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Rapporter et oversættelsesproblem
P.S. tried with 3rd party software on my DK2, but with no luck so far. will post here if I find anything.
cheers!
DRL is a fantastic simulator, I almost took it for granted that it would have a fixed-cam FPV mode for VR goggles.
There are no plans for VR at the moment... In real life.., moving your head around while flying a racing drone, doesnt do anything for you.. so there isnt really any reason to use VR aside from just using it in the sense of FPV goggles (2nd monitor close to your face).... Which you can do with any pair of goggles that can connect to the PC as a 2nd monitor..
As for controllers.. there are a lot ... and I mean a LOT of controllers that work with the sim.. we at DRL recommend the FrSky Taranis controllers for their ease of use, inexpensive price and overwhelming support! Check them out!
Let us know if you need anything else!
Thanks!
TK
Bingo! This is, i think, what we're all banging on about here.
We've all got VR goggles, and would really like to use them as is, without investing in another pair of purpose-built FPV goggles.
The trouble is VR headsets tend to either have two displays, one per eye, or alternatively an odd lens set-up. They're meant to have some degree of overlap between the two eyes as you need that for full stereoscopic view. This mean's you can't just use a VR headset as a second monitor.
"All we need"*1 is an extra rendering mode to account for the inter-eye overlap region. Hence a fixed-cam, monocular VR mode.
*1 Now as a developer myself, I fully understand the unstated complexities of the matter:
There's a cost-benefit analysis that you as a team need to account for. What are the number of possible users for a new feature. What is the short-term testing and long-term maintenance effort involved. Is this taking way development time from more important features, etc.
My opinion is that, given the recurring nature of this discussion the answer to the first question is: a lot. Given the narrow scope of the feature, the answer to the second is "fairly small". But then again you'd be in a better position to appreciate the applicability of these to your dev team and workload.
Do please consider at least adding a feature ticket at the back of the queue though, it would add a very appreciated new dimension to the game.
Anyways, thanks for working on this great product, we all appreciate the game immensely <3 !
Cheers,
Jake
HMD support would be awesome. It sucks hooking FPV goggles up to a pc when you have a much more comfortable HMD sitting there. We don't need a full VR implementation, though that would be cool as an option. Just simulate the 2D, non-headtracked behaviour of some fatsharks on VR headsets and I would be happy.
I'm sorry, but most people don't use a dual camera setup on their quads IRL, so I fail to see how this would justify the cost of implementing something so niche. If your headset doesn't support using it as a 2nd monitor, you should direct your comments to the manufacturer, it's a design flaw.
He is actually refering to something else if you read carefully.
The image that has to be received in that 2nd Monitor should be at least a stereoscopic view.
That is a reminder to any monitor player that you were always playing games in a 2d plain image during all your life. While on VR you really have a 3D implementation with real depth that follows the FoV of the player wherever he is looking (instead of a fixed 3D view of a 3D TV).
Also the real scale of the world is shown correctly to the VR player instead of a narrowed view on a framed 2d screen in the monitor/tv.
**woosh**
I think you should heed your own advice in regard to reading carefully.
Like I said in the second sentence of my short paragraph, if your headset doesn't support using it as a second monitor (in which case you could display anything in 2d, the image would just be mirrored for both eyes), it's a design flaw.
The onus would then fall on the manufacturer to update their software/driver stack to add this feature. Go on their forums and ask them.
The reality is that stereoscopic cameras for racing quads is a very niche thing, and it's totally understandable that a developer wouldn't allocate resources for it.
I have a Vive pro and played already games but that is not the way it actually works. There is no Magic Mirroring of the image ...you can play it the exact way of the monitor in flat 2d, and you can create a giant floating tv in VR and play it that way. But theres is no magical mirrored image conversion with the headset. I have also VorpX that is the real close thing what you tried to say and is not supported on every game in DirectVR support to see it that way.
The only easiest alternative is that the developer to support an stereoscopic view somehow like mentioned. Maybe he can reach the VorpX dev to work together to add support to VorpX at least.
Yeah... but you have to sit in the first row while holding your head perfectly still :))