Some other current sims like P3d, DCS etc.
#X plane 10 oculus rift code
I believe with the right bit of code (SDKs are out there) and choices at the core sim platform level, it would take X-Plane to the next level. 4x FSAA + 16x rasterization for better edging with less GPU).īeing well aware of the current Open-GL situation regarding native Rift/VR support, I am a bit worried that LR might miss the jump on the bandwagon here, regarding not only HMD support but also the integration of the next generation of input devices for VR (Control VR, IGS Glove, Leap Motion). If you pick non-HDR rendering, you can in theory start to play with the NVidia control panel and take advantage of some of the “clever” strategies the provide (e.g. Since it’s an HDR render, the OGSSAA chews up GPU _very_ quickly 16x OGGSAA will cost you 16x performance. Furthermore, HDR is FSAA-unfriendly, so you get only a few options: FXAA + some amount of OGSSAA. With HDR on, most of the rasterization (and thus aliasing) is done on off-screen surfaces that Nvidia can’t affect with control panel options. One thing is for sure: you’ll have more AA options with HDR off. We provide a series of AA options based on what we can see in the OpenGL API if you manage to do better with the NV control panel, great, but it’s not something I can work on. I can also tell you that I have spent -no- time investigating options that Nvidia provides in their control panel (my understanding is that they allow for a fair amount of tweaking). So you’re coming at the problem with a lot more GPU power, probably applied to a lot more pixels, looking for some aesthetic result that we don’t have a good way to quantify. The trade-offs I get probably aren’t relevant to you I have a GeForce 580 (I haven’t seen my 680 since I moved, which is sort of embarrassing) on a relatively small 1920×1200 monitor. I cannot tell you if I have “good” AA, because “good” is totally subjective.ĪA is a trade-off between performance and aspects of image quality, and the image quality evaluation is potentially subjective. * This last paragraph is completely false, just another case of me being snarky and poorly behaved on the interwebs.
#X plane 10 oculus rift update
If you would like to know the status on the Oculus Rift, I suggest you comment on this post (even though it is off topic), any other post that is still open for editing, and every additional post we make (no matter how off topic) until Philipp posts an update while he has not responded yet, he did assure me that he will make a statement if he gets at least 275 off-topic comments on the Rift.*
![x plane 10 oculus rift x plane 10 oculus rift](https://i.ytimg.com/vi/s8zWgkNZRcQ/maxresdefault.jpg)
Again, I am hoping for public beta within week.
![x plane 10 oculus rift x plane 10 oculus rift](https://www.mudspike.com/wp-content/uploads/2016/11/FIX-004.jpg)
#X plane 10 oculus rift full
(Our goal is to keep gateway airports flowing rapidly so that everyone can get the full benefit of everyone else’s work easily.) I am hoping for public beta within a week. This will not be the last gateway release (obviously ? so if your airport was approved too late to make the cut, we’ll try to get the next release out soon. 10.35 – we still have code to put the finishing touches on, but the plan is to release more Gateway airports in 10.35.
![x plane 10 oculus rift x plane 10 oculus rift](https://www.x-plane.com/wp-content/uploads/2018/04/Final_VR_controller.jpg)
X-Plane 10.32 is now final – you’ll get an auto-update message when you run X-Plane.