Game Discussions Microsoft Flight Simulator

@Faded Glory , check that you have actually changed the graphics detail for VR mode and not the 2D one, they are two different menus and the VR has currently no presets, you change every option singularly. By default, the game sets everything VR on low-off and rendering at 80% of resolution, so that could explain why it plays so nice on the 1080, why changing options didn't seem to make any difference, and why you found a deserted airport that got crowded as soon as you got back to 2D.

Tried it yesterday as well on my machine, Rift S, GTX 1060. As you may guess, moderate hilarity ensued. But even through abysmal performance, abysmal detail and a weird barrel distortion when looking around (apparently I need to tweak some registry stuff to make SteamVR use the Oculus OpenXR and not the Steam one to fix it, will try later), I could still take a DR400 up and land it a few miles away. Landings get a lot easier when you can perceive the plane coming down to the ground.
 
apparently I need to tweak some registry stuff to make SteamVR use the Oculus OpenXR and not the Steam one to fix it, will try later)

You don't need to have SteamVR running to play. I just have the Oculus beta, Tray tool, a Rift S and I got the game from Steam. Jumps into VR with no problem. I've seen OpenXR mentioned a few times but they were always talking about the G2. Is it part of the Oculus Beta? Still not sure what it does for the Rift.
 
Yes the Virpil requires a base, sorry forgot to mention it, that's why it goes in total well over 500€ (more like 700). I admit I'm madly in love with it, but at the same time I feel a bit guilty for wanting it as in total it's very expensive for a, ahem, "entertainment item", so deep down I hope my current X56 lasts a long time because in practice is still more than enough for me :)
Roger that about the guilt associated with making an expensive purchase for an extravagance. I have a gaming slush fund with about half the funds necessary, so I might be able to stretch over the next few months and actually pick that system up relatively guilt free, especially considering that I'm putting in an agility training area for my wife's dogs that costs about ten times that much. My big question, as a non-HOTAS user, is if I do get that system how complicated is it to set up and get using with ED or MFS? Do I need a degree in software engineering, or can I just plug it in, fire up the game and start assigning buttons?
 
You don't need to have SteamVR running to play. I just have the Oculus beta, Tray tool, a Rift S and I got the game from Steam. Jumps into VR with no problem. I've seen OpenXR mentioned a few times but they were always talking about the G2. Is it part of the Oculus Beta? Still not sure what it does for the Rift.

Well, if you are playing it from Steam, you are using SteamVR for sure. Anyway, I play it from Microsoft and it opens SteamVR nonetheless, apparently that's the way to access OpenXR (it can't switch to VR if SteamVR isn't running, tried already because indeed it didn't when it first completed the update).

OpenXR are open VR libraries to interface with any compatible kit without having to go through proprietary drivers (sort of an OpenGL for VR, at a guess).
 
Well, if you are playing it from Steam, you are using SteamVR for sure. Anyway, I play it from Microsoft and it opens SteamVR nonetheless, apparently that's the way to access OpenXR (it can't switch to VR if SteamVR isn't running, tried already because indeed it didn't when it first completed the update).

OpenXR are open VR libraries to interface with any compatible kit without having to go through proprietary drivers (sort of an OpenGL for VR, at a guess).

I see. Seems I got OpenXR when installed the Oculus beta. Also checked my regedit and it was already set up correctly. Guess that's why my SteamVR wasn't opening.
ActiveRuntime: C:\Program Files\Oculus\Support\oculus-runtime\oculus_openxr_64.json
 
Roger that about the guilt associated with making an expensive purchase for an extravagance. I have a gaming slush fund with about half the funds necessary, so I might be able to stretch over the next few months and actually pick that system up relatively guilt free, especially considering that I'm putting in an agility training area for my wife's dogs that costs about ten times that much. My big question, as a non-HOTAS user, is if I do get that system how complicated is it to set up and get using with ED or MFS? Do I need a degree in software engineering, or can I just plug it in, fire up the game and start assigning buttons?

While I cannot speak for the Virpil stuff (just tell me to shut up if you want :) ), the VKB kit which is similar in terms of cost and imagine setup I do use. It's generally pretty straight forward (and far better quality than most standard gaming kit, hence the price). For the VKB sticks they have their own software for calibration and storing software profiles and the like which is a bit unwieldy, but doing basic stuff with it such as calibration is not too bad, and I have also set up basic curves for my sticks three axes.

Other than that you just plug them in and go. MSFS doesn't have a pre-configured setup for my Gunfighter, but I rarely use them anyway and just assign axes, buttons and hats as I go along. Same for ED, so no degree in software engineering required. Again, I don't know if this is the same with Virpil, but the Gunfighter has different tension springs that you can swap to get the feel you are after, and also a bunch of different cams that change how the sticks feel specifically for space type flight which is a linear feel, and standard where you need to use more force as you get to the extreme of an axis. Although they're not difficult to swap, I don't want to swap them between games each time, so am currently using the 'hard' space cam which has a center detent but is otherwise linear. It's fine for MSFS, not ideal for ED (I much preffered the 'soft' space cam which has no center detent), but I can get by, and I'm playing more MSFS at the moment.

As to guilt, I hesitated when I first looked at the Gunfighter (it was just under $400 in total), but took the plunge and have not regretted it for a moment since I got it and started playing.
 
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@Faded Glory , check that you have actually changed the graphics detail for VR mode and not the 2D one, they are two different menus and the VR has currently no presets, you change every option singularly. By default, the game sets everything VR on low-off and rendering at 80% of resolution, so that could explain why it plays so nice on the 1080, why changing options didn't seem to make any difference, and why you found a deserted airport that got crowded as soon as you got back to 2D.

Tried it yesterday as well on my machine, Rift S, GTX 1060. As you may guess, moderate hilarity ensued. But even through abysmal performance, abysmal detail and a weird barrel distortion when looking around (apparently I need to tweak some registry stuff to make SteamVR use the Oculus OpenXR and not the Steam one to fix it, will try later), I could still take a DR400 up and land it a few miles away. Landings get a lot easier when you can perceive the plane coming down to the ground.

Thank you! I imagine that is my issue, I will investigate today. I am sure I haven't seen a separate VR graphics setup so I definitely haven't changed anything in it. :)

Completely agree about landings being easier / better. I had got pretty decent at landing the planes that I typically fly in flat screen, but in VR it feels even more intuitive, and the visual feedback is great. For me at least, VR really does enhance this game, as it does ED, and I have to say, I am very impressed with the Reverb G2, even using the 1080.
 
Roger that about the guilt associated with making an expensive purchase for an extravagance. I have a gaming slush fund with about half the funds necessary, so I might be able to stretch over the next few months and actually pick that system up relatively guilt free, especially considering that I'm putting in an agility training area for my wife's dogs that costs about ten times that much. My big question, as a non-HOTAS user, is if I do get that system how complicated is it to set up and get using with ED or MFS? Do I need a degree in software engineering, or can I just plug it in, fire up the game and start assigning buttons?

The HOTAS I had so far (Logitech X56, and Thrustmaster T16000M before it) was just plug and play, just connect them to the USB ports and start assigning buttons.

No previous knowledge needed at all, the only real difficulty about setting up a new HOTAS is (IMO):

1 - Remembering which button was assigned to what. This will be a pain at the beginning, especially with mid and high range HOTAS with a bazillion buttons, knobs, switches and axis.
2 - Getting things setup in a way that feels right and confortable to you. This will come with time, by the ancient method of trial and error, there's just no way around it.

Expect to spend quite a few days fiddling with controls until you feel like you have things just like you want them. If you ever had to adjust mirrors on a motorcycle, you'll know what I mean :D

My recommendation to deal with issue 1 is that you assign just a few controls at the time. Start with the basics, like throttle, yaw, pitch, roll, flaps, landing gear, brakes, perhaps vertical trimming, and when you feel confortable with them, then start adding more stuff. Only then you can start messing (if needed) with deadzones, curves etc.
 
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The HOTAS I had so far (Logitech X56, and Thrustmaster T16000M before it) was just plug and play, just connect them to the USB ports and start assigning buttons.

No previous knowledge needed at all, the only real difficulty about setting up a new HOTAS is (IMO):

1 - Remembering which button was assigned to what. This will be a pain at the beginning, especially with mid and high range HOTAS with a bazillion buttons, knobs, switches and axis..
2 - Getting things setup in a way tthat feels right and confortable to you. This will come with time, by the ancient method of trial and error, there's just no way around it.

Expect to spend quite a few days fiddling with controls until you feel like you have things just like you want them. If you ever had to adjust mirrors on a motorcycle, you'll know what I mean :D

My recommendation to deal with issue 1 is that you assign just a few controls at the time. Start with the basics, like throttle, yaw, pitch, roll, flaps, landing gear, brakes and when you feel confortable with them, then start adding more stuff. Only then you can start messing (if needed) with deadzones, curves etc.
Amen to the mirror fiddling. It rapidly multiplies bike by bike into a lifelong chore :D

So far, I've used an X52 pro-flight which I loved, a Saitek original blue X56 and a replacement X56 RGB from Logitech after the yaw started to drift on the Saitek version (after nearly 2 years of heavy use). I really do rate the X56 very highly for an off the shelf HOTAS system...despite being relatively simple to initially setup and use, it has more than enough advanced control and setup options to baffle the average bear as well as 4 included interchangeable stick springs to satisfy almost every feedback taste for different applications. Changing the spring is as easy as unscrewing the grip from the stick base and removing a plastic collar plate :)
 
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Amen to the mirror fiddling. It rapidly multiplies bike by bike into a lifelong chore :D

True it's a neverending struggle, it's never "just right", and even if I come really close in a way that at least leaves me satisfied enough not to touch them anymore, I just know that a few days later at most some smartphone zombie will bump into the handlebars and mess them up again... 😡
 
I've pretty much talked myself into getting the Virpil system, now just a matter of saving up. I can see myself falling for MFS in a big way and I'm thinking I'll probably start playing ED again after a multi year break (4000+ hours kinda burned me out lolol) and I think a solid, modular beginning to an eventual dream sim pit is the way to restart my flying career. The thing is I watch various videos of pilots in MFS using the Virpil system and it just looks and sounds like so much more immersion than going too basic. While this would be better for my budget it would ultimately gimp me in the long run.

Now I just have to ask myself if Mrs. Revenant69 will notice the $1000.00 plus shipping charge on the cc???
 
You don't need to have SteamVR running to play. I just have the Oculus beta, Tray tool, a Rift S and I got the game from Steam. Jumps into VR with no problem. I've seen OpenXR mentioned a few times but they were always talking about the G2. Is it part of the Oculus Beta? Still not sure what it does for the Rift.

Turns out we were indeed both right, but you a little bit more than me! I needed SteamVR to start it up because it used the Steam OpenXR instead of the Oculus one, when I tweaked the registry to make it use the latter the game became a total sh*tshow...a few frames per second, totally off-center, with a weird black square following all over. What it really needed was to opt in the Oculus Beta as you mention, apparently it downloaded a newer OpenXR that made the game run as it should, with no weird squares (Oculus) or weird barrel distortion when looking around (Steam), and without the need to start SteamVR at all.

That said, of course the poor 1060 still quite doesn't cut it, but I can say that if you can stomach the wild reprojection going on, it's still a passable experience even when turning a bunch of detail on medium (and clouds on high) at 80% resolution. On the Rift S at least, I can imagine a G2 would just curbstomp the 1060 into oblivion. I did a bit of flying around, both over cities and the countryside, and also over a beautifully lit Rome at dawn, and even with all its limits, leaning down the sides to see buildings pass by down there, was nothing short of fantastic.

@Faded Glory - checked again the options, and noticed that even traffic has a separate VR menu now, that's why your airport was totally empty...everything is set to off by default there as well.
 
Because, somethings definitely up. I just landed at Atka in Alaska, was cool, covered in snow, even the runway, and as far as I could tell completely deserted, I even wondered whether perhaps it was closed during the winter, I mean it's a long way out there...

But after landing, I switched out of VR, and...
Let me get this straight - MSFS cuts traffic in VR? So you're kinda in Solo mode, or what? Or is it a result of a setting somewhere?
 
Even more, getting into this now, need better video recording, doesn't do the VR experience justice (even at 32fps).

My second video in my new series on checking out plane cockpits and flying in Microsoft Flight Simulator 2020 in VR. This time a small Turbo Prop, the Daher TBM 930 (silly name for a plane).

Subscribe to see more videos in VR on cockpits in Microsoft Flight Simulator 2020 plus lots more !
Check it out at -
Source: https://youtu.be/-LAVZ8adxBs
 
@Faded Glory - checked again the options, and noticed that even traffic has a separate VR menu now, that's why your airport was totally empty...everything is set to off by default there as well.

Yep, got it thanks. Tweaked the graphics settings a little, and allowed a bit of airport traffic and also a small amount of air traffic (around the 10% mark) and now it's not quite so deserted, didn't enable cars or boats as they're extraneous as of now, and it's running pretty well, but the G2 would indeed like something beefier graphics wise.

Decided to try a free flight in Alaska, not using the world map, but getting airport info from Skyvector and inputting it manually into the Garmin 3000 in the Cessna 172. A bit fiddly in VR, but absolutely workable, and my goodness do you (well I do) feel like you're actually there doing it. :) I did a four airport trip, manually plotting and re-fueling all the way. Really cannot say how much better the experience is for me in VR, even with the compromised graphics, and at least in virtually uninhabited Alaska the scenery still looks very good. Now just got to wait on Nvidia...
 
My second video in my new series on checking out plane cockpits and flying in Microsoft Flight Simulator 2020 in VR. This time a small Turbo Prop, the Daher TBM 930 (silly name for a plane).

Have to say I've been impressed by how good the glass cockpits look considering their refresh rate is set to low, and also how usable they are.

I like the TBM 930 and fly it a lot, it's simple enough to get stuck into programming stuff into the FMS, and a fast enough plane to take on journeys that would take forever in the 172. I know we can speed up the sim (I do that) and even skip through whole sections of the flight, but as much as possible I like flying the whole thing just speeding up cruise a bit where necessary. Did a quick flight in the 152, and the non glass cockpit looks great. :)
 
Questions regarding realism in the simulation: I grew up in the bush of the far north, quite a bit of Yukon Territory and interior Alaska, and back in the day everyone and their uncle had a tail dragger bush plane with floats or skis and landing on lakes, rivers and sandbars was a major aspect of "bush flying." Is that provided for in the simulation, in the sense that you can land on random stretches of ground or water provided you have the correct type of plane & landing gear equipped?

Also, I've been hearing that the real time weather is very hit and miss in terms of accurately depicting proper real world conditions: how are you all finding it?
 
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