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: On Microsoft Flight Simulator VR Plans
Oct 15, 2019, 11:36
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Re: On Microsoft Flight Simulator VR Plans Oct 15, 2019, 11:36
Oct 15, 2019, 11:36
 
Scottish Martial Arts wrote on Oct 15, 2019, 08:26:
CJ_Parker wrote on Oct 14, 2019, 20:52:
Are you sure you know how VR works? If VR is properly implemented then you'd have an accurately modeled cockpit where you can flick every single switch with your touch controllers.

How will you manipulate a joystick/yoke and throttle with touch controllers in your hands? Will you set them aside when flying, then take your hands off the controls to pick them back up to manipulate instruments, dials, and switches? Or will you eschew a joystick and use the touch controllers to control a virtual stick or yoke? If the latter how will you provide resistance against the push and pulling of the stick/yoke when the touch controllers aren't attached to anything?

Again, it's not at all clear to me that that's an improvement over physical peripherals, which contrary your characterization as cheap are generally quite high quality (with the price tag to match) these days. Don't get me wrong, VR is very very cool, and its potential for simulation is gigantic, but right now its still mostly just potential even if its getting better.

I suppose it depends on your controllers, but the entire point of a HOTAS is so that you can operate them without looking.

Sims of older craft will certainly have lots of switches, but modern craft will have glass cockpits akin to using a computer anyway. A trackball on your HOTAS is all you'd need to interact with them.
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