My sim buddy is flying with head tracking, I use Vr. While the resolution in my headset isn`t as good as his screen, my situational awareness is almost always better because of VR. I almost never loose track of the enemy in dogfights, I don`t fly into the ground, I can "feel" the speed of my airplane. I would always choose VR over head tracking.
Get a force feedback stick and you won’t even need to look to tell your speed, you can feel it in how stiff or slack the stick is, especially in warbirds.
@@obic123 Sure bro, i cant even read instruments without zoom on screen properly and i see other people in vr moving head around like u wouldn't in real life for the same reason. Ironically, i dont even zoom in for spotting the enemies as much as zooming out. Whatever u r blaming zoom for is ur own fault.
Not sure how but I totally messed up the publish time, shouldn’t have gone live for another 18hrs Apologies to Members for the reduced early access peek, no idea how I even managed that, honestly.
Fantastic video, really liked all the extra editing at the beginning and it was really interesting seeing how you adapted your playstyle as someone who started in 2d and then tried VR since I came in from the exact opposite perspective. I'd add that part of the issue also comes down to how well supported the format is on the developers end, like how in DCS in 2d you get a really nice smooth zoom from 0 - 100, whereas in VR you get something like one step at 50% and one way zoomed in to the point of hardly being usable in most circumstances.
@@Jubedy Yeah, there were a few more things I wanted to delve into but the video would’ve ended up being far too long and I’m hoping this will appeal to a wider audience so I didn’t want to scare them off with a 20+ minute timestamp 😅 I’ve never understood why the zoom is different in VR, having to rebind the UI layer zoom each time I switch between TrackIR and VR feels like such a worthless extra step.
I played the hp reverb for over half a year now, played dcs over 3 now, with track IR being the longest of 2 years now. I haven't improved flying a lot. But it's a massive advantage to fly in vr. You feel the plane way better. It's insane. But dogfighting, a/g, evading sams/missles & landing taking off, formation flying, circuits, tanking and precision placement of ordinances are so much easier. Because if your mind isn't strong enough you really think you're in the cockpit...
Really enjoyed the editing on this one. I also liked the interspersed combat footage to help get some points across, with the video being less gameplay-focused.
Thanks for doing the best you could, putting into words the nuances that come with VR. Pretty sure I understand 99% of what you were saying. I'm gifting myself a VR headset this Christmas.
So, I don’t have any VR experience at home because I own a Mac and don’t really play at home, but at a friend’s house when trying it out, I’ve used VR definitely at side angles in combat (space)flight sims to maintain a constantly changing aspect to the target as they fire at me, and it helps me know in my body feel what my direction is, and then I can work to bring the boresight about in a converging spiral.
@@tofuis_dabest7207 This is a possibility, but I think waiting for the DCS version to have its radar overhaul might make for a better - or fairer - comparison. That said I have been intending to make a video about how the lack of standardisation in DCS is harming the multiplayer scene, so highlighting the lack of radar complexity might work for that purpose. I am off work next week so hoping to get some more time consuming videos sorted.
@@Bullet4MyEnemy flying helos in VR is ridicolus easy. I was so into huey that i could land it in 10 seconds from 120 knots to zero. That how you get imersive with environment.
I got a reverb g2 but almost never use it. Carrying the weight on my head with that annoying cable, cutting me off from discord, some manual or whatever on a second monitor and requiring the additional place to have the vr gear and cables lay around while not used aren't even the critical issues. While the 3D plasticity of a VR pic is a nice experience from time to time and offers this enjoyable "I'm really there" excitement, the huge turn-off is the ridiculously limited field of view and the meager resolution outside the center sweet spot, unrealistically forcing me to keep my head parallel to whatever direction my eyes are looking at. So the lack of peripheral vision is even more obvious in VR than while flying with Track IR and the view resembling looking through a narrow hole of a cardboard box surrounding your head while sitting in a cockpit is actually killing the immersion for me.
@@go_rongor5975 I haven’t felt my FOV was that bad with the Pimax, and the entire FOV is crisp, I can scan to my periphery with no loss of clarity. I think I might’ve been spoilt having it as my first step into VR, it’s literally like looking at my monitor.
Great video as always. I don't have much interest in swapping to VR myself, but it is very cool to hear how much different it is to use it versus TrackIR.
I always found it extremely difficult to intuit distance and speed on a flat screen. only in vr was I ever able to aerial refuel and get into close formation. it just felt more real in some sense. interesting explanation of what i imagine some veteran flat screen players are facing
@@AGenericAccount I think for me it was mostly just the scale, it’s not often you have to gauge the distance of things more than maybe 100m away. How far could things get before your distance gauging accuracy would drop off? Because I bet most people would struggle to even accurately identify how far 100m is, but it certainly gets worse the further out you go. Planes are pretty big (a tanker takes up the best part of 50m on its own so if 100m away is hard to judge anyway, the sense of scale becomes self evident) and the speeds are high, far more so than we’re used to gauging sizes, distances and speeds in real life, so when you’re immersed within that environment in VR suddenly everything feels enormous in ways that flat screen just can’t replicate. For me things in VR feel much further away in general compared to head tracking, I’d find myself getting plenty close enough to engage but feeling like I was actually too far back still, it surprised me because I expected the opposite. Aerial refuelling is a breeze though, like you say, but I think it’s more because of the sense of scale than the depth, it’s easier to stay close to something that makes you feel tiny, because drifting away from something massive takes you drifting further to notice. On flat screen the size of things never really hit me, and I always felt separate from it, so staying close is much harder. It’s crazy how it changes your perception so much.
I think over time you will hopefully get more flexible, however I did build a solid pit out of plywood when I played so it was very stable for looking around quickly. Also in the dogfight server you can usually just see the start of their turn and then look away for a bit and go through your instruments for a few seconds as you try to keep your turn perfect. Eventually you just know where they are going to be and if they’re not there then they’ve done something wrong and would have cost themselves energy or angles doing something wonky. So you usually find yourself at an advantage when you pick them up again.
Nice work! Yeah this kind of message needs to find people BEFORE they buy the gear lol. Well like even track IR was too tough on me. It is physically exhausting moving your head so much. I deal with arthritis though. lol I thought it would be ideal for sim in war thunder. I eventually got the play station 3 camera and used face tracking to turn head and it was tough, but it worked. I started appreciating small monitors more. I put my view controls on my stick hat and realized it was more about the extreme ends and quickness to that rather than swinging my head. There was a couple of advantages but you can set those up manually too in that you can put your head outside the glass when looking back, or like being able to look over your gunsight is great when trying to find lead. Bet that would be truly amazing what you are doing though. The satisfaction of leading a target properly is just so good, and at that level, just wow. F-5 is older tech, I wonder how fun it would be in a F-35 having see through fuselage abilities and or later gen tech like helmet locking onto targets.
The weight of the vr and the cost still doesn't justify it at least for me,im on a wide screen with tracker IR the turn speed or head turning speed on IR im really used to it. amazing editing tho nice video
Really interesting video as always. I fly in VR and found your tips really useful even if I use XRnecksafer to save my neck. I have bound manual L/R extra 60 degree head turn to my hotas using that little app. Automatic mode, even if that is more similar to TrackIR makes me sick :)
I tried trackIR and seriously hated it - moving my head but not my eyes gave me a headache after a while. VR is so much more natural. I'll take a lower framerate and neutered graphics for the better experience all day.
I've been fly DCS for nearly 10 years, the first 4 with TrackIR, and the last 6 with Oculus Rift CV1, so very old, very poor resolution. In TrackIR even with my "tiny" 27" monitor, seeing bandits was easy. Finding a configuration for the TrackIR that didn't go crazy when looking straight up or straight down, was very problematic. When flying warbirds, you are always looking right over your head and behind your head above the tail, and those are the areas where TrackIR works the worst. I started with VR at 58, and now at 64 I'm even less "bendy". My only solution is to pick my feet up off the rudder pedals and physically turn in my chair - that my chair still swivels helps, but I'm going to remedy that sometime, doesn't. Real pilots don't turn their heads 180° either, but they can turn their eyes, which in VR with only about 90° FOV sucks big time. It's like if you were flying while wearing a diving mask. I'm getting a Pimax Crystal Super OLED, and they have an horizontal FOV of 130°(!!), plus dynamic foveated rendering (DFR), which means you can turn your eyes to the edge of the headset's 130° FOV and get a crystal clear image where you eyes are looking which will be close to how I see when I back up in my car, only I can't throw my arm over the passenger's seat. One other non-Crystal-Super solution is a mod available if you use Steam with your headset. I don't recall how it is called, but it adds a button-press, which when held turns your virtual head to something like 170° to either side, giving you a perfect view over your virtual shoulder. Unfortunately, only on Steam.
Is it NeckSafer you’re talking about at the end? I didn’t know it was limited to Steam, I’m sure there’ll be alternatives that don’t require that. The Crystal Super does strike me as the best option for VR by a fair stretch, (though the Crystal Light also has 130°fov) I don’t quite understand their market demographic for the Crystal Light because the money you save on the headset being cheaper, you need to invest in hardware anyway to get the best performance from it. Though I guess that’s true of every headset to a certain extent. I think the eye tracking of the Super could help it run better on slightly lower end systems though, since you can narrow down the area that needs to be max res.
@@Bullet4MyEnemy YES NeckSafer. I remember the name now, because it's an obvious miss-translation and should have been NeckSaver lol If you use only OpenVR and whatever goes along with that--I've never really looked into it--you might be able to use NeckSafer, but I use Meta--formerly Oculus Home--and there is no way to integrate NeckSafer into that. The Crystal Light doesn't have DFR, it has Quad Rendering, or something like that. What it does is make a center rectangle in the center of your display which is fully high resolution, then there is a rectangle about another half way to the edge of the display, where there is lower resolution. Then the outer edge of the disply--about 1/3 to 1/4 of the total width, is low resolution. This allows for higher frame rates, but rather poor resolution at the toward the edge of the display, which makes for poor quality FOV. I absolutely don't want _that_ . Or you do full rendering over their entire display and take the frame rates hit. I've already got a water cooled MSI 4090 Suprim waiting on the Crystal Super. Been waiting so long now, so sad...
@@Bullet4MyEnemyXRNeckSafer works on anything that uses XR. DCS natively uses XR so it works just fine, no Steam needed. Also, the Crystal Light only has 130 degrees of *diagonal* FOV, not vertical or horizontal. I think it’s 105 horizontal, 101 vertical.
what settings do you run dcs vr on? i have a 7900x3d and 64gb @6000mhz and just ordered a 4070ti super, im trying to see what i should expect after its all set up.
@@diss2473 I have textures on high but most of the on/off settings to off. It’s a balancing act between what matters to you and what fps you can afford to lose, but I’m generally sat between 50-80fps after reducing the headset res to bring the frames back up.
I just can’t play on a monitor, it’s too much like an arcade game with way too much computer assisted help (no one can convince me that TrackIR snapping 180° to look perfectly behind you isn’t arcadish). VR is more like flying the aircraft, with all the good and bad that entails. The whole reason I fly DCS is for realism, and VR is the only way to experience that.
Over the last 4-5 years, I've gone back and forth between VR and pancake. I've bought and sold and tried a number of VR headsets (currently using a Quest 3). If I had to pick my default setup, I'm going to be a pancake guy. I might be spoiled, as I use a 48" 4k OLED as my gaming monitor... and it's pretty freakin glorious in DCS with head tracking. VR does one thing really really well, which is depth of field... and if you can keep your bearings that can be very valuable in a turning fight... that "true 3d" is undoubtedly a benefit when up close and personal with a maneuvering enemy... But in most scenarios, I find VR lacking. Restricted FOV always feels like you're wearing horseblinders, using the keyboard or mouse is a pain, performance is less consistent, visuals are a soupy mess compared to the 4k pancake @ 120hz... and after 30-40 minutes my eyeballs are sweating and I just have to tear that Air Jordan sized monstrosity off my face. That depth of field is pretty amazing, something you simply can't get on a pancake, but overall I just have more fun with longer play sessions when I stick to the pancake.
@@control_the_pet_population I think I side with you on the whole, VR will never be as comfortable as head tracking and ultimately that will always trump all other considerations. I have to be in the right mood for VR, and I still find it much easier to succeed with TrackIR; but the success feels different.
@@Bullet4MyEnemy Agreed, My Q3 generally stays with my teenage son, but every now and again I'm in the mood to throw on the goggles and scream down a mountain valley in the Viggen.
Your problems seem to be partially related to the VR headset you are promoting. I have zero interest in it - having a toaster on your face comes with physical strains on your neck that you described - my Bigscreen Beyond does not have this issue at all - in fact you do not even feel it. In DCS I do not have any issues with glare in the usual daytime combat scenario - which is otherwise the BSB‘s biggest weakness - the sweet spot and stereo overlay however is absolutely perfect.
I wonder if you shouldn't have titled this "Does TrackIr confer an UNFAIR advantage". Seems to me that views in TrackIR are artificial, letting you turn your head further than you could do naturally, among other things
@@simtaylor61 It’s interesting to think of it that way around, but I’d consider head tracking to be the standard method of looking around. So the unfair advantage is the norm, meaning VR giving you less freedom of movement hits initially as a downgrade.
My sim buddy is flying with head tracking, I use Vr. While the resolution in my headset isn`t as good as his screen, my situational awareness is almost always better because of VR. I almost never loose track of the enemy in dogfights, I don`t fly into the ground, I can "feel" the speed of my airplane. I would always choose VR over head tracking.
Get a force feedback stick and you won’t even need to look to tell your speed, you can feel it in how stiff or slack the stick is, especially in warbirds.
I definitely find playing in VR to be more "difficult", but it is so much more enjoyable and rewarding I feel, that extra immersion is so satisfying.
I haven't played VR with any resolution, but I do know spotting planes IRL is damn hard. Even co-alt is a skill to learn.
I wonder how many lessons you've learnt are in BFM manuals from the era, holding angular offset sounds like one.
Zoom in 2D should be gimped solid
Same with vr spyzoom
@@obic123
Why?
I think VR zoom should just work the same as flat screen, I hate that it snaps instead of applies smoothly over a few seconds.
@@obic123 Sure bro, i cant even read instruments without zoom on screen properly and i see other people in vr moving head around like u wouldn't in real life for the same reason.
Ironically, i dont even zoom in for spotting the enemies as much as zooming out.
Whatever u r blaming zoom for is ur own fault.
Not sure how but I totally messed up the publish time, shouldn’t have gone live for another 18hrs
Apologies to Members for the reduced early access peek, no idea how I even managed that, honestly.
Fantastic video, really liked all the extra editing at the beginning and it was really interesting seeing how you adapted your playstyle as someone who started in 2d and then tried VR since I came in from the exact opposite perspective.
I'd add that part of the issue also comes down to how well supported the format is on the developers end, like how in DCS in 2d you get a really nice smooth zoom from 0 - 100, whereas in VR you get something like one step at 50% and one way zoomed in to the point of hardly being usable in most circumstances.
@@Jubedy
Yeah, there were a few more things I wanted to delve into but the video would’ve ended up being far too long and I’m hoping this will appeal to a wider audience so I didn’t want to scare them off with a 20+ minute timestamp 😅
I’ve never understood why the zoom is different in VR, having to rebind the UI layer zoom each time I switch between TrackIR and VR feels like such a worthless extra step.
100% agree, challenging yourself and overcoming adversity is a massive source of satisfaction.
I don’t know if you’re a “car guy”, but one adage is (roughly) “it’s more fun to make a slow car go fast, than drive a fast car slow”.
I see that it’s a James May quote, who I often don’t care for, but he’s right about this. Certainly true of motorcycles and cars in my experience.
Fully agree. 8 years with TrackIR and 2 years with VR
I played the hp reverb for over half a year now, played dcs over 3 now, with track IR being the longest of 2 years now. I haven't improved flying a lot. But it's a massive advantage to fly in vr. You feel the plane way better. It's insane. But dogfighting, a/g, evading sams/missles & landing taking off, formation flying, circuits, tanking and precision placement of ordinances are so much easier. Because if your mind isn't strong enough you really think you're in the cockpit...
Really enjoyed the editing on this one. I also liked the interspersed combat footage to help get some points across, with the video being less gameplay-focused.
Thanks for doing the best you could, putting into words the nuances that come with VR. Pretty sure I understand 99% of what you were saying.
I'm gifting myself a VR headset this Christmas.
So, I don’t have any VR experience at home because I own a Mac and don’t really play at home, but at a friend’s house when trying it out, I’ve used VR definitely at side angles in combat (space)flight sims to maintain a constantly changing aspect to the target as they fire at me, and it helps me know in my body feel what my direction is, and then I can work to bring the boresight about in a converging spiral.
i would love to see you compare the mirage f1 in war thunder to the dcs version
@@tofuis_dabest7207
This is a possibility, but I think waiting for the DCS version to have its radar overhaul might make for a better - or fairer - comparison.
That said I have been intending to make a video about how the lack of standardisation in DCS is harming the multiplayer scene, so highlighting the lack of radar complexity might work for that purpose.
I am off work next week so hoping to get some more time consuming videos sorted.
Couldn't land a helicopter in DCS until I started using VR. A 2d screen just doesn't give you enough feedback...
@@thebiggestoneyouveverhad
I keep meaning to give the Hind another look in VR, I keep hearing helos are the biggest beneficiaries.
@@Bullet4MyEnemy flying helos in VR is ridicolus easy. I was so into huey that i could land it in 10 seconds from 120 knots to zero. That how you get imersive with environment.
I got a reverb g2 but almost never use it.
Carrying the weight on my head with that annoying cable, cutting me off from discord, some manual or whatever on a second monitor and requiring the additional place to have the vr gear and cables lay around while not used aren't even the critical issues.
While the 3D plasticity of a VR pic is a nice experience from time to time and offers this enjoyable "I'm really there" excitement, the huge turn-off is the ridiculously limited field of view and the meager resolution outside the center sweet spot, unrealistically forcing me to keep my head parallel to whatever direction my eyes are looking at.
So the lack of peripheral vision is even more obvious in VR than while flying with Track IR and the view resembling looking through a narrow hole of a cardboard box surrounding your head while sitting in a cockpit is actually killing the immersion for me.
@@go_rongor5975
I haven’t felt my FOV was that bad with the Pimax, and the entire FOV is crisp, I can scan to my periphery with no loss of clarity.
I think I might’ve been spoilt having it as my first step into VR, it’s literally like looking at my monitor.
Great video as always. I don't have much interest in swapping to VR myself, but it is very cool to hear how much different it is to use it versus TrackIR.
At least now we can see the enemy planes in VR
seeing the spanish f-5 make me happy as he use to fly it
I always found it extremely difficult to intuit distance and speed on a flat screen. only in vr was I ever able to aerial refuel and get into close formation. it just felt more real in some sense. interesting explanation of what i imagine some veteran flat screen players are facing
@@AGenericAccount
I think for me it was mostly just the scale, it’s not often you have to gauge the distance of things more than maybe 100m away.
How far could things get before your distance gauging accuracy would drop off? Because I bet most people would struggle to even accurately identify how far 100m is, but it certainly gets worse the further out you go.
Planes are pretty big (a tanker takes up the best part of 50m on its own so if 100m away is hard to judge anyway, the sense of scale becomes self evident) and the speeds are high, far more so than we’re used to gauging sizes, distances and speeds in real life, so when you’re immersed within that environment in VR suddenly everything feels enormous in ways that flat screen just can’t replicate.
For me things in VR feel much further away in general compared to head tracking, I’d find myself getting plenty close enough to engage but feeling like I was actually too far back still, it surprised me because I expected the opposite.
Aerial refuelling is a breeze though, like you say, but I think it’s more because of the sense of scale than the depth, it’s easier to stay close to something that makes you feel tiny, because drifting away from something massive takes you drifting further to notice.
On flat screen the size of things never really hit me, and I always felt separate from it, so staying close is much harder.
It’s crazy how it changes your perception so much.
I think over time you will hopefully get more flexible, however I did build a solid pit out of plywood when I played so it was very stable for looking around quickly.
Also in the dogfight server you can usually just see the start of their turn and then look away for a bit and go through your instruments for a few seconds as you try to keep your turn perfect. Eventually you just know where they are going to be and if they’re not there then they’ve done something wrong and would have cost themselves energy or angles doing something wonky. So you usually find yourself at an advantage when you pick them up again.
Nice work! Yeah this kind of message needs to find people BEFORE they buy the gear lol. Well like even track IR was too tough on me. It is physically exhausting moving your head so much. I deal with arthritis though. lol I thought it would be ideal for sim in war thunder. I eventually got the play station 3 camera and used face tracking to turn head and it was tough, but it worked. I started appreciating small monitors more. I put my view controls on my stick hat and realized it was more about the extreme ends and quickness to that rather than swinging my head. There was a couple of advantages but you can set those up manually too in that you can put your head outside the glass when looking back, or like being able to look over your gunsight is great when trying to find lead.
Bet that would be truly amazing what you are doing though. The satisfaction of leading a target properly is just so good, and at that level, just wow.
F-5 is older tech, I wonder how fun it would be in a F-35 having see through fuselage abilities and or later gen tech like helmet locking onto targets.
And then you discover XRnecksafer...
The weight of the vr and the cost still doesn't justify it at least for me,im on a wide screen with tracker IR the turn speed or head turning speed on IR im really used to it.
amazing editing tho nice video
I don't have the $$$ for VR.
But head tracking was in my budget.
Really interesting video as always. I fly in VR and found your tips really useful even if I use XRnecksafer to save my neck. I have bound manual L/R extra 60 degree head turn to my hotas using that little app. Automatic mode, even if that is more similar to TrackIR makes me sick :)
I tried trackIR and seriously hated it - moving my head but not my eyes gave me a headache after a while. VR is so much more natural. I'll take a lower framerate and neutered graphics for the better experience all day.
I've been fly DCS for nearly 10 years, the first 4 with TrackIR, and the last 6 with Oculus Rift CV1, so very old, very poor resolution. In TrackIR even with my "tiny" 27" monitor, seeing bandits was easy. Finding a configuration for the TrackIR that didn't go crazy when looking straight up or straight down, was very problematic. When flying warbirds, you are always looking right over your head and behind your head above the tail, and those are the areas where TrackIR works the worst.
I started with VR at 58, and now at 64 I'm even less "bendy". My only solution is to pick my feet up off the rudder pedals and physically turn in my chair - that my chair still swivels helps, but I'm going to remedy that sometime, doesn't.
Real pilots don't turn their heads 180° either, but they can turn their eyes, which in VR with only about 90° FOV sucks big time. It's like if you were flying while wearing a diving mask.
I'm getting a Pimax Crystal Super OLED, and they have an horizontal FOV of 130°(!!), plus dynamic foveated rendering (DFR), which means you can turn your eyes to the edge of the headset's 130° FOV and get a crystal clear image where you eyes are looking which will be close to how I see when I back up in my car, only I can't throw my arm over the passenger's seat.
One other non-Crystal-Super solution is a mod available if you use Steam with your headset. I don't recall how it is called, but it adds a button-press, which when held turns your virtual head to something like 170° to either side, giving you a perfect view over your virtual shoulder. Unfortunately, only on Steam.
Is it NeckSafer you’re talking about at the end?
I didn’t know it was limited to Steam, I’m sure there’ll be alternatives that don’t require that.
The Crystal Super does strike me as the best option for VR by a fair stretch, (though the Crystal Light also has 130°fov) I don’t quite understand their market demographic for the Crystal Light because the money you save on the headset being cheaper, you need to invest in hardware anyway to get the best performance from it.
Though I guess that’s true of every headset to a certain extent.
I think the eye tracking of the Super could help it run better on slightly lower end systems though, since you can narrow down the area that needs to be max res.
@@Bullet4MyEnemy YES NeckSafer. I remember the name now, because it's an obvious miss-translation and should have been NeckSaver lol
If you use only OpenVR and whatever goes along with that--I've never really looked into it--you might be able to use NeckSafer, but I use Meta--formerly Oculus Home--and there is no way to integrate NeckSafer into that.
The Crystal Light doesn't have DFR, it has Quad Rendering, or something like that. What it does is make a center rectangle in the center of your display which is fully high resolution, then there is a rectangle about another half way to the edge of the display, where there is lower resolution. Then the outer edge of the disply--about 1/3 to 1/4 of the total width, is low resolution. This allows for higher frame rates, but rather poor resolution at the toward the edge of the display, which makes for poor quality FOV. I absolutely don't want _that_ .
Or you do full rendering over their entire display and take the frame rates hit.
I've already got a water cooled MSI 4090 Suprim waiting on the Crystal Super. Been waiting so long now, so sad...
@@Bullet4MyEnemyXRNeckSafer works on anything that uses XR. DCS natively uses XR so it works just fine, no Steam needed. Also, the Crystal Light only has 130 degrees of *diagonal* FOV, not vertical or horizontal. I think it’s 105 horizontal, 101 vertical.
what settings do you run dcs vr on? i have a 7900x3d and 64gb @6000mhz and just ordered a 4070ti super, im trying to see what i should expect after its all set up.
@@diss2473 I have textures on high but most of the on/off settings to off.
It’s a balancing act between what matters to you and what fps you can afford to lose, but I’m generally sat between 50-80fps after reducing the headset res to bring the frames back up.
I just can’t play on a monitor, it’s too much like an arcade game with way too much computer assisted help (no one can convince me that TrackIR snapping 180° to look perfectly behind you isn’t arcadish). VR is more like flying the aircraft, with all the good and bad that entails. The whole reason I fly DCS is for realism, and VR is the only way to experience that.
Over the last 4-5 years, I've gone back and forth between VR and pancake. I've bought and sold and tried a number of VR headsets (currently using a Quest 3). If I had to pick my default setup, I'm going to be a pancake guy. I might be spoiled, as I use a 48" 4k OLED as my gaming monitor... and it's pretty freakin glorious in DCS with head tracking. VR does one thing really really well, which is depth of field... and if you can keep your bearings that can be very valuable in a turning fight... that "true 3d" is undoubtedly a benefit when up close and personal with a maneuvering enemy... But in most scenarios, I find VR lacking. Restricted FOV always feels like you're wearing horseblinders, using the keyboard or mouse is a pain, performance is less consistent, visuals are a soupy mess compared to the 4k pancake @ 120hz... and after 30-40 minutes my eyeballs are sweating and I just have to tear that Air Jordan sized monstrosity off my face.
That depth of field is pretty amazing, something you simply can't get on a pancake, but overall I just have more fun with longer play sessions when I stick to the pancake.
@@control_the_pet_population
I think I side with you on the whole, VR will never be as comfortable as head tracking and ultimately that will always trump all other considerations.
I have to be in the right mood for VR, and I still find it much easier to succeed with TrackIR; but the success feels different.
@@Bullet4MyEnemy Agreed, My Q3 generally stays with my teenage son, but every now and again I'm in the mood to throw on the goggles and scream down a mountain valley in the Viggen.
Very interesting ! Thanks !
have you done any helicopter gameplay in VR yet? That's where I believe you will definitely get an advantage over track ir.
@@Volcrum
I keep meaning to give the Hind another go, keep hearing that a lot.
You name is the perfect name for an emo band
@@olivier7593
It was derived from one when I was 15 lol
Your problems seem to be partially related to the VR headset you are promoting. I have zero interest in it - having a toaster on your face comes with physical strains on your neck that you described - my Bigscreen Beyond does not have this issue at all - in fact you do not even feel it. In DCS I do not have any issues with glare in the usual daytime combat scenario - which is otherwise the BSB‘s biggest weakness - the sweet spot and stereo overlay however is absolutely perfect.
I wonder if you shouldn't have titled this "Does TrackIr confer an UNFAIR advantage". Seems to me that views in TrackIR are artificial, letting you turn your head further than you could do naturally, among other things
@@simtaylor61
It’s interesting to think of it that way around, but I’d consider head tracking to be the standard method of looking around.
So the unfair advantage is the norm, meaning VR giving you less freedom of movement hits initially as a downgrade.
@ well yeah, but most people can’t naturally turn their heads like owls, either 😉🤣
vr is not a disadvantage and you can use neck saver for vr.. sigh.. vr is not a disadvantage
if you actually watched the video he goes over why its not a disadvantage and just discusses the differences, he's not claiming its a disadvantage...
@mrshar1000 and I'm mainly replying to anyone who falls for the click bait title to snap back at it