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Virtual Reality

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Something that occurs to me as I explore the available programs for my (newly purchased) Oculus rift, Is that creating a model to really take advantage of a virtual world is probably a much different experience than designing for a flat monitor.

This is driven home by the details on the planes of Aerofly FS 2, not just in the things you expect like toggle switches, but in 3D rivets within the cabin, dials with actual depth rather than a flat texture, etc.....

Stuff my attention was never drawn to on a flat screen.

It makes me wonder if the design process for a model produced for a truly 3D world would of necessity require more details, or if standard practices would apply, especially in things like shadows, transparency, reflections.........

The fact that you can actually get up and wander the cabin, with a Vive..... (and soon with the oculus, too)

Which can reveal nasty shortcuts.

A glaring example is in on a certain racing game transferred to Oculus that was never designed for the freedom of movement the 3D headset supplies.

Users have found that now that they can swivel their heads to look behind them, they discover that the rear/back end of the car was never modeled!

Have any of the designers here given very much thought to VR?
 
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Have any of the designers here given very much thought to VR?

I have a while back, starting by posting preview shots using YT's Cardboard capability. Basically they are rendered images with fixed coordinates implemented so one gets the idea of "being there" I suppose...
I don't know how this works for Oculus Rift, I use (the cheaper...) google cardboard stuff but the though should be the same... just VR right?



But other then that... I have thought about how this would work in FSX but I think it posses to many pratical issues... For instance your real yoke might be on a different possition then within your VC... good luck finding stuff then!
 
Some have suggested using the vive 3d controllers, or the rifts upcoming equivalent, to directly manipulate virtual controls within a plane.

Or, there's always the leap motion.......
 
To meet the requirements of VR expect the cost of commercial addon aircraft to increase as much as 1000%. :eek:
 
Geometrically closed cockpits with a high polycount and 3D gauges have been very much established way before VR. But going all out with a ridiculous amount of detailing becomes less feasible with general increasing cockpit complexity, lest users start whining about abyssimal rendering performance.
 
Geometrically closed cockpits with a high polycount and 3D gauges have been very much established way before VR. But going all out with a ridiculous amount of detailing becomes less feasible with general increasing cockpit complexity, lest users start whining about abyssimal rendering performance.
This may not be so much of a problem with new generation flight simulators and hardware but it will increase the cost eliminating a large group of people such as myself who can not afford it.
 
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