Depending on the length you’re going for, I’d be tempted to send folks up to KGJT and make them fly through Arches and the Canyonlands. It’s simply lovely, and some really alien looking terrain.

Yeah, that’s a good point. The terrain alone would probably carry the trip. It is just a fantastic part of the world. The little bit of Colorado I’ve done has been a hoot.

It’s roughly based on a road trip I did years ago, so that was the appeal - I’d already researched or knew about a lot of the points of interest etc. The southern legs have a few big hitters - Very Large Array, Meteor Crater, Grand Canyon etc - which I really wanted to do, but there’s just a lot of empty space in between them. I’ll try it out and see what I’ve got though.

There’s a bush trip on Flightsim.to that I just grabbed that starts you out in Star Wars Canyon, goes to Area 51, and ends in Vegas.

Gotta say, if you’re not in the mood to strap VR goggles on your head, a SuperUltraWide monitor is a darn good substitute.

What monitor is that?!


Denny, do I want to install this? https://www.microsoft.com/en-us/p/openxr-developer-tools-for-windows-mixed-reality/9n5cvvl23qbt?SilentAuth=1&wa=wsignin1.0#activetab=pivot:overviewtab

I saw it mentioned on reddit. Will this create more problems with it and SteamVR? Or do I have this already installed with SteamVR and the WMR beta?

Hey Jeff, yes, you do want that! Sorry, I thought you already had that.

Install it and turn on the Preview OpenXR Runtime (faster) and (unlike the screen below) turn OFF Motion Reprojection. Though that interpolates frames to give you a faster perceived frame rate, it also adds severe stuttering on the outside scenery in demanding areas that is far worse than any frame rate slowness.

You can also mess with the Custom Render Scale to increase performance; I’m currently running at 80, which to my 50-ish eyes doesn’t make a noticeable difference visually from 100 but does give me a frame rate boost. But my system is a beast, and a lot of people have found 70 is the sweet spot.

image

The monitor is a Samsung CRG90, a 5120x1440 beast I’d put on my Amazon wish list to track for price drops thinking of maybe picking up late this year and my overly generous mom bought me for Xmas. :) I was already an ultra-wide fan, using a 3440x1440 screen, but this one really fills your FOV. It’s insane.

WOW. Is it curved? Cause if it isn’t… I couldn’t imagine. What kind of video settings can you run with that in MSFS?

@Editer

Would I use those same settings for IL-2 and DCS?

Here are my specs. How far away from your system am I? I don’t have a clue if I’m getting good or bad performance.

  • 32 Gig 4200 Ram at 3800 speeds
  • Intel 9700K @5.0 GHz on all 8 threads
  • Default NVidia 3800 (eVGA) at stock speeds
  • Stuff on fast M.2 Samsung

Can you get another 3440x1440 and put them at the sides?

Neither Il2 nor dcs use openxr for now. They use steamvr.

Ah I see. Sorry, I’m taking a long time to learn all this stuff. OK, so in essence are there just 3 rendering pipelines for all VR games?

  • SteamVR
  • OpenXR
  • Oculus whatever

Yes. Compositors is you call those.

So is every game purchased off the Microsoft store using OpenXR?

Don’t know really, as far as I’m concerned, msfs is the only openxr title on my machine.

Msfs will also use steamvr but performance in wmr may be better.

Folks already answered, but yep, it’s:

OpenXR: MSFS
SteamVR: Almost everything else
Oculus: Should only be Oculus store titles you’re running under ReVive

And yes, thank gosh, 49” monitor is very curved. :)

I’m now running dual 3440x1440 monitors on my work at home PC.

SO. MANY. PIXELS.

Between that screen and VR do you get confused with what inception level you’re on?

https://youtu.be/U5IailIzqdc?t=187

Though they used the same 1.12.13.0 patch message, the additional patch today tacked on to that was for new navdata.

A small update is available now - The Aeronautical Information Regulation And Control (AIRAC) cycle is being updated with new navdata.

For more information: https://www.navblue.aero/navblue-partners-with-xbox-game-studios-for-microsoft-flight-simulator/