Thank you for your response. I've looked into how it works, and I must say that apart from the initial setup, "it doesn't seem" very complicated. A good video that explains how it works on Assetto Corsa with a common headset.
The resolution of the headset seems very different from one model to another. But a resolution like in the example above, 3840x1080, is slightly lower than 2K 2560x1440, so I should be able to keep my current settings. Am I wrong?
The thing is, like many people here, I've spent endless time tweaking the video settings for each of my games to achieve excellent visuals on the screen, and specifically on Assetto Corsa, on which I spend a lot of time playing. Just take a look at what the community offers on Overtake to realize how obsessed we all are (the vast majority at least) with attention to detail. I don't really want to start from scratch because of VR, searching for the best visual/FPS/usability compromise, if you know what I mean. And then I often take breaks to adjust something outside of the game (Alt+Tab, Alt Esc, Ctrl Shift Esc, ...), is that planned?
The other point that holds me back is that current games are not exclusively made for VR. Let me explain. If I take, for example, the Codemasters F1 series which now offers VR. I notice that since its inception with F1 2010, the game has been available on consoles and PC. For 15 years, nothing has been done to optimize the PC market (still no mouse menu, for example), even less for those who play in cockpit view (the HUD is not paginated) it's an exterior window to the cockpit that also serves for the T.Cam view. So, if they offer VR, it's just to increase or not decrease the number of product sales. Nothing will be developed if it can't be used on all platforms. That's also why the FFB (Force Feedback) is not as refined as in other simulations, it's just a very basic force feedback that suits controllers and wheels. So, I don't see why they would do for VR what hasn't been done for PC gamers, who are more numerous. If we assume that nothing extra will be developed for VR, we end up having to manage dozens of buttons outside the virtual enclosure. It's not very practical, it seems to me. I don't see how one can find pleasure in fumbling on their wheel or desk searching for this unusual but essential command. The question is, does it often happen that you have to take off the headset to search for a command? Does it happen without thinking, or is it extremely annoying?
If a game is exclusively designed for VR, then everything will be designed so as not to have any interactions with the outside other than what your hand commands should allow. For example, a bare wheel without frills would be enough to provide force feedback, all buttons would be virtual and accessible visually without necessarily having a presence in the real world. Is that the case? To my knowledge, there is no editor brave enough to propose a game exclusively designed for VR. I feel like it's like laserdisc, just a step before something more user-friendly. What do you think?
And the last point, and not the least, is that when I bring my coffee cup to my lips, I won't see the drowned fly on the surface, and that terrifies me.
View attachment 753895
You own a Pimax, the resolution is very high according to this infographic, and the price...too. I imagine that the processor and graphics card that go with it are of the same level. So, I apologize for my indiscretion, but basically, are we getting close to 3000 euros worth of VR gear? Did you start with cheap VR gear and were disappointed, and then invested much more afterwards? Or did you start directly by buying high-end gear?
Thank you for holding on until here.