Homepage › Forums › Game Hints and Settings › Split: Flight Simulator 2020
- This topic has 10 replies, 5 voices, and was last updated Sep 9, 2020 10:21pm by cercata.
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Sep 4, 2020 at 2:05am #196831yanlaogeParticipant
Thank you Ralf for pointing out to the video. I have watched and followed the steps. When he select full VR mode, it immediately becomes full VR mode. When I select full VR mode, it’s still a big screen in front of me. I noticed he is using the Steam version of MSFS, and I am using the MS store version. That might me the cause. Anyway thank you for the great program that makes VR for so many games to be possible.
Sep 4, 2020 at 7:54pm #196834apollon01ParticipantAren’t you in EdgePeek mode once you enter FullVR?
Try to press middle mouse button to disable / enable EdgePeek (default key binding).
Sep 5, 2020 at 6:26am #196838yanlaogeParticipantWhen I select full VR, it’s still a giant screen in front of me. When I press and hold the EdgePeek key (middle mouse button), the giant screen shrink into a smaller one. When I release the middle mouse button, the smaller screen goes back to the giant one.
Sep 5, 2020 at 9:37am #196841RalfKeymasterLike said in my earlier reply there is no official support for the game at this point. You can’t just switch vorpX to FullVR mode and expect any unsupported game to be automatically converted into a native VR experience. That’s not how things work.
However, by following the instructions in the video linked above you will get FullVR mode working as good as possible without a game specific profile. Most importantly that means FOV adjustment and full head tracking (via OpenTrack) in this case.
BTW: If you haven’t done so already, checking the ‘Essential Hints Guide’ in the vorpX help is worth a bit of time. It explains some basic concepts.
Sep 5, 2020 at 1:48pm #196842apollon01ParticipantOr just wait for native implementation.
By the time you fiddle with the settings so that the sim looks half good and not feeling completely odd, it will offer VR natively :-)
Sep 5, 2020 at 1:58pm #196843RalfKeymasterThat will obviously be superior. Until then getting it to work in a basic way isn’t really that hard. Except using OpenTrack for head tracking the important thing for FullVr mode is raising the game field of view to match the headset FOV one way or the other.
As soon as head tracking is working and the FOV is right even without stereo 3D games usually can feel great. I‘ll check next week whether the FOV part can be automated, that is the biggest hurdle for some whenever it has to be done manually.
Sep 7, 2020 at 9:03am #196852yanlaogeParticipantThanks Ralf! I think my problem might be because I am using the MS store version of MSFS. Any way I can wait for the official support.
Sep 8, 2020 at 4:46am #196870davidmi58ParticipantI am using the MS Store version and I get the full vr effect when selected. I did have to check the use alternative hooking for Vorpx to work, though.
Sep 8, 2020 at 2:12pm #196875yanlaogeParticipantHas anybody succeeded in running the full VR mode with MS store version of MSFS? I suspect my problem is caused by this.
Sep 8, 2020 at 10:53pm #196881Mike McCannParticipantHas anyone got this going using an Oculus Rift S?
If so, which profile are you using?
ThanksSep 9, 2020 at 10:21pm #196897cercataParticipantThe tracking is not good, it’s not as smooth as when we have DirectVR tracking.
And it’s totally non related to VorpX, because I have tryed with Virtual Desktop, and I have the same kind of “shaking”.Anyway, I’m really anxious to play this on VR, but I would prefer Ralft not expending time on this game, since it’s gona have official Support, so he can focus on games that don’t have VR support announced.
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