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View Full Version : Oculus Rift -- a substitute for real cockpit hardware?



OmniAtlas
04-29-2013, 01:09 AM
My Oculus rift developer kit has arrived -- I am currently testing to see if this VR device can be a substitute for a home built cockpit.

Early impressions --

1. Resolution extremely low -- text on gauges will be unreadable.
2. Immersive

I have yet to try it with FSX (no driver support at the current moment)

I'll keep you guys updated...

iwik
04-29-2013, 01:48 AM
I had been interested to find out how well it would do in FSX. Will look forward to your comments.
Les

OmniAtlas
04-30-2013, 12:04 AM
Well, I got it working with FSX :)

http://s18.postimg.org/pkthl10et/2013_4_30_13_39_23_592.jpg (http://postimg.org/image/pkthl10et/)

Very immersive, gauges, to my surprise are quite readable even at 1280x800.

Clicking with the mouse is impossible because of the warp. It however makes for good VFR flying -- will do some more experimenting with the bigger tubes!

iwik
04-30-2013, 01:52 AM
Omiatlas,
Would be nice to be able to address you by your name.
Thanks for the update, please offer more when you get more familiar with it.
Regards
les

OmniAtlas
04-30-2013, 06:01 AM
Hi Les,

Still trialing, but it is definitely not a substitute for a home cockpit. For one thing, you're going to have a heck of a time referring to charts, playing around with knobs, etc.

I also get very nauseated after 5 mins in the rift, perhaps I just need to get use to it.

Vision is still blurry, but you get the immersive full VR effect. Perhaps in the release version of the rift the resolution will be improved to 1080p.

I've posted a tutorial on how to get FSX setup with the rift on the official developer forums for those that are interested.

You can call me Ben :)