VAL067 Posted April 4, 2018 Report Posted April 4, 2018 Hi all, can someone confirm whether MaxxFx works in native V.R. particularly 11.20b3. Cheers Quote
sundog Posted April 5, 2018 Report Posted April 5, 2018 I think I remember seeing a report that it does not, but bear in mind VR is still in beta with Laminar and they are still working out the kinks involved with supporting third party add-ons with VR. We are actually working pretty closely with Laminar on VR integration with add-ons. I expect we'll get it working but it is all a work in progress still. Quote
ryujin Posted May 20, 2018 Report Posted May 20, 2018 (edited) So now that Native VR has been released, could you guys make Maxx Fx working with it.... pleaz pleaz Edited May 20, 2018 by ryujin Quote
Cameron Posted May 20, 2018 Report Posted May 20, 2018 2 minutes ago, ryujin said: So now that Native VR has been released, could you guys make Maxx Fx working with it.... pleaz pleaz No, we cannot. Laminar has not released any kind of SDK for VR, and has indicated they likely won't be doing so for some time when it comes to plugins. Quote
ryujin Posted May 20, 2018 Report Posted May 20, 2018 That's weird, some plugins are already being developed in VR, see Reality for XP and other open source plugins... by the way, I think it's an easy fix for MaxxFxx as the effects are already working but only on one of the two lens of the Oculus rift (the right one iirc). I'd be happy to beta test any change. Quote
ryujin Posted May 20, 2018 Report Posted May 20, 2018 (edited) Actually NVM, looks like it's working with the release... my last test was still with a beta, i'll do a quick flight and report back Edited May 20, 2018 by ryujin 1 Quote
Ben Russell Posted May 21, 2018 Report Posted May 21, 2018 3 hours ago, ryujin said: That's weird, some plugins are already being developed in VR, see Reality for XP and other open source plugins... by the way, I think it's an easy fix for MaxxFxx as the effects are already working but only on one of the two lens of the Oculus rift (the right one iirc). I'd be happy to beta test any change. Always a good idea to include a URL with your counter arguments. "Reality for XP" leads nowhere in Google. If you mean the Reality-XP series of GPS units.. Laminars basic stance is that: - Mods and instruments -inside- the cockpit will continue to work as they already do. - Global drawing plugins like SkyMAXX and MaXX FX are hosed. Nerfing the global plugins gets them a big gain in rendering performance(FPS) and a small number of products broken for "a while". Nerfing the custom avionics and instruments for cockpit internals would break most, if not all, the custom third party aircraft that users have come to use and love, which would leave the sim pretty much dead in the water and piss off nearly every user they have. It's annoying but it also lines up with the customer base growth of VR users. It's still a growing minority group and we have a fairly long, slow timeline ahead to resolve this. Changes are coming to the sim that will allow higher-performance drawing on the global sim stage, we just have to wait for Laminar to add them and document them. 2 1 Quote
RetiredBoom Posted February 2, 2019 Report Posted February 2, 2019 Old thread, but wondering if MaxxFX is now working in native VR. If so, I'd like to purchase. If not, are there updates planned? Thank you :) Quote
sundog Posted February 3, 2019 Report Posted February 3, 2019 It does not work in native VR. Laminar does not provide the SDK hooks needed for it. Unless that changes, our hands our tied. Quote
RetiredBoom Posted February 3, 2019 Report Posted February 3, 2019 5 hours ago, sundog said: It does not work in native VR. Laminar does not provide the SDK hooks needed for it. Unless that changes, our hands our tied. Ok thanks for the quick reply. I'll keep an eye on it. Quote
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