1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

Flyinside has Vive Beta support for Prepar3D and FSX

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by noorbeast, Apr 20, 2016.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,959
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    147,470Coins
    Ratings:
    +10,865 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Daniel, the creator of Flyinside VR support for Preapr3D and FSX ,has done it again, this time adding Beta Vive support including a tracking system designed to track larger walkable areas.: https://flyinside-fsx.com/Download

    The plan is that once out of Beta additional functionality will be added so the Vive's motion controllers will allow new ways to interact with the cockpit, while room-scale tracking will allow pilots to walk around and inspect their airplanes.
    • Like Like x 1
  2. Archie

    Archie Eternal tinkerer

    Joined:
    Dec 31, 2014
    Messages:
    1,081
    Location:
    Wollongong, NSW, AU
    Balance:
    3,796Coins
    Ratings:
    +1,379 / 4 / -0
    My Motion Simulator:
    2DOF, DC motor, JRK
    Sounds like the Vive may blow the Rift away..... ?!?!
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,959
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    147,470Coins
    Ratings:
    +10,865 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    The Vive can do seated or roomscale experiences and is likely to attract ongoing interest from developers looking to push the VR boundaries.

    I am not surprised that the Revive project, which lets you play Oculus exclusives on the Vive, was released before the vast majority of people even got their pre-ordered Rifts, as the Vive will attract people who like to tinker. But the Vive is a long way from perfect, it is brilliant when running but SteamVR still needs polish.

    In these early days of consumer VR the Vive and Rift will likely attract slightly different audiences and there is no reason both can't be successful.
    • Agree Agree x 1
  4. RiftFlyer

    RiftFlyer Active Member Gold Contributor

    Joined:
    Apr 15, 2014
    Messages:
    198
    Balance:
    1,711Coins
    Ratings:
    +121 / 0 / -0
    My Motion Simulator:
    DC motor
    Can Vive even work with a motion platform? Won't the head tracking be a mess?
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,959
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    147,470Coins
    Ratings:
    +10,865 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    What you are talking about is called motion cancellation, subtracting the motion of the simulator from the HMD view.

    Motion cancellation is not a big deal for motion simulators that use fast motion over small axis movements, I do that with my 3DOF motion simulator and Rift. The issue manifests with large axis movement simulators.

    Up until now people like myself have not had access to a Vive to even begin to explore the possibility of motion cancellation. I just got my Vive. Hence my plan is to mount the controllers to the motion sim and see how easy or hard it is to do the cancellation in a generic way on the software side, though it will be fine on my rig without it.
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,959
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    147,470Coins
    Ratings:
    +10,865 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    FlyInside 1.52 has been released and adds support for Prepar3D 3.3 while making FlyInside's Leap Motion integration less performance intensive: https://flyinside-fsx.com/News?v=152