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Xgkkp

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Everything posted by Xgkkp

  1. Uh, doesn't calling the airport and asking for navigation give you the heading and distance to the airport? And from there, you can call up the right ILS station based on distance, or wait until you get within range and ask for the landing vector? Edit: Whoops, sorry for the resurrection, this is what happens when I am reading up lots at once. I DO miss the russian return guidance though.
  2. Mission Su-25T/EN/Single/Su-25T - Command post strike.miz Red task is set to: However: The mission starts and ends at Nalchik - Maykop-Khanskayais an entirely different (and an extra 170km away from the bullseye target) airfield. Possibly just localization but I don't have the Russian version to test.
  3. I'm extremely impressed with the resolution of vive/rift given that we had nothing before. Obviously i'd like things to be higher but it'll get there. There is obviously room for improvement but this is the first generation of the technology and is really pushing what the hardware is capable of, especially for developers/games whose pipeline has been entirely geared towards 2D and "30fps is good enough for most people". Remember that it's trying to render 1080p per eye - so for most average gamers on a 1080p monitor it's the requirement equivalent of doubling the rendering and then doubling the fps. There are obvious improvements both on the software side (optimisation for graphics, decoupling sim and rendering, hardware pipeline things like Nvidias SMP) and hardware (eye tracking and foveated rendering), all on a platform that didn't exist six months ago.
  4. I'm under the impression it's an animated zoom in? (I only have vive). I wonder if a simple pop-in-and-out snap zoom would be better. I feel like a zoomed box in the view would just ruin immersion. Has there been any indication of when we will have feature parity with the vive?
  5. Is this true? Other than a flurry of patches for Oculus and initial vive support a couple of months ago, I haven't heard anything about VR support - and zoom and pixel density only work on oculus.
  6. I think it's just a matter of non-VR devs not having yet built the direct experience of optimising for VR - along with the challenges of transitioning a render pipeline designed for regular rendering to VR. It'll come eventually.
  7. Has there been any word/news on when/if there might be some sort of feature parity with Oculus? It'd be nice to have VR zoom and in-game setting of the pixel density with the vive.
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