Virtual Reality


Contents

Overview

Virtual Reality can be used with the Oculus Rift, HTC Vive, other headsets which support SteamVR, and Varjo VR-1.


Using Virtual Reality in Prepar3D

  1. Ensure that the headset is plugged in and working, and that the latest runtime and firmware updates for your hardware are installed.
    • For Oculus Rift, ensure that Allow 3rd Party Content is checked in the Oculus Home settings.
  2. Start Prepar3D.
  3. Click on the Virtual Reality menu.
  4. Select Enable Virtual Reality and then select the desired runtime for the headset (SteamVR, Oculus, Varjo VR-1, or HMD Emulator).
  5. Prepar3D should now be visible inside the virtual reality headset.
  6. Select Recalibrate Origin to reset the position of the headset to where you are sitting.
  7. The active view can be changed through the Views menu.
NOTE: If using the Varjo VR-1 or similar devices, to increase performance of rendering techniques required to support human-eye resolution headsets, we recommend setting the Advanced Presentation Mode in the Graphics section of the Prepar3D.cfg to 6. More information on AdvancePresentationMode and its limitations can be found in the Advanced Configuration section.

Display Modes

After enabling virtual reality, the menu dropdown will have additional options allowing you to further configure your experience.

Recalibrate Origin

Headset Display Modes

On-Screen Display Modes


Cursor

The cursor in Virtual Reality is visualized by a sphere in 3D space based on the mouse position relative to the Prepar3D window. This cursor will not work if you move your mouse to a monitor that is not displaying Prepar3D. The Mouse Cursor and the Virtual Reality cursor will not be at the same location on the screen.

EnableEyeTracking

Turning this on sets the cursor to the eye position. If Eye tracking is not supported the cursor will be placed at the center of the screen. The Vive Pro Eye is currently the only native eye tracking HMD supported by Prepar3D.

EnableGazeSelection

Turning this on locks the cursor to the center of the screen, requiring head movement to move the cursor around.


To use gaze select, set up the Key Controls mapping for HMD - Gaze Click Down and HMD - Gaze Click Up. Ideally, Up should be mapped to the same key as Down, but with the On Release check box checked. Dragging can be set up by sliding the Repeat slider all the way to the right for the Down key mapping.

GazeDragVelocity

Specifies the speed and direction of the mouse drag when EnableGazeSelection is toggled on. This may need to be adjusted per aircraft.

GazeSelectionOffset

Moves the cursor position (in pixels).

MouseHitDistance

Specifies the max distance (in meters) the object can be for the mouse to detect it. This may need to be adjusted per aircraft..


Virtual Reality Settings

There is a VirtualReality.xml file in %PROGRAMDATA%\Lockheed Martin\Prepar3D v4 that saves the Display modes:


HeadsetDisplayMode represents the in headset display mode. OnScreenDisplayMode represents the on screen display mode. In the Prepar3D.cfg, there are two Virtual Reality entries:
  • EnableViveProEyeTracking sets whether Prepar3D will load the SRanipal Vive Pro Eye Tracking libraries (v0.5). This is disabled by default. Enable Eye Tracking in the VR Settings must also be enabled.

  • Instrument Panels

    If an Instrument Panel is opened before entering Virtual Reality, it will be shown in the headset. An Instrument Panel can be opened by selecting the Vehicle menu item and choosing Instrument Panel. Note that not all vehicles have Instrument Panels.


    Controls

    NOTE: The Virtual Reality cursor must be hovering over the panel to move it.


    Developer Mode

    Turning on Developer Mode will enable a new headset interface selection in the Virtual Reality drop down menu called HMD Emulator. The HMD Emulator allows Virtual Reality to be enabled without plugging in a headset. Panning can be used to simulate head movement.



    Augmented Reality


    Overview

    Augmented Reality is available for those who have an HTC Vive. Developer mode must be enabled to see the Passthrough Camera menu item under Virtual Reality. A passthrough camera must be selected to utilize any AR functionality.


    Augmented Reality Settings

    The following settings can be found in the VR Settings UI.


    KeyColorValue

    Color that will be keyed out and replaced with Prepar3D scene.

    KeyColorThreshold

    How much margin of error is allowable for the key color value. X represents min, Y represents max. The threshold is applied to each color channel (red, green, and blue.) The larger the threshold, the wider the color range being keyed out will be.

    Color Picker

    Sets the KeyColorValue based on the color in the center of the camera's vision. To use, point the camera so that the desired color to be keyed out is roughly in the center of the screen, then press the Color Picker button. The KeyColorValue field will be filled out for you.

    EyepointZOffset

    Value that corrects the position of camera where the camera is offset from the headset eyepoint.

    Passthrough Mode

    Selects which mode the passthrough camera will operate in.


    Portals

    Portals are masking areas where either the passthrough camera feed is displayed or the Prepar3D scene is displayed. You can enable and disable groups of portals (portal sets) through the drop down menu. An entire set can be deleted in the VR Settings UI. Vive controllers are necessary for real-time portal placement. Otherwise, they can be created in the UI.

    Note: You will need to have a Passthrough Camera enabled and your Passthrough Mode set to Portals in order to see portals.


    Using Portals

    Edit mode needs to be on for portals to be edited with the controllers. Edit mode is enabled if you see the controllers pulsating a green hue. The selected portal will also appear green in this mode. You can select a portal by passing the controller through it. Delete will only delete a selected portal. Creating a portal without having a portal selected will create a new portal set.


    Portal Controls

    The first controller that the system recognizes is assigned the Left Hand roll. If it feels more natural to have the rolls swapped, simply switch the controller hands.


    Left Controller:

    Right Controller: