MS Flight Sim X (FSX) confirmed working with Rift! — Oculus
New to the forums? Click here to read the "How To" Guide.

Developer? Click here to go to the Developer Forums.

MS Flight Sim X (FSX) confirmed working with Rift!

OmniAtlasOmniAtlas Posts: 38
edited October 2015 in Games and Apps
Immersion is incredible! Gauges are actually quite readable! I need to do more experiments with larger planes and tubeliners

2013_4_30_13_39_23_592.jpg

I got it to work with FaceTrackNoir (pre-alpha release supports the rift), and Vireio Perception. I'll post up a tutorial and more feedback soon.
«13456789

Comments

  • GabebGabeb Posts: 10
    Awesome work, can't wait to try it.
  • OmniAtlasOmniAtlas Posts: 38
    edited April 2013
    To get this working with fsx.exe --

    You'll need - Facetracknoir build 20130428 2.7 http://speedy.sh/J2RjC/ftnoir-posix-20130428-2.7z (pre-alpha 2.8) or above, and Vireio Perception.

    Go to the Perception/cfg folder and edit profiles.xml - add FSX (copy from the other profiles) with the following settings:
    game_type="0" game_exe="fsx.exe". Your profile should look something like this --

    <profile game_name="MS Flight Sim" game_exe="fsx.exe" game_type="0" separation="0.00358799" convergence="-0.02" swap_eyes="false" yaw_multiplier="25" pitch_multiplier="25" roll_multiplier="1" />

    Go to the Perception/bin folder - copy the 3 dlls to your FSX directory (where fsx.exe resides): d3d9.dll, hijackdll.dll, libfreespace.dll

    Start FacetrackNoir (ftnoir.exe), set the first Tracker Source to "Rift". Set the Game Protocol to "FreeTrack 2.0"
    You need to edit the curves to allow free head movement. It should look something like this -

    Capture.jpg

    Start perception.exe, and select "Oculus Rift" in the drop down menu with "No Tracking".

    Put on the rift and in the Go! box click "Start"

    Start FSX.exe -- make sure your video settings within FSX is set to 1280x800x32

    Enjoy!
  • Can you tell us where you are getting face track? http://facetracknoir.sourceforge.net/home/default.htm this site has 3.0 which does not match up to the version you listed, previous versions do not match up either.
  • OmniAtlasOmniAtlas Posts: 38
    mm0zct (FaceTrackNoir author) has told me I can share the alpha file.

    You can download the file here -- http://speedy.sh/J2RjC/ftnoir-posix-20130428-2.7z
  • ReTReT Posts: 191
    That sounds sweet! Any chance of uploading a little clip for us on YouTube showing how it looks? :D

    Its only way those of us who havent received our Rifts yet can get our fix in! :P
  • Just tried this with the demo of FSX.

    I followed the procedures and the noir tracking looked like it was working fine.
    Started perception.
    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. :?
  • OmniAtlasOmniAtlas Posts: 38
    LeonBrazil wrote:
    Just tried this with the demo of FSX.

    I followed the procedures and the noir tracking looked like it was working fine.
    Started perception.
    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. :?

    Change your in-game resolution. I had that problem until I switched to 1280x1080p. Sometimes switching from window to full-screen mode helps as well; try ALT-ENTER to switch between the modes.
  • space123321space123321 Posts: 134
    Hiro Protagonist
    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.
  • OmniAtlasOmniAtlas Posts: 38
    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.

    Not too sure if I can be too helpful -- setting it up was a bit of a miss and go for me. Just make sure you have your screen resolution set correctly.

    I don't understand why you need the mouse view turned on; the rift is already tracking with the facetracknoir interface i.e I'm getting full head motion views 360 degrees by turning my head.
  • RobDRobD Posts: 57
    Hiro Protagonist
    Just had a go at this, and it's close, but not really working.

    I've got it full screen at 1280x800, but the warp that Perception is adding is wrong. I've got it set to Oculus Rift mode, but it seems like it's putting the images too far apart.

    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.
  • mbuehlermbuehler Posts: 45
    From what I understand, the demo of FSX does NOT have TrackIR support, so it won't work. I couldn't get it working on the demo either, but I am downloading the full version right now so will give it another go soon.

    I had the same problem with the video, it randomly would or wouldn't work (didn't notice a pattern anyway). You can edit the cfg file to put a wider FOV in (Google for it) so it looks better once you are in.
  • ianmacmillanianmacmillan Posts: 95
    Hiro Protagonist
    Having similar issues as others. I setup everything, as per instructions, and I don't get any head tracking in-game (but it works fine in the 'preview' window within FTNR's user interface).

    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.
  • ianmacmillanianmacmillan Posts: 95
    Hiro Protagonist
    OK, made a little progress.

    1. I got head tracking working by selecting 'FSX SimConnect' under FaceTrackNoir's 'Game Protocol' section. I also had to invert the Pich axis under the Axis Inversion section (for safety, do the axis change when FTNOIR is 'stopped'...I found that if you changed it while running, it didn't take affect in FSX).

    2. New problem: I get head tracking (minus roll) in the cockpit, but now the left stick on my XBox controller doesn't work.

    3. The right stick still works for virtual cockpit view, but it's annoying if you accidentally move it because it messes with your current head-tracked view.

    4. Running at 1280x800 gives a nice framerate, but it causes the ugly vsync tearing problem. I'm gonna turn down FSX's detail setting so I can run it at my primary display's native resolution (1920x1080)...this eliminates the vsync problem.

    EDIT: ignoring the lack of XBox left thumbstick operation (a pretty big problem, granted), it works pretty good. The view inside the cockpit is a bit disorienting, though. It feels like the cockpit is rendered through a fish-eye lens, causing everything inside to be somewhat distorted. It's good, but it's not great (like, say, the view inside Heli Hell's 'copter, or First Law's spaceship cockpit). Also, it took only about 10 minutes of flying for the Rift's yaw drift to become obvious; I ended the flight with my virtual body sitting 90 degrees to the instrument panel. I had to keep my head turned 90 degrees left to be able to look out the wind screen. :)

    EDIT 2: Roll works.
  • bfetterbfetter Posts: 4
    Thanks a lot, this is really cool!

    I set WideViewAspect=True in FSX.cfg under C:\Users\<enter username here>\AppData\Roaming\Microsoft\FSX and then hit the -/+ keys until I had what seemed like a reasonable FOV.

    I also have the problem where it starts with the screens squished vertically and at the top of the screen, but fortunately the advice to press escape and continue flying several times until it corrects itself works.

    I can also confirm that ianmacmillan's suggestion of 180/180 for all of the calibration curves worked well for me. I too didn't get head tracking working until using FSX simconnect as the protocol.
  • ianmacmillanianmacmillan Posts: 95
    Hiro Protagonist
    I mentioned in a previous post that the left thumbstick on my XBox controller wasn't working, and it turns out it's because the driver for the controller somehow got shut down. Please ignore that complaint.
  • OmniAtlasOmniAtlas Posts: 38
    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.

    This is the setting I am using --
    <profiles>
    <profile game_name="MS Flight Sim" game_exe="fsx.exe" game_type="0" separation="0.00358799" convergence="-0.02" swap_eyes="false" yaw_multiplier="25" pitch_multiplier="25" roll_multiplier="1" />

    Did you download the FTNOIR version I posted? There was a fork in development so you may be using a different version?
  • OmniAtlasOmniAtlas Posts: 38
    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.

    How exactly do I do that? Which breakpoints in the curve do I drag to 180? How should the curves look?

    Thanks!
  • MrGeddingsMrGeddings Posts: 604
    or you can just wait until the VorpX drivers come out, it should have support for Flight Sim X with headtracking. :-p
  • space123321space123321 Posts: 134
    Hiro Protagonist
    OK - these settings work!!! Even after a number of red wines I was able to get these settings to work lol! Awesome work as up until this evening I have had nothing except for ray tracing lines! I will have to try out the tracking tomorrow - hopefully we can get the oculus tracker to work with roll etc... a dream come true however will have to wait until tomorrow lol - my bed calls me!
  • OmniAtlasOmniAtlas Posts: 38
    MrGeddings wrote:
    or you can just wait until the VorpX drivers come out, it should have support for Flight Sim X with headtracking. :-p

    Yeah but VorpX is commercial and is going to cost $$$.
  • OmniAtlasOmniAtlas Posts: 38
    I've got the curves corrected now, it makes a big difference. Capture shot of how it should look on the first page.
  • OmniAtlasOmniAtlas Posts: 38
    Attempting to land with the NGX at Innsbruck.

    2013_5_1_16_55_5_314.jpg

    I am telling you, my landings have NEVER been so perfect....being completely immersified in the cockpit helps.
  • JOHIsaacJOHIsaac Posts: 95
    I'd love to see a video,
  • ingamalingamal Posts: 1
    Great effort. I cant' wait 'till my dev kit arrives. So far I have managed to get FSX and perception working together but I am forced to just look cross eyed at the screen.
    There does not seem to be any 3D effect however and on a close inspection of the posted images there does not seem to be any perspective changes between the left and right images. Does it appear 3D with the Oculus?
    By the way, was that Coolangatta airport on the first image?
  • ianmacmillanianmacmillan Posts: 95
    Hiro Protagonist
    ingamal wrote:
    Great effort. I cant' wait 'till my dev kit arrives. So far I have managed to get FSX and perception working together but I am forced to just look cross eyed at the screen.
    There does not seem to be any 3D effect however and on a close inspection of the posted images there does not seem to be any perspective changes between the left and right images. Does it appear 3D with the Oculus?
    By the way, was that Coolangatta airport on the first image?

    If i may answer on OmniAtlas's behalf: stereo is deliberately turned of by setting 'game-type=0' in Vireio's profiles.xml file. The intent is to boost frame rate to useable levels ( no stereo = less rendering workload = basicaaly full frame rate). And because we are only doing orientation tracking with no positional tracking, you will not get 'perspective' (parallaxing) changes, which is unfortunate because having it would probably make you not even care about the lack of stereo rendering.

    Makes me wonder if it would be possible to add a Hydra into the mix to get positional tracking. Maybe attach it to the base of you neck, then incorporarate a head/neck, neck/waist model. That would be tremendous.
  • mbuehlermbuehler Posts: 45
    So we can turn stereo back on if we choose? Or was this just to get it working at all?

    I've been flying around, it is fun! But pales in comparison to Heli Hell for the lack of 3D. FSX is not the best graphics to start with anyway, I'm a bit confused why it runs so poorly on my system (had to turn things down a bit).

    Heli Hell with the Hydra is great, I like leaning in to view my gauges and it really completes the immersion. I'd imagine the FaceTrackNoIR folks could hook that in for the final axis as well?
  • mm0zctmm0zct Posts: 61
    Hiro Protagonist
    I'd like to clarify a few things about the FTNOIR application:

    I am not the developer of FTNOIR, I simply wrote the Rift plugin for the posix branch of FTNOIR

    FTNOIR is not "alpha", the build I provided is a simply pre-release of version 1.8 (or v180).

    The main FTNOIR developer has decided not to merge the posix branch into 1.8, and as such the posix branch has forked the project to OpenTrack

    I intend to maintain the Rift support at OpenTrack and hopefully add some new features.

    FTNOIR/OpenTrack supports 2 simulatious tracker inputs, so you can use IR, Face, or some other tracking for positional tracking, and use the Rift for rotational. I intend to add positional tracking support in due course, and possibly Hydra support (since I've had my hydra for ages anyway)



    On the game mode = "0" front this mode is used because Virieo doesn't properly support FSX in stereo 3D yet and has rendering problems, mode 0 is a safe more that doesn't interfere with the rendering, but as such is simply in mono.
  • ianmacmillanianmacmillan Posts: 95
    Hiro Protagonist
    mm0zct wrote:
    I'd like to clarify a few things about the FTNOIR application:

    I am not the developer of FTNOIR, I simply wrote the Rift plugin for the posix branch of FTNOIR

    FTNOIR is not "alpha", the build I provided is a simply pre-release of version 1.8 (or v180).

    The main FTNOIR developer has decided not to merge the posix branch into 1.8, and as such the posix branch has forked the project to OpenTrack

    I intend to maintain the Rift support at OpenTrack and hopefully add some new features.

    FTNOIR/OpenTrack supports 2 simulatious tracker inputs, so you can use IR, Face, or some other tracking for positional tracking, and use the Rift for rotational. I intend to add positional tracking support in due course, and possibly Hydra support (since I've had my hydra for ages anyway)



    On the game mode = "0" front this mode is used because Virieo doesn't properly support FSX in stereo 3D yet and has rendering problems, mode 0 is a safe more that doesn't interfere with the rendering, but as such is simply in mono.

    Position tracking would be reallly great. :-)

    I have set game_mode to 0 for FSX.exe, and yet I still get stereo rendering...at least it sure looks that way to me. And looking at OmniAtlas's screen shot up above, it's clear he has stereo on as well, but I'm willing to guess he has game_mode set to 0, also (please correct me if I'm wrong, OA). Is there more to that setting than meets the eye?
  • mm0zctmm0zct Posts: 61
    Hiro Protagonist
    It might look stereo because it is not at monitor depth but i can assure you there is no difference between the eyes. Feel free to layer them in gimp or photoshop and you'll see.
  • OmniAtlasOmniAtlas Posts: 38
    ingamal wrote:
    Great effort. I cant' wait 'till my dev kit arrives. So far I have managed to get FSX and perception working together but I am forced to just look cross eyed at the screen.
    There does not seem to be any 3D effect however and on a close inspection of the posted images there does not seem to be any perspective changes between the left and right images. Does it appear 3D with the Oculus?
    By the way, was that Coolangatta airport on the first image?

    No, I don't think it is in 3D -- but the effects are still immersive. Night lighting especially with FSX will be messed up in 3D.

    And yes, that is the Gold Coast airport :)
Sign In or Register to comment.