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, 13:09
24.
Re: On Microsoft Flight Simulator VR Plans Oct 15, 2019, 13:09
Oct 15, 2019, 13:09
 
SDE isn't an issue with the current generation of VR headsets. Plus, the nice thing about VR is that if something is too small to read, you can just lean forward to get a closer look. The first version of Flight Sim I used ran at 320x200, so I'm not super concerned about resolution anyways.

I see the bigger problem with controls. There haven't been any good interfaces yet that let you seamlessly use both the VR controllers for things like flipping switches and HOTAS for controls. Something like Elite's gaze based system might work, but it's not truely analogous. It also doesn't help that we have so many different controller types in VR.
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