . Definitely we do understand the fpv camera is not going to tilt to mimic the head and also as you rightly pointed out its gonna make most motion sick.
A VR compatible build should ideally help even navigate the menus while wearing a headset without having to use the keypads . All these things could be possible if event mapping through menus are possible that way a controller can be used to change the track. Still there could be other VR experiences in the headset which can make the game evolve . Maybe a story mode lets say.
I totally agree that motion sickness should be. thought about as an absolute no , since many people suffer it while at the same time for people getting to fly FPV first time to get a digital goggle experience , a game such as liftoff could create that avenue just for the taste of it .
The second thing which is not related to the game we need to think about VR headsets is how a technology like this can double up to become a VR goggle . If there is independent HD hardware that works as receiver module which can be wired via USB to output video to a headset like the oculus quest is it not a great advantage . One of the greatest barrier to move from analog to digital for many is the DJI headset cost . In fact the quest hardware costs much cheaper and when it works for both purposes aint it great .
the reason i mention this is only when games run on such hardware , people and other companies start think a bit different . It can create new integratable hardware for such headsets .
Thank you for listening and hence sharing the thought.
Wouldn't running a VR headset in desktop mode, meaning you just see a rectangle fixed screen in front of you be the same thing as if there was already a VR mode? I mean FPV giggles don't give a true interactive 360 environment anyway, it's just a fixed box view, and regardless where you turn your head, all you see is that box, so if I run my Quest 2 in desktop mode, or use something like virtual desktop, it's pretty much the same exact thing, no?
Just curious how would it be any different to flying fpv drones with goggles in real life? I can understand getting sick if you still have full head movement but if what you see is just a fixed view from the drone it wouldn't be too different from real life? Correct me if I'm wrong.
VR is a stereoscopic image: a slightly different image per eye to see 3D. FPV is the same image per eye, so no depth is perceived. Flying drones with a stereoscopic image is a vomit fest within 10 seconds. VR systems are designed for stereoscopic imagery. Doing anything else is fighting against the system.
If I'm not mistaken, the DJI FPV 2 has two displays, one for each eye, it just displays the same image on both screens.
The same could be done with a VR headset to reproduce the experience of using one.
In fact, it is already possible to do something similar using intermediary software such as Virtual Desktop, but it would be interesting to have such a feature in the software itself so you don't have to buy a second application for it.
Also, there are VR games that allow you to fly from a POV outside the vehicle in third person, like Project Wingman.
Having something like it would be an interesting addition to the game, and help sell more copies.
Well, tbf, I feel that's functionality that should be provided by the developers of the headset rather than each individual game or sim developer should for their project. The fact that Virtual Desktop provides something like that, and not the software suites of the headsets themselves, shows that there's a lack of service on that front.
While I do see a value in these proposed usecases for VR headsets in FPV simulators to work or display as FPV goggles, the fact remains that it's a niche within a niche: the overlap between FPV and VR players is very small and does not make sense to spend a lot of time on something that doesn't benefit a large portion of the Liftoff playerbase.
And as I worded in my previous message, implementing a VR package into a non-VR project, with the purpose of making it work on VR headsets in a non-VR way is imo a non-sensical way of spending development efforts of a small team.
You have a really good point
Basically what you describe is a matter of stronger VR legs, which can be trained. It is certainly possible to fly in VR at high speeds. This is done in racing games, where you can control car in 3rd person (in VR), and you can have similar experience in flight sims. X-plane allows you to fly in ultralights hugging ground. Other sims allow you to fly at treetop level in a jet. At jet speeds. It is manageable if you have experience.
Regarding FPV specifically, a VR player would be interested in 3rd person view of the drone, or limited stereoscopic view looking forward. If you have an opportunity, you could try Rebirth VR implementation of its drones. It offers stereo view of the drone, but if you start trying to look around without turning the drone, you'll realize it is like 180 video --> black borders to the side and behind you. So if you want to look back, you have to turn the drone itself.