Part 3 of 5 - follows on from; Part 2 - Requirements and initial design
The dream of VR every year always seems to be, to me, just out of reach.
For many apps, games and experiences, virtual reality goggles are well suited. Furthermore the technology is advancing at a rapid pace. The Sony Playstation VR was released nearly five years ago! The current crop has better resolution, higher refresh rates, a wider field of view, more comfortable and adjustable head straps and excellent head tracking.
For my application however, tactile feedback is highly sought after, especially when one wants to rapidly adjust the laser designator on a moving target, using both an analog joystick on the throttle grip, and a MFD with ‘soft’ buttons controlling the superbly simulated LITENING tracking pod.
Does the incredible immersion of VR offset the frustration of interfacing with complex controls virtually? I’m just not sure this can ever be resolved. At least not until the technology in Ready Player One is realised.
Meanwhile, as friend sent me a link to an incredible video showing tactile controls, including Thrustmaster Cougar MFDs, being incorporated into a VR DCS World simulator setup. For this to work, the head-tracking would have to be millimetre accurate I guess.
For now, I’m going to stick with a single, high refresh rate HDR panel using TrackIR and active display MFDs etc.
Part 1 - IntroductionPart 2 - Requirements and initial designPart 3 - to VR or not to VR, that might be a question (this post)Part 4 - Immersive: Controls, displays and feeling the gunPart 5 - PC Spec, build etc