LeonBrazil wrote:Just tried this with the demo of FSX.
I followed the procedures and the noir tracking looked like it was working fine.
Fired up the FSX.exe demo and when I run the game, the viewports are way up high on the screen.
In the front end, it displays my microlight in two viewports, but when the game starts, they are squashed at the top of the screen. It doesn't look like the tracking is working either once in game.
This looks like it could be super fun if I can get it to work, maybe it is because it is just a demo version of FSX.
space123321 wrote:I experience the same issue - squished image at the top of the screen. I was able to correct this a few times by esc out of flight however immediately going back to flight. When I do get the rift dual images to work, my landscape is totally broken consisting of garbage lines. My cockpit is in tact however nothing outside of the aircraft is not.
The other thing that I question - "shift o" turns on mouse view - I am hoping that the rift tracker can be married to this as this would simply be a dream come true lol!
Also - the one time I had fsx menu up and running, the rift was controlling my mouse cursor.
RobD wrote:Looking at your screenshot, the left and right eye merge together in the middle. With mine, there's a gap between them. It makes it impossible to resolve the image.
One question: When you're setting up the Perception profile, what are you using for separation and convergence? Do you leave it blank or copy the values from a particular other profile?
The head-tracking didn't work at all. It's working inside FTNoir, but FSX just seems to ignore it.
ianmacmillan wrote:Note that I modified the curves in FTNR to give what I believe is a one-to-one track by simply setting the rx, ry and rz curves to 180/180. These settings do what I want in the preview window...now if I can just get FSX to make use of them.
Users browsing this forum: Google Feedfetcher, owenwp and 19 guests