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by usrusr 914 days ago
What flight simulator game would consider existing VR resolutions good enough? Reading tiny dials on a virtual cockpit? Not really. Visual IFF in a combat sim? Not a snowball's chance. That leaves us with arcadey games that put everything you need conveniently in some not-sim-at-all HUD overlay, and perhaps some paragliding sim where the only instrument is the variometer and that is mostly read through audio cues. Now racing sims, that's a different beast: two large dials and huge demand for spacial awareness. I'd be surprised if screens where still around in that scene five years down the line.
3 comments

I use a HP Reverb G2, with X-plane and Microsoft Flight Simulator. I can read the dials (yes, even the tiny ones) just fine with the built-in controls. But most of the stuff I do is programmed with keyboard shortcuts/my HOTAS flight controller.

I would not be able to go back to standard 2D-view-of-3D experience again after getting used to VR. Can't even effectively look around your shoulder, and a bunch of other things.

I still remember the time when airspeed and altimeter reading on the HUD on a Rift DK1 were literally just ":::" and "::::", they just were. But that's a long time ago.
I'm using a Pico 4 with Il-2, no assists. Dials are 100% a non-issue (headset resolution has been good enough to read them easily for years). Spotting and recognition are fine.
Is the Index that far behind? I basically bought it with IL2 as my main excuse (mostly hoping for some magic hack to repurpose lighthouse for desktop head tracking, but I never got around to adding a Vive tracker) and for me it was a clear not even close to acceptable. Tolerable for some quick "blow up some AI targets" but super far using a screen with my old webcam wannabe-trackir.
I've never used the Index so can't personally compare them. vr-compare.com shows it as having about 30% less pixel density, which is substantial; the pancake lenses of the Pico 4 also offer a large sweet spot. (The Reverb G2 is perhaps the most popular headset for Il-2, and sacrifices a little FoV for a little more pixel density than the Pico 4). The only annoyance with the Pico is that it's not really intended for PCVR, so you'll need to pay $10 for Virtual Desktop. But once set up I've found it to work well.
Trading FoV for density would certainly be the correct choice for flight sim, not much value in peripheral vision while scanning horizon or instruments.

Do you spend much time zoomed in, losing the angular 1:1 mapping of the viewport? I did that a lot with a headtracker (makes you really strive for precision, I had a custom build of freetrack with generous per-pixel hystheresis), but under the headset zooming felt more wrong than expected.

FoV is still very valuable for general situational awareness, IMO.

I spend very little time zoomed in. Mostly when trying to pick up a ground target. I agree it feels very wrong in VR.