Virtual Reality


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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.

EnableGazeDetection

Turning this on displays Green Spheres for Eye Tracking data when P3D is paused, similar to a heat map to show the areas that were looked at most.

EnablePanelEyeData

Turning this on displays a single Green Sphere for where the User is looking along with text data about the Eye such as Openness, Pupil Diameter, and screen Location

EnableGazeSelection

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


When Gaze Selection is enabled, you can use the following Key Controls to emulate the functions of mouse clicks to interact with the Virtual Cockpit in VR. This can be useful for users that need mouse controls for interaction with the Virtual Cockpit while wearing a VR Headset, allowing them to 'click' VC elements using keys or buttons on a control surface, instead of operating a mouse. The emulated mouse clicks will interact with the Virtual Cockpit elements underneath the cursor.

To emulate:

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..


Recalibration Origin

HMDReferenceOrigin Controls the origin Prepar3D will use during recalibration. This is used to set whether Prepar3D will use the zero pose coming in from HMD software as the calibration center, or if Prepar3D will calculate it's own offsets to center the HMD.

Tracker Origin

To configure a VIVE tracker puck or controller as the reference origin, connect the tracked object through Steam VR, and select 'P3D Tracker Origin' as the HMDReferenceOrigin from the VR settings menu. Once selected, place the tracked object in its desired location within view of the lighthouses, and hold the HMD where you would like to save as the origin. Select 'Save Tracker Offset' from the Virtual Reality drop down menu, and then select 'Recalibrate Origin'. Moving the tracked object and recalibrating again will move the headset so it maintains the previously saved offset, now based from the tracked object's new position.


Note: P3D Custom Origin and Tracker Origin currently only supported for HMDs using openVR.


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.

  • To automatically enable a VR Interface at Startup, edit the 'EnableVirtualRealityOnStartup' variable found in the Prepar3D.cfg file.

    Options for Startup VR Interfaces are:

    For Example, to automatically start SteamVR for a VIVE Pro HMD (or any other openVR HMD) when P3D starts, my Prepar3D.cfg file would have the following entry:

    EnableVirtualRealityOnStartup=1

    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.


    Mixed Reality 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, or through the Portals.xml file.

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


    Using Portals

    Your controllers will need to be in Portal Edit Mode to directly manipulate portals in the Virtual Environment. 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. See the Portal Controls table below for more info on how to enter Portal Edit Mode and the available controls. 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 role. If it feels more natural to have the roles swapped, simply switch the controller hands.


    The following table displays the controls for each operating mode. The default mode is entered when an AR pass through camera is selected. Once controllers are connected, you will see 3D representations of the controllers in the Virtual Environment. Pressing the trigger will bring up the Help Text, which hovers over the mouse cursor and displays the controls for the current mode.


    Controller Modes when using Mixed Reality Portals:

    If you only have one controller, you can use the Grip Button on the Left Controller to emulate Right Controller functions. Simply press the grip button, and the color of the label on the Left Controller will toggle to indicate the controller has switched functionality.


    Left Controller Default Mode Portal Mode FOV Mode
    DPAD Up/Down Toggle Help Text Create Portal Scale Vertical FOV
    DPAD Left/Right Toggle Help Text Cycle Portal Shape Scale Horizontal FOV
    Menu Enter FOV Mode Delete Portal Exit FOV Mode
    Trigger Toggle Help Text Move Portal ---
    Grip Toggle 'Right' Controls Toggle 'Right' Controls Toggle 'Right' Controls
    Right Controller Default Mode Portal Mode FOV Mode
    DPAD Up/Down Enter Portal Mode Exit Portal Mode Scale Vertical FOV
    DPAD Left/Right Enter Portal Mode Exit Portal Mode Scale Horizontal FOV
    Menu Enter FOV Mode --- Exit FOV Mode
    Trigger Toggle Help Text Move Portal ---

    Eye Tracking


    Overview

    In Prepar3D, eye tracking takes on a new meaning in training and simulation. Demonstrate your awareness of start-up procedures while controlling knobs and switches as you use your eyes to follow instructions. Review which panels, knobs, and other areas in the current view have been given the most attention by pausing the simlation and seeing the most frequented regions marked by concentrated green circles. Where your eyes travel and how long they remain there provide not only useful functionality but interesting insights that can revolutionize the way you train.


    Eye Tracking Setup

    Prepar3D currently supports eye tracking using the HTC VIVE Pro Eye and Varjo VR-1. Because of the uniqueness of these devices, it is important to understand the proper way to enable and configure eye tracking for use in Prepar3D.

    Using Eye Tracking with HTC VIVE Pro Eye

    HTC VIVE Pro Eye makes use of the SR (Super Reality) runtime to enable eye tracking capabilities. Please ensure the latest version of the SR runtime is installed on your device. This should be installed from having run the VIVE software installer, but may have not been included in the installation if the installer was ran for a prior VIVE (non-VIVE Pro Eye) headset. If you are missing the SR runtime, you may get it by following the instructions at https://www.vive.com/us/support/vive-pro-eye/category_howto/installing-eye-tracking-software.html.

    Additional things to note while using eye tracking with the VIVE Pro Eye are the following:

  • The SR runtime will be brought up automatically when eye tracking is enabled and a scenario is loaded in Prepar3D
  • Eye tracking calibration must be done manually by using a connected VIVE remote to enter the VIVE menu, select VIVE Pro Eye, and begin the calibration process
  • In Prepar3D.cfg underneath the "STARTUP" section, "EnableViveProEyeTracking" should be set to 1 to enable VIVE Pro Eye eye tracking - this is the default and may remain enabled unless you desire otherwise
  • Eye tracking calibration with the VIVE Pro Eye is persistent - you may exit Prepar3D and load it again, and/or remove the headset, and the calibration previously made will remain
  • SR_Runtime remains running after exiting both Prepar3D and SteamVR


  • Note: To configure Prepar3D to start up with virtual reality enabled for the HTC VIVE Pro Eye, set "EnableVirtualRealityOnStatup" to 1 in Prepar3D.cfg.

    Using Eye Tracking with Varjo VR-1

    Varjo VR-1 uses Varjo Base to enable both position and eye tracking. Please ensure the latest version of Varjo Base is installed on your device. If you have not yet installed Varjo Base, you may find it at https://varjo.com/downloads/#varjo-base.

    Additional things to note while using eye tracking with the VR-1 are the following:

  • Varjo Base needs to be brought up manually before launching Prepar3D
  • Varjo eye tracking calibration will be brought up automatically when eye tracking is enabled and a scenario is loaded in Prepar3D
  • Once the headset is taken off, even partially, the headset will lose its eye tracking calibration and you will need to calibrate again
  • You may manually start eye tracking calibration via the Virtual Reality menu in Prepar3D


  • Note: To configure Prepar3D to start up with virtual reality enabled for the Varjo VR-1, set "EnableVirtualRealityOnStatup" to 3 in Prepar3D.cfg.