That's $1145 per copy of the simulator
Gamers Will Spend $2.6 Billion on Gear To Play Microsoft Flight Simulator, Says JPR : Read more
Gamers Will Spend $2.6 Billion on Gear To Play Microsoft Flight Simulator, Says JPR : Read more
"Over the next three years" is a big part of this.That's $1145 per copy of the simulator
The 2 platforms shouldn't be compared at all, really. But people keep doing it for some reason...Why should I spend $500 for a 2070 Super when I can buy a PS4 for less, get the same same gaming experience, and get good exclusives like Spiderman?
This is an AVERAGE. On one end of the spectrum, you will have hardcore flight-simmers spending well over 20k$ on a full-custom life-like setup and at the other end of the spectrum, you'll have the casual simmers not really spending any money beyond whatever they've already got for other uses. Most simmers will be somewhere in-between.I think they are being a bit overblown there.
Getting a top of the line graphics card is $1100, and a top of the line VR system is $1000. But I doubt many people will do that for one game.
Sure, there are people that will spend thousands of dollars on simulator-specific hardware, but they will make up an extremely tiny portion of those buying the simulator. The vast majority of those expected 2 million sales will be going to people who will spend nothing on hardware specifically for it. And of course, even most of those with expensive simulator setups probably won't be replacing what they already have when moving from existing flight sims, outside of perhaps the core computer hardware.This is an AVERAGE. On one end of the spectrum, you will have hardcore flight-simmers spending well over 20k$ on a full-custom life-like setup and at the other end of the spectrum, you'll have the casual simmers not really spending any money beyond whatever they've already got for other uses. Most simmers will be somewhere in-between.
The problem with that is that you would end up with games released exclusively for certain brands of hardware. Is that what you really want? Games only playable on AMD, Nvidia or Intel graphics cards, where you need to own three different cards to play them all? Consoles do that because they are often selling their hardware at a loss, and need to make their money back through software and service sales, but I wouldn't want to see that on the PC. Oculus already tried something similar with their Oculus exclusives, and even tried to crack down on workarounds until they started receiving bad press for doing so. Being open is a great thing about the PC ecosystem, and I wouldn't want it to be more like consoles in that regard.I've been wanting Nvidia and AMD to open their own gaming studios for years. The absolute insane graphics card prices are very hard to justify when there's only console ports available to play. Why should I spend $500 for a 2070 Super when I can buy a PS4 for less, get the same same gaming experience, and get good exclusives like Spiderman?
I would expect increased spending on VR hardware though, as a VR setup will tend to be more immersive than most big multi-screen simulator setups.
That's $1145 per copy of the simulator
Gamers Will Spend $2.6 Billion on Gear To Play Microsoft Flight Simulator, Says JPR : Read more
For a better sense of presence, and being able to lean over to look out a window, rather than just having a screen in front of you. And I'm rather sure the virtual cockpits will be fully interactive in VR, meaning complex, expensive physical setups won't be necessary to simulate the various controls, and would only be more limited aside from the tactile feedback they provide. There are a lot of flight sim users already using VR, and I would expect many more to go that route if Microsoft provides a good VR implementation.Why would any flight-sim enthusiast buy a VR goggle? An airliner cockpit is not exactly a very exciting place to be on its own. Just panels with knobs and buttons. Looking at them is not much of a simulation when you can't actually interact with them, even when they're in stereoscopic 3D.
Most major controls in airplanes use force feedback to let the pilots know how much control effort hydraulics and electrical assist motors have to put out to hold position. Good luck duplicating those in VR.And I'm rather sure the virtual cockpits will be fully interactive in VR, meaning complex, expensive physical setups won't be necessary to simulate the various controls
And I'm rather sure the virtual cockpits will be fully interactive in VR, meaning complex, expensive physical setups won't be necessary to simulate the various controls, and would only be more limited aside from the tactile feedback they provide.
I'm not referring to the flight stick and other major controls, as obviously those wouldn't be practical to replicate with virtual inputs alone, but rather the various buttons and other minor controls around the cockpit. There's no reason a flight sim enthusiast would need to give up their HOTAS controller when moving to VR. And for anyone wanting to fly more than one plane, an expensive physical cockpit recreation isn't going to work, whereas any number of cockpits can be accurately simulated in VR.Most major controls in airplanes use force feedback to let the pilots know how much control effort hydraulics and electrical assist motors have to put out to hold position. Good luck duplicating those in VR.
You sound like you are not very up-to-date on the current state of VR. Most current VR controllers offer near millimeter-level accuracy with full 6DOF tracking. Gloves are not all that common, in favor of hand-held controllers, but I could see those being more useful for sims where one is also interacting with a physical controller.I doubt VR gloves have enough precision to allow you to turn a small knob. And no development in haptic feedback tech can ever simulate the physical support that the flight controls provide. Holding your hands out gripping a non-existing yoke gets tiring after a few minutes. Using a VR goggle meanwhile tires the brain, head, and eyes. You're supposed to wear one for no more than 30 minutes. Prolong use can cause permanent damage to your eyesight, something to be avoided if you have hopes of one day taking it to the real sky.
Why would any flight-sim enthusiast buy a VR goggle? An airliner cockpit is not exactly a very exciting place to be on its own. Just panels with knobs and buttons. Looking at them is not much of a simulation when you can't actually interact with them, even when they're in stereoscopic 3D.
In actual racing, drivers get a whole lot of information from the seat of their pants and the G-forces on their body. You don't get those from VR.A VR helmet allows you to swing your head wildly to where its needed and when, focusing on the details of each instrument. Its similar to driving sims in vr. Even if you have 180 degrees of monitor you would never have the vertical pervue or gpu horsepower to render 3 monitors at once.
A VR helmet allows you to swing your head wildly to where its needed and when, focusing on the details of each instrument. Its similar to driving sims in vr. Even if you have 180 degrees of monitor you would never have the vertical pervue or gpu horsepower to render 3 monitors at once.
With a VR goggle strapped to your head, you can't quickly switch to an external view. For a flight sim, that's important since you get the most spectacular view from outside the plane. Inside the cockpit, the visual is dull and largely unchanging.
Instrument panels can be offloaded to tablets. These don't cost much and can do an excellent job of replicating experience of interacting with a glass cockpit.