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Any way to make head turning greater than 1:1 like TrackIR?

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    Any way to make head turning greater than 1:1 like TrackIR?

    Now, obviously I know it is realistic to have the HMD move in sync with your head, but I wondered, is there a way to make a higher turn angle than your actual angle like in TrackIR?

    The main reasons for asking this is that we have a VERY restricted FOV (and sweet spot), so, we are at an unrealistic disadvantage when it comes to being able to view angles, e.g. rear aspect.

    Also, it's becoming more difficult for me to turn my head greater than 90 degrees these days!
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    #2
    There is a high chance for triggering desorientation and motion sickness i guess.
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      #3
      Personally, I've never experienced any sickness in any VR game, so not an issue for me. Wasn't meaning to make it compulsory, just adjustable like in TrackIR.

      Any way to do this by editing a file somewhere?
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        #4
        Is it time for another "Here we go again."?
        ASRock Z370 Professional Gaming i7, Intel i7 8700K Coffee Lake processor @4.7GHz, Corsair H105 Liquid Cooler, G.SKILL Ripjaws V Series 64GB DDR4 3400 memory, MSI GTX2080Ti Gaming X Trio 11GB video card, Samsung 840PRO 256MB SSD for Windows 10 64-bit OS, Samsung 850PRO 2TB SSD for program files, LG WH14NS40 Blu-Ray burner. HOTAS Warthog, Saitek Pedals, HP Reverb Pro, and Oculus Rift CV1. Partridge and pear tree pending. https://forums.eagle.ru/core/images/...s/pilotfly.gif

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          #5
          My profuse apologies.

          Not seen another thread on this. What was the conclusion in other threads? That would be useful to know.
          Intel i9 10900K 5.1GHz · MSI Gaming X Trio RTX 3090 · ASUS ROG STRIX Z490-F · Acer 4K 32" XB321HK · Samsung 970 500Gb M.2 NVMe · 2 x Samsung 850 Evo 1Tb · 2Tb HDD · 32Gb Corsair Vengance 3000MHz DDR4 · Windows 10 · Thrustmaster TPR Pedals · TrackIR5 · Thrustmaster F/A-18 Hornet Grip · Virpil WarBRD Base · Virpil Throttle MT-50 CM2 · Virpil Alpha Grip · HP Reverb Pro

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            #6
            I'll find the other threads and link them for you imacken. I had similar feelings to yours, my contention was that since we can't use our peripheral vision in VR as we can in real life, we need to turn our necks/heads FAR further than in reality in order to see into our rear 6 oclock area. I didn't really come up with that on my own, a friend I was in school with for 4 years recently retired from the RCAF, and has 2500+ hours plus in the Hornet, and flew 25 different types at Empire test pilot school, including the Gripen, Typhoon, SuperHornet, and F35 simulator. it was the first thing out of his mouth when he tried VR and was in a 1v1 vs AI - he had to turn his head far further than he did in real cockpit to get the same visual result.

            There is another game, can't name it due to rules, but it's been around since 1999 and is a MMO WW2 sim/game. They incorporated the ability to use snap/instant views with a joystick hat or keypad/whatever, while still in VR. It's never once made me disoriented, and makes it 100x easier to check 6 while in VR, and that's something IMO that trackIR pilots have an advantage with in PvP duels/etc. By having the ability to override the VR viewpoint with a snap/instant view system like this "other" game has set up, it negates this TiR advantage.

            Anyhow, I won't go on and turn this into a repeat of past threads, I'll start looking for the old threads and post links here when I find them later.
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              #7
              I found this one, but it seems 90% full of argument (unusual I know) https://forums.eagle.ru/showthread.p...ead+turn+angle

              Are there more useful ones?
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                #8
                Yes, that's one, here's another longer one. I'll keep searching my old posts and find the others.

                https://forums.eagle.ru/showthread.php?t=259335
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                  #9
                  Thanks a lot for that. Without wading through all 28 pages, is there an answer in there? I noticed Driver4VR, does that work?

                  I contributed to that thread, but gave up as it turned into the usual slagging match. Don't remember anything about this topic on there, but obviously, I must be wrong.
                  Last edited 10-09-2020, 06:34 PM.
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                    #10
                    Originally posted by imacken View Post
                    My profuse apologies.

                    Not seen another thread on this. What was the conclusion in other threads? That would be useful to know.
                    No worries. The thread that Gman linked was one of them, but there were several others that degenerated into a "Rabbit season!!! Duck season!!!" argument with several posters suddenly becoming ophthalmologists and posting copious charts and diagrams to prove or disprove what is more realistic for FOV. The conclusion was that nobody changed anybody else's mind. As for my own personal opinion and experience, your peripheral vision is good for detecting movement, but really isn't good for much more useful information than that. In order to see that more useful information (pitch and roll angles of your adversary) you have to be within the FOV of the typical VR HMD anyway.

                    On the subject of motion sickness. It has never been a problem for me either, in VR or in the real world. But, all VR games that I know of have 1:1 head movement, which prevents the disconnect between your eyes and internal gyros that instantly pegs the upchuck meter.

                    I see no harm in adding that as an option though, so people can use it if it makes them more comfortable. I know that some forum members even have medical conditions that makes craning their neck painful or outright impossible. An option like that would help them enjoy the sim too.
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                      #11
                      That makes sense. So, there is nothing at the moment that can be done, just something for the future?
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                        #12
                        Originally posted by imacken View Post
                        That makes sense. So, there is nothing at the moment that can be done, just something for the future?
                        Nothing currently that I have seen. We'll just have to keep using swivel chairs.
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                          #13
                          Originally posted by imacken View Post
                          That makes sense. So, there is nothing at the moment that can be done, just something for the future?
                          We had this discussion a while ago. Of course you have the right to do as you like and if its possible change the head-to-DCS ratio.

                          This is my experience: I have to say that I feel the immersion is quite right as is.
                          In real life, strapped in with a helmet that goes way more heavy when pulling G’s you cannot move the head as much as when playing DCS in VR.

                          Also, IRL you shouldnt pull much and then turn the head. Not good for your neck.
                          I feel that how I can turn the head with VR in DCS is quite representative to real life flying.

                          Edit: Found the old thread:
                          https://forums.eagle.ru/showthread.p...highlight=Head
                          Last edited 10-09-2020, 10:09 PM.
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                            #14
                            Thanks. That is the same thread I linked to in post #7.

                            I agree that the current setup is realistic, but it’s largely for physical reasons that I would like to see an option for increasing virtual to real ratio.
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                              #15
                              The natural progression of flight simming on a PC.

                              Snap Views.
                              Track IR - a great evolution that negated the need for snap views.
                              VR - can I get my snap views back to use with this?


                              No offense intended, just some lighthearted humor.
                              I personally love the 1:1 tracking and being in the cockpit, even with it's current restrictions.
                              And I even have a bad neck.
                              Don B

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                                #16
                                Originally posted by imacken View Post
                                Thanks. That is the same thread I linked to in post #7.

                                I agree that the current setup is realistic, but it’s largely for physical reasons that I would like to see an option for increasing virtual to real ratio.
                                Even if you're used to VR, I think the exaggerated motion will cause nausea.

                                I guess you can (somewhat) test it by zooming in constantly and moving your head around. Even that's not the same as going Exorcist though.

                                But I think in two years, we'll have wider FoV as CPU/GPUs become better. I do miss the wider FoV of P5K+. But I don't miss the software.
                                hsb
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                                  #17
                                  Yes, Opentrack, it works in some HMD's, but your probably not going to like it. Scaling is never going to equal the smoothness of 1:1. Tried it once, key word once, first and only time I ever experienced that level of nausea.

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                                    #18
                                    Frankly, I'm with the idea of some control assignments for 20-30 degrees or so. If I had to back up a vehicle looking over my shoulder with blinders on like I'm wearing a VR headset I'd never be able to do it. Yet.. without restrictions on my vision, I can see behind me looking over my shoulder just fine. Eyeballs pivot, ya know? It's why something like TrackIR works.. you can move your eyeballs right or left to keep looking at your screen as you turn your head.

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                                    Last edited 10-10-2020, 07:08 AM.
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                                      #19
                                      The real solution is something like the pimax 8kx with very wide fov, then you have the peripheral vision that doesn't require as much head turning

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                                        #20
                                        if i want the full "bettlejuice" effect; turn your head hit the center and then turn again ...
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