Virtual Reality (VR) is no doubt the hottest topic among game developers and players these days. Last Sunday, I spent a few hours playing FSX-SE with FlyInside on my son’s HTC Vive setup using the “long-deserted” Eclipse Yoke digged up from my storage.
Wow…was my immediate response after entering my first fight over the Friday Harbor in FSX-SE, while I was physically sitting in my son’s living room with the huge VR goggle putting on my face.
With the Vive, I did feel like sitting on an aircraft, from which I can pan around the flight instruments inside the cockpit or the scenery outside the aircraft from all angles. Space and time seemed changing around me.
Unfortunately, there’s also an “Oh”, a big one, associated with this first-time experience.
The scenery outside the aircraft was blurred. I know there are ways to improve the clarity a little bit. But under HTC Vive’s (and same to Oculus Rift’s) current 2160 x 1200 resolution, there’s nothing much we could do actually.
I must say that due to this clarity concern, I quickly cooled down and lost my enthusiasm to get myself a VR set immediately.
In addition, I found my eyes got fatigue easily and I even felt dizzy after flying a session for only about 30 mins. Not sure if it was because my eyes hadn’t adapted to the VR lens or the equipment hadn’t been set up properly.
At the moment, I am finally proceeding to rebuild myself a more decent virtual cockpit after thinking about it for a few years. I might at the same time, 50-50, to get a VR gear to supplement it as well.
Anyway, in my opinion, the VR thing at the moment is still more like the Nentendo in the good old days, or maybe the first generation PlayStation. Despite I am not a fan to it yet, I am sure it is full of potential. We just need patient before flight simulation to be ripe in the VR application, or vice versa.