Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

Wednesday, December 13, 2017

Aerofly Flight Simulator 2 - a quick review



If you follow my Facebook page, you know that, from time to time, I have been making some experiments with IPACS Aerofly FS2 flight simulator. 
This simulator has left the "Early Access" area on Steam and it is now available as a "finished" product. Since many of you are asking if it is any good, I thought it was a good idea to share my opinions - much like I did when it was originally released in Early Access.

Aerofly FS2 is the latest product from IPACS, a Swiss company that produced the popular Aerofly RC series (a series of radio-controlled aircraft model simulators) and Aerofly FS (their take on a full scale flight simulator). The original Aerofly FS was praised for its good performance, nice photoreal scenery and good visuals - although it failed to catch the attention of the vast majority of the simmers community.

The second iteration is in a much better position as its early version was released with native support of the HTC Vive and the Oculus Rift right when these two headsets were gaining popularity - and due to its super-smooth frame rate, it quickly become popular within the niche of simmer who own a Virtual Reality headset. I bought it when I got my HTC Vive - and I was amazed on the smothness 
and graphic quality of the experience.


Aircrafts

Although it only comprises fixed wing machines, the aircraft selection of Aerofly FS is second to none. There is something for everyone: starting from the Cessna 172 up to the 747-400 and everything in the middle, including two gliders  
(the ASG 29 and the Margansky Swift S1), twin-props (Beech Baron B58 and King Air C90), a business jet (Learjet 45 of course), unlimited acrobatic planes (Extra 300 and Pitts S.2B), warbirds (Corsair, P-38 and the Sopwith Camel) and military jets (F-15, F-18 and the MB-339 trainer). By downloading and installing the SDK you can also get the DR-400, while the Dash 8 Q400 is also available as free download (and it is probably the best Aircraft in terms of system modeling.
The visual quality is great and very consistent - by far the best default fleet of any simulator.
The flight models are less consistent - some are very good, some are just OK. Most of them will not be as accurate as the most demanding simmers would like, but in general they are acceptable and deliver a good "sensation" of flight.


Scenery 

Much like its predecessor, AFS2 takes the photoreal approach. The base scenery covers most of the West Coast of the United states and includes California, Nevada and Arizona - Colorado and Utah areas are available as free downloads, as well as a higher resolution version of the base scenery. The New York area and Switzerland are available at pay-for DLC (currently 14.99€ each). Orbx has released Innsbruck and Meigs Field, and will release Monterey shortly.

Sticking to the default content, if you are into photoscenery in terms of image quality it does not get much better than this, provided you download the high-res version (pretty big download...90 Gigabytes!!!). Flying over the Sierras or the Death Valley is AWESOME - the image quality is really good and the overall impression of realism is fantastic.

On the bad side, autogen coverage is sparse and inconsistent - some areas are well done and include buildings, some others have just trees - and some other have nothing. Also, there is no shader or mask for water - just the texture... which is disappointing.
Another bad thing is that not all the airports in the base region are included - for example Point Mugu NAS is not there. On the flipside, the default airports are nice and detailed (although generic) - much better than other sims.

Simulation and Graphics Engine

The Aircraft simulation engine takes a very interesting and powerful approach: the core of the engine is basically a rigid body simulator, which includes linkages, servos and dampers - and a number of aerodynamic and system features. It is much more complex and flexible than what most people think.
Its major drawbacks, at the moment, are the fact that it only supports fixed wing aicraft and that it does not support custom code for advanced avionics.

The environment simulation is one of the weakest points. No ATC, no traffic, weather simulation is basically limited to wind intensity and direction - there is a lot of work to do in this area. Also, at least for the moment, NO MULTIPLAYER.

The graphic engine is GREAT for three reasons:
- The performance is really good - you can easily exceed 120 frames per second on a decent machine, and it is definitely good enough for simming in Virtual Reality and 4K displays. Granted, this is also because there is no traffic, nor ATC
- The draw distance and image quality is INCREDIBLE.
- The shaders are quite good. The reflections work well, the glass shader is awesome and the day lighting is very good (I'd say it is the best around as it delivers a good, natural contrast).

Unfortunately the lack of water shaders and masks is a big drawback - and then the clouds are very basic and do not cast shadows. Bummer.

SDK and Third Party Support

Third part support is quite limited at the moment - basically there are just three Orbx airports (Meigs Field, Innsbruck and the soon-to-be released Monterey). They are awesome...and they really shine thanks to the smooth frame rates and draw distance. Innsbruck in particular is awesome. A short flight around this airport in VR in a Cessna 172 is incredibly immersive.

The SDK is quite powerful (it is the same tool used by the authors)...but also poorly documented. Developing or converting an aicraft is not very difficult...but requires A LOT of manual text editing. A LOT. On the other hand, once you get used to it, the process of converting an aircraft from FSX is straightforward and not very long (probably around 20 hours tops).

GOOD:
- Fantastic frame rates and overall performance
- Great selection of aicrafts with excellent visual models
- The high-res version of the base scenery is awesome
- Fantastic sense of immersion in Virtual Reality 

MEH....
- No water masks and shaders
- Clouds are very simple and don't cast shadows

BAD:
- no traffic and no ATC
- no multiplayer

In summary, at the moment AFS2 is quite a barebone simulator. There is just your aicraft (with excellent visuals and decent simulation) and there is a huge beautiful photoscenery (which looks AWESOME except for the water)...but this is delivered with an incredibly smooth frame rate and a fantastic draw distance. If that is enough for you, it is highly recommended. It is also highly recommended if you own a VR Helmet.
If you are looking for extremely detailed procedures, ATC or multiplayer, AFS2 is not your simulator (...yet).



The F-15E modeled by MilViz is part of the default aicrafts...and looks awesome. The cockpit looks great, but its functionality is limited. 



   
The Dash 8 Q400 is available as free DLC...and it is probably the best aicraft of AFS2 in terms of simulation...it may not be on part with the best of the best we've seen in other sims, but it is not bad.  

The draw distance and frame rates are amazing

Orbx Innsbruck is AWESOME - extremely detailed (same as the FSX/P3D version) but with the added bonus of the frame rate and image sharpness of AFS2.


The first attempts to export my SIAI S-211 in AFS2.







Tuesday, October 18, 2016

Virtual Reality at home... Impressions after one week with the HTC Vive...


I have been playing with the HTC Vive for a week now, and I really like it... so I thought it may be useful to give my impression on this whole Virtual Reality hype, especially for those who may be considering to purchase it.

First, it is not cheap. You need a good computer to run it, and my 3770k with a GTX970 is barely considered sufficient. Then the headset... in Italy it is 599€ for the Oculus Rift and 849€ for the Vive, plus taxes and shipment.
The two headsets have similar resolution and characteristics, but while the Oculus ships with an XBox 360 controller, the Vive comes with two "motion tracking" controllers... which are really nice and work well - but at first they look quite strange. The other big difference is that the Vive supports full "room-scale" VR, which means that you can actually stand up and walk through your room - up to 5m x 5m.
The last big difference (maybe not that big for us simmers) is the software availability - while both can work with software distributed in other ways, the Oculus has its own store, while the Vive relies on Steam (which also has a VR mode). The Oculus at the moment has more games and in general a better support - and its content is (supposed to be) locked, so you cannot play it with the Vive...although of course you can find hacks on the internet for this.
Reason why I picked the Vive over the Oculus is simply that, apart from being a simmer, I am also a technology enthusiast and a gamer... and I really liked the idea of room-scale VR. If you plan to use your helmet only, or mostly, for simulations (that means for "seated" experiences), the Oculus is perfectly fine and significantly cheaper.

The only word of warning on the Vive is that if you want to use it a room-scale, you need to have 2.0mx1.5m minimum free space, although some applications require 2.4x2.4 or more - I had to move some furnitures to make room for it - by the way there is a safety "chaperon" feature that will prevent you from hitting the walls by projecting virtual walls when you are getting too close to the real ones...very well implemented IMHO.
You will also need to drill some holes in your bookshelves or walls to fasten the two motion sensors.
Then...after the setup (which takes one hour or more)....here comes the magic. You are literally transported in the virtual world. You can walk, kneel, jump look around and you really "feel" you are there. The biggest drawbacks are:

- the resolution is not great: 1080x1200 per eye...not enough to read some instruments.

- if there are "judders" (which may be due to both the software implementation and/or the hardware) you may feel a little dizzy...this can become motion sickness if you use it for too long.

- Anything less than 60-90 frames per second may induce motion sickness... which happens (of course) more often in softwares like flight simulators. You may want to avoid too much acrobatic flying at 15-20 frames per second...

Here is what I tried, in no particular order:

PREPAR3D v3.4

The latest version of Prepar3d has native support for the HTC Vive, along with the Oculus. Unfortunately, the implementation is not great - apparently there is no Asynchronous Time Warp nor any other technique to prevent judders... so the experience is shaky and a little unpleasant.
On the good side image is well filtered looks good... let's hope that P3Dv3.5 has a better implementation.


PREPAR3D v3.4 with FlyInside P3D

Now, there is this nice software called FlyInside, available for both P3D and FSX, which not only renders the simulation with Asynchronous Time Warp, but also provides a number of functions and shortcuts to operate the simulator within the virtual environment. Albeit the image quality is a little more jaggy than the default P3D support, the difference is day and night. The experience is much smoother and you can actually enjoy flying in the virtual cockpit with an unprecedented level of immersion. Also, you can use it in Avatar mode too... and walk around your aicraft (albeit this mode is a little buggy especially if you hop-on, hop-off the aicraft a couple of time).

NOTE - FLYINSIDE P3D has some issues with  Tacpack experimental features (HMD and TFLIR imaging)... the HMD will not work as intended, and TFLIR sometimes works and sometimes not. It may be better to turn those features off.


FLIGHT SIMULATOR STEAM EDITION with FlyInside FSX

The magic of FlyInside works very well with FSX too... and it is even more valuable given that FSX does not support Virtual Reality natively. Also, the performance is really good and is smoother than P3D - although P3D has better shadows that result in a more realistic image rendering...

AEROFLY FS 2

As per my previous post, I also tried AEROFLY FS 2... And I was not super-happy as I thought. Sure the frame rates are stellar, and there is native support of the Vive... but, at least on my configuration, the head tracking suffers from occasional judders... resulting in a little discomfort in some flights. Still, cockpits are amazing - and so is the scenery. 


 ASSETTO CORSA

Assetto Corsa does not support the Vive, but, as I said, there is a hack on the Internet which allows you to use Oculus compatible games with the Vive. It works great...and you can even walk out of the car and be amazed by the level of detail of the modeling. No judders - very smooth performance and amazing immersion. 


THE LAB

We simmers have an headstart with respect to the rest of the "gaming" population... we have been building virtual cockpit for years, and it is awesome to finally "feel" there. But Virtual Reality has a huge potential for games and education. The Lab (directly from Valve) is a collection of mini-games / experiences that will make you fully appreciate the potential of these devices. Some of the games are really funny... but the whole interaction with The Lab is amazing. Really cool - try it (it's free)!


STAR WARS: TRIAL ON TATOOINE

Yes, there is a official free minigame of Star Wars. Yes you can wield a lightsaber (cool!)...but the game is disappointingly short. Just few minutes and it's done - and not much of a challenge. It is free, but I unistalled it immediately.

QUANERO

Another free game, Quanero is a cool experiment in storytelling... basically you are a CSI guy in a futuristic bar in which a bomb exploded and a guy has been killed. You can rewind the time and look around and your scope is to find who has done what. Really cool and quite well done... it suffers a little from the fact that it is an indie games and so some 3D assets are not top-notch... but don't get me wrong, it is well done and a very interesting experiment.

UNREAL ENGINE
I made a quick test just to see how difficult it would be to develop virtual reality experiences... and a look at the Unreal Engine VR support. It is quite good - and it would be possible to create something in a reasonable time...unfortunately, there is my real life job...

SO, SHOULD YOU BUY IT?

Well... it is a lot of money, and a pretty cool technology. Strictly speaking of flight simulation it offers an unparalleled level of immersion. For the first time in my life a computer program made me feel into the cockpit. It is great...unless you do a lot of IFR, then the resolution is a problem. Also, if you plan to use it with FSX/P3D you will have to face the poor frame rates - even with the magic of FlyInside you may feel a little uncomfortable.

The best things is to try before you buy. Don't get me wrong...it IS AMAZING. But it is also very expensive and my guess is that, in a couple of yearsm these devices will have better resolution and cost less.

In any case, Virtual Reality is probably the next big thing in home entertainment.