Microsoft Flight Simulator In VR: a Turbulent Start For Wide-Open Skies

An anonymous reader quotes a report from Ars Technica: After over a year of requests from fans and enthusiasts, and months of official teases, Microsoft Flight Simulator has a virtual reality mode. Whether you play the game via Steam or the Windows Store, you can now take advantage of "OpenXR" calls to seemingly any PC-VR system on the market, aided by an "enable/disable VR" keyboard shortcut at any time. This summer, ahead of the game's final-stretch beta test, the developers at Asobo Studio used a screen-share feature in a video call to tease the VR mode to us at Ars Technica. This is never an ideal way to show off VR, in part because the platform requires high refresh rates for comfortable play, which can't be smoothly sent in a pandemic-era video call. But even for a video call, it looked choppy. Asobo's team assured us that the incomplete VR mode was running well -- but of course, we're all on edge about game-preview assurances as of late. Now that users have been formally invited to slap Microsoft Flight Simulator onto their faces, I must strongly urge users not to do so -- or at least heavily temper their expectations. Honestly, Asobo Studio should've issued these warnings, not me, because this mode is nowhere near retail-ready. Ultimately, trying to use the 2020 version of MSFS within its VR mode's "potato" settings is a stupid idea until some kinks get worked out. It's bad enough how many visual toggles must be dropped to PS2 levels to reach a comfortable 90 fps refresh; what's worse is that even in this low-fidelity baseline, you'll still face serious stomach-turning anguish in the form of constant frametime spikes. Turn the details up to a "medium" level in order to savor the incredible graphics engine Asobo built, of course, and you're closer to 45 fps. I didn't even bother finding an average performance for the settings at maximum. That test made me sick enough to delay this article by a few hours. [...] The thing is, my VR stomach can always survive the first few minutes of a bumpy refresh before I have to rip my headset off in anguish -- and this was long enough to see the absolute potential of MSFS as a must-play VR library addition. I don't have an ultrawide monitor, so testing MSFS has always been an exercise in wishing for a better field of view -- to replicate the glance-all-over behavior of actual flight. Getting a taste of that in my headset -- with accurate cockpit lighting, impressive volumetric clouds, and 3D modeling of my plane's various sounds -- made me want to sit for hours in this mode and get lost in compelling, realistic flight. But even the most iron stomachs can only take so much screen flicker within VR before churning, and that makes MSFS's demanding 3D engine a terrible fit for the dream of hours-long VR flight... at least, for the time being.

Read more of this story at Slashdot.



from Slashdot https://ift.tt/38uGHbo

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