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Better rendering of aircraft labels in VR - Option to Switch off in internal views #69

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winterkoenig opened this issue Jan 19, 2019 · 5 comments
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enhancement New feature or request

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@winterkoenig
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winterkoenig commented Jan 19, 2019

Current Situation / Problem

  1. Aircraft labels are only rendered on the right eye in VR. That makes them hard to read and destroys the spatial immersion.
  2. Aircraft labels are aligned horizontally to the display, not to the scene. If the VR user tilts his head to the side, then the labels will do the same. This is unexpected, looks weird and destroys the spatial immersion.

As of now, aircraft labels are not usable in VR.

Observed with Oculus Rift CV1, Windows 10, X-Plane 11.30 64bit.

Suggested Solution
The aircraft labels should be rendered in 3D into the scene, at least if VR is activated. A simple, flat rendering on both eye's display would not work because it would place the labels somewhere out of the spatial context, presumably too near to the VR user's point of view. Where exactly the labels should be placed is difficult to say and probably needs to be determined experimentally.

  • Imaginable is a position right above the aircraft, in this case the size of the letters must be adjusted to the distance, which could lead to unforeseen weird looks.
  • Another possibility is a hud-like rendering on the windshield from a cockpit view. It may be difficult to impossible to determine the windshield's spatial position, so maybe that is no feasible option.
  • Thinking about the option above, there could be a user setting for a rendering distance (with a reasonable default value like 1m)

This should resolve both issues described above together.

Alternatives
I think a discussion with exchange of experiences regarding this topic and VR optimization in general is necessary.

Benefits
The VR users are a growing number, especially in the X-Plane community. A lot of developers see this and adjust their software (aircrafts and plugins) for use in VR. I am convinced that many VR aviators would like it if they can use the full potential of LiveTraffic in VR and not only the aircraft model rendering.

@TwinFan TwinFan added the enhancement New feature or request label Jan 20, 2019
@TwinFan TwinFan added this to the v1.0 milestone Jan 20, 2019
@TwinFan TwinFan self-assigned this Jan 20, 2019
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TwinFan commented Jan 20, 2019

Rendering in 3D is unfortunately no option any longer...I had to specifically move it out to 2D rendering on request of Ben Supnik, see #63. X-Plane's text drawing options aren't numerous...

The only thing I can offer in the short term is an option to switch labels off in

but keep them in external views.

Personally, I don't have a VR rig (yet?) and am not into 3D drawing, so I can't solve it any better myself. If anyone else can: help is certainly appreciated.

@TwinFan TwinFan changed the title Better rendering of aircraft labels in VR Better rendering of aircraft labels in VR - Option to Switch off in internal views Jan 20, 2019
TwinFan referenced this issue Jan 26, 2019
...and debug fixings for CSL model matching (a/c, op, livery) as basis for full functionality and settings UI to come.
TwinFan added a commit that referenced this issue Jan 27, 2019
Labels: when to show?
Landing lights on during taxi?
Debugging CSL models: Fixation of type/airline/livery
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TwinFan commented Jan 27, 2019

With that delivery the workaround is in, and a good fix (labels as real 3D objects) will be pushed out to later. Maybe the later multiplayer lib forks have a solution for it.

@TwinFan TwinFan modified the milestones: v1.0, After 1.0 Jan 27, 2019
@TwinFan TwinFan modified the milestones: After 1.0, v1.0 Feb 2, 2019
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TwinFan commented Feb 2, 2019

Rebasing multiplayer lib on latest muroneko/master puts labels back in 3D drawing and solves SSAA issue differently. That should display labels correctly also in VR mode.

@TwinFan TwinFan reopened this Feb 7, 2019
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TwinFan commented Feb 7, 2019

Tests say labels appear in left eye only.

Sent with GitHawk

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TwinFan commented Feb 19, 2019

Two options:

  • Draw as now but in both “left eye” and “right eye” drawing callbacks. Not sure if these callbacks support text drawing and if that would look aligned. Not likely.
  • Draw Text the OpenGL way with bitmap fonts on quads. That would be quite an effort, but tutorials are available, though all of them show the trick in 2D drawing only. In 3D I would need to make sure the quads face the user.

I still have no VR rig and no intention of buying one soon. So all of this requires more time and the help of closed beta testers for actually comparably little effect. So that’s pushed out to after 1.0.

@TwinFan TwinFan modified the milestones: v1.0, After 1.0 Feb 19, 2019
@TwinFan TwinFan removed this from the After 1.2 milestone Jun 26, 2019
@TwinFan TwinFan removed their assignment Jun 13, 2022
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