Ceiling clipping in VR
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@mysticfm said in Ceiling clipping in VR:
Can you adjust your default pilot position a little bit down and to the right? That’s what I did with my Tobii, and I’m almost never seeing the clipping issue anymore.
yes, but one needs to place the default viewpoint camera at the correct location, not where clipping is not observed.
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@flying_drunkard - Agreed. I’d just say that after my adjustment, it does feel like I’m now at the proper pilot position, whereas the default position felt like I was seven feet tall.
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I fly only in VR and adjusted the viewpoint as follows.
Search for the camera.cfg file (e.g. in Community\bksq-aircraft-pistonduke\SimObjects\Airplanes\bksq-aircraft-grandduke)
Replace the eyepoint line (put ; in front of the original one as a backup).
This works for me in VR:
;eyepoint = 0,0,2.5 ; (feet) longitudinal, lateral, vertical distance from reference datum
eyepoint = 0.34,0.04,2.48 ; (feet) longitudinal, lateral, vertical distance from reference datumI.e. 10 cm forward, 1.2 cm to the right and 0.6 cm down. Better view outside and no side wall clipping.
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@Harry_W said in Ceiling clipping in VR:
I fly only in VR and adjusted the viewpoint as follows.
This works for me in VR:
;eyepoint = 0,0,2.5 ; (feet) longitudinal, lateral, vertical distance from reference datum
eyepoint = 0.34,0.04,2.48 ; (feet) longitudinal, lateral, vertical distance from reference datumI.e. 10 cm forward, 1.2 cm to the right and 0.6 cm down. Better view outside and no side wall clipping.
yes, with your settings clipping is improved. however, when looking at 10'o clock and head tilted slightly up (left downwind landing), ceiling still clips.
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hope this can be improved for the next patch...
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The problem with viewpoints is that the 'true to life' viewpoint is rarely suitable for 2D usage, as people won't see much of the instrument panel - so it has to be a compromise. If you've ever flown the Cabri G2 helicopter in VR, your decapitated head starts pretty much on the seat where your bum would be!
I would love for MSFS to have two default viewpoints, depending on whether the sim is in 2D or VR mode, but I don't think it's likely to happen.
If you find a camera position you like, you can edit the camera.cfg file which is in your AppData folder, rather than in the aircraft's own folder, as the latter gets overwritten with any aircraft patches/updates. I'm not 100% sure if this works for VR though. I've found the intricacies of MSFS's camera settings more effort to understand than I care to invest time in! (There's a thread on Avsim about it.)
For the MS Store version, if you save a single custom camera position in the aircraft, you will find a new camera.cfg file in this location which can be updated. It takes precedence over the aircraft's own file:
C:\Users\<USERNAME>\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\SimObjects\Airplanes\bksq-aircraft-stockduke
Replace "stockduke" with "grandduke" or "turbineduke" as needed.
As far as I know, the default camera view settings have to include these parameters:
[CAMERADEFINITION.0]
Title="Pilot"
UITitle="TT:GAME.PANEL_CAMERA_PILOT_VFR"Happy to be corrected but hopefully I'm leading someone in the right direction ;)
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well yes, viewpoint can be shifted for vr mode and when placed at the 'perfect spot,' it clips the walls at certain viewing angles (looking to the left and up in a descending left downwind landing situation. this is due to the vr camera having a wide field of view.
the easiest solution is to have a secondary opaque 'wall' layer 10-20mm above the window trim so if the window trim is clipped, you still will not see the world outside.