On Microsoft Flight Simulator VR Plans

In an audio interview with AVSim, talks with Microsoft's Jorg Newman and Asobo Studios' Sebastian Wloch about the upcoming revival of Microsoft Flight Simulator. An interesting element of this is highlighted by VentureBeat, where they note the discussion touches on how this oddly did not initially include plans for VR support until the prospect was raised by gamers. Word is this may not make it into the game for launch, but they seem committed to adding it as quickly as possible:
“Right after the E3 trailer came out there was a lot of people making that exact assumption, that ‘Oh yeah, this better be supporting VR right from the get go.’ It honestly wasn’t our plan. But we are listening, and we heard it, so we will try our darnedest to make it happen. Whether or not we’re going to pull it off for launch, we can’t commit to that at this point in time, but we are aware of the desire […] We will try to prioritize that over other things.”
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Re: Re: On Microsoft Flight Simulator VR Plans
Oct 15, 2019, 00:06
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Re: Re: On Microsoft Flight Simulator VR Plans Oct 15, 2019, 00:06
Oct 15, 2019, 00:06
 
Kxmode wrote on Oct 14, 2019, 23:34:
2. I'm sorry, but your statement that "VR headsets are less sharp and have less clarity of image as compared to a 4K monitor" is wrong, and here's why. Valve's Index "uses a 1440×1600 LCD panel for each eye for a combined resolution of 2880×1600." 4K-UHD is 3840×2160 (this is the more common resolution for gamings) and true 4K 4096×2160 (this is the more common 4K resolution for movies and broadcasts). The index gives you a screen dimension that is 1000×560 less than 4K-UHD. When you're eyes see an image at 2880×1600, you will notice the better visual fidelity.
I dunno, I have a Rift and the resolution sucks ass. Anything with an instrument panel with even the slightest bit of detail is going to suck. I can just barely stomach Elite Dangerous with my headset.
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