![]() One of the biggest disappointments is the lack of positional tracking. During my time in War Thunder with the DK2, my eyes seemed to have some trouble converging properly on the menus and text. It isn’t clear whether or not War Thunder is reading the IPD data from the Oculus Configuration Utility. There also may be an issue with the IPD setting. PvP Battler 'Glassbreakers' Comes to SteamVR with Quest Crossplay This leads me to believe that War Thunder is not properly projecting the image for the Rift which may be due to imporer implementation of the Oculus SDK. Inside the cockpit looks decent, but when tilting my head left and right, it’s easy to see the image skew (where vertical lines become diagonal). When turning left and right, this leads to significant warping of the world and plenty of visual discomfort. All of the other views (including the background terrain of menu screens) have a strange zoomed feeling to them, making it feel like your eyes are zooming in on the world. The in-cockpit view (press V to toggle views, C to recenter Rift) is the only one in the game that looks reasonably correct. Turning the game down to its lowest settings didn’t seem to make much different in the latency, which leads me to believe that the developer, Gaijin Games, has much optimization to be done if they want this to be a serious DK2 game. ![]() Running on a system with the Nvidia GTX 670, a Core i7-3820, and 16GB of RAM, the head tracking latency was significant, even while the framerate was solid. So yes, it works, but at this point it isn’t a great experience due to four major issues: With the DK2 set as the secondary monitor, War Thunder should automatically launch inside of it. In the War Thunder launcher, hit the gear icon next to the Graphics settings-at the bottom, check the box that says ‘Oculus Rift’. To enable it, set your Rift to Extended Mode. Update 1.41.29.50 on July 31st brought the first round of Oculus Rift DK2 support to War Thunder technically, you could say the game works with the DK2. ![]() And while there is great potential for the DK2’s features within the game, there’s still much to be done to make this a comfortable VR experience. ![]() ![]() A patch yesterday updated the game to work with the Oculus Rift DK2. 5, which is the grey button on the top right of the stick is used to toggle flaps, this comes in handy when you are looking over your right shoulder and can't reach the flaps lever in a tight turn fight where deploying combat flaps right then and there will keep you from stalling.War Thunder (2012), the popular WWII-era multiplayer flight combat game, has had support for the Oculus Rift DK1 since 2013. This profile can only be used with VR or TrackIR as it doesn't bind view direction commands to the hat switches. This profile is not for RB, use separate profiles for RB and mouse aim. This profile was designed for use with rudder pedals, the stick placed on the right side of your desk, the throttle on the left and the keyboard in the middle, with the mouse also in the middle in front of the keyboard. There are still a few buttons left unassigned so that you can program anything extra that isn't already bound. The idea was to bind as many keys as possible to the HOTAS so that keyboard usage is at a minimum, because in VR you can't see the keyboard. This is my profile for the Thrustmaster HOTAS Warthog optimized for VR. ![]()
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