VR Work around for BMS
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I was chatting with a friend today and he sent me a link to a You Tube video showing you how to play virtually any game in VR.
I have not tried this yet but thought I would post it in the hopes that someone else will before I spend the money
With the high resolution in Mobile phones these days it might be a workaround for BMS. -
Interesting …
I’ll be waiting -
I tried that before (about half year ago),
I used the Galaxy S5 (HD resolution - 5.1 inch screen if i remember correctly) and the experence was bad, couldnt see the information in the cockpit, and the tracking was problematic because the IR tracker was too short when yawning right and left - the headset blocked the IR light from the camera (I couldnt use the phone itself as a headtracked for some reason)Maybe the application got improved over time, and the customization got better… i dont know, but if you have the time, ill be glad too see if it works as smoofly as the video presening it.
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It’s not working well, at least you can get 2D VR without a true stereoscopic image.
@Insonia has found how to hack BMS into VR by using
TriDef3D(stereoscopic image) -> Virtual Desktop/VR Tool Box(project to HMD) -> ReShade(applying distortion effect) + OpenTrack(applying Rift/Vive HeadTracking)https://www.benchmarksims.org/forum/showthread.php?29402-BMS-in-VR&p=435092&viewfull=1#post435092
I also tweaked settings and found proper 3d vr is not possible until official support are done.
This hack method makes latency.
Tridef can only provide fake stereo scopic images from one 2d image and its z-buffer information.
Insonia’s setting works, but provides weak 3d effect.
However, if I tweak it to having depth as deep as native VR software, it shows external model not having z-buffer image properly.
(I disabled “gun” “sky” layer of TriDef and only applied “scene” layer fixing depth focus control, without so FPM will points wrong place)If External model / Mouse Cursor / Comms window can be fixed, it may get a good VR hack.
(HUD may also having a problem which seems why we need to set Interpupillary_Distance at ReShade)