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 Microsoft Flight Simulator X Gets Oculus Rift Support 
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Joined: Wed Mar 06, 2013 7:30 pm
Posts: 548
Location: Bavaria, Germany
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OmniAtlas over at the Developer Forums has added Oculus Rift support to Microsoft Flight Simulator X using Facetracknoir, and Vireio Perception.

The Perception profile he used:

<profile game_name="MS Flight Sim" game_exe="fsx.exe" game_type="0" separation="0.00358799" convergence="-0.02" swap_eyes="false" yaw_multiplier="25" pitch_multiplier="25" roll_multiplier="1" />


You can find more information here ... 752&p=7629


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Wed May 01, 2013 7:08 am
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Binocular Vision CONFIRMED!
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Joined: Wed Mar 06, 2013 5:02 pm
Posts: 315
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Now for war thunder

Wed May 01, 2013 7:55 am
Two Eyed Hopeful

Joined: Wed Jan 30, 2013 8:23 pm
Posts: 68
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Cymatic Bruce! Where are ya on this one?

Love it if someone posted a video or some thoughts of their experience playing fsx through the rift.

Wed May 01, 2013 10:35 am
Cross Eyed!

Joined: Thu Nov 19, 2009 9:35 am
Posts: 140
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I'd call it "support" in the same way that I'd call my Dirt3 mode "support" (which is basically exactly the same thing ;) ) in that it supports head tracking and warping, but it's not stereo 3D, the view is duplicated and projected at infinity.

For flight and driving sims this is a passable experience, because most of the things are far away out the window anyway, and a lot of the immersion comes from just having fast head tracking and a wide FOV.

Hopefully we will get proper stereo 3D working with Virieo in Dirt and FSX soon though :)

For future reference look for the Rift head tracking at the OpenTrack project instead of FTNOIR, it's forked and my Rift plugin was in the branch that the developer wouldn't merge into 1.8 and as such was forked off (the branch with cross platform windows and linux support)

Wed May 01, 2013 11:38 am
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