The Vergecast - Seeing the real world inside a virtual one

Episode Date: May 26, 2024

On this episode of The Vergecast, the fourth and final installment of our series on the five senses of video games, we asked Polygon’s Charlie Hall to help us make sense of the current state of t...he art in flight simulation. Hall, who once spent more than four months in VR mapping the edge of the Milky Way galaxy in Elite: Dangerous, has more experience in a virtual cockpit than most. We wanted to know how the pros set up their simulators to get the most realistic experience and why it’s so complicated to make a virtual world look like the real one. Further reading: It’s time to build the cockpit of your dreams Microsoft Flight Simulator’s most-needed feature is co-op My first kill as a Star Citizen If Microsoft Flight Simulator has you craving air combat, try this flight sim next Email us at vergecast@theverge.com or call us at 866-VERGE11, we love hearing from you. Learn more about your ad choices. Visit podcastchoices.com/adchoices

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Starting point is 00:00:00 Support for the show comes from Retool. Too many companies run critical operations on duct taped spreadsheets, Slack workflows, and whatever else they could cobble together. Not because they want to, but because building internal tools means weeks of waiting on someone else's backlog. That's where Retool comes in. Build custom internal tools just by describing what you need. Prompts something like,
Starting point is 00:00:22 Build Me a Revenue Dashboard on our Salesforce data. And Retool actually builds it on your company's data, in your cloud with enterprise security built in. Go to retool.com slash vergecast. We all need to retool how we build software. Welcome to the Vergecast, the flagship podcast of the Bing Maps API. I'm your friend David Pierce, and this is the fourth and final episode in our series, all about the five senses of gaming, brought to you by Visible Wireless.
Starting point is 00:00:55 We've done sound, we've done touch, we've done taste and smell together in one episode. That was last week's episode, and if you haven't listened, it is one of the most unhinged verge cast topics in a while. Super fun. Go find it. Today, for our last episode in the series, our producer, Liam James, is here to tell us about vision. Liam, welcome to the show. Hello, hello. I'm so excited we get to like have you on instead of just you yelling at us for taking too long to go to ad break. This is great news. Yeah, you finally convinced me to come on the show. So we gave you, what I would assume is like the easiest to, topic in video gaming, which is sight. How has this experience been for you? I definitely thought
Starting point is 00:01:39 I lucked out when I drew the long straw and got vision and then quickly realized, wow, there's just so many roads I could take with this mission. I do remember you got really excited about TVs at one point. You were like all up about wanting to do a whole thing about televisions. I did. I am a huge display nerd. I find new tandem OLED screens to just be, to me that's my sports. But David wouldn't let me do that, listener. Lucky for you. Nothing makes great audio, like deep dives into display technology.
Starting point is 00:02:12 That's kind of how I feel. Agree to disagree. Agree to disagree. But yeah, the journey took me back to my childhood, which was a very big surprise. And it turns out the thing that was the most advanced, most spectacular visual experience you could have back when I was a kid is arguably still the same thing.
Starting point is 00:02:31 And that's flight simulators. Yeah. Back when I was a kid, flight simulator was the thing I wanted to try but couldn't, didn't have the computing power. So I just kind of admired it from afar and stopped paying attention to it once I got a little older. But fast forward to this episode and looking around at what the visual landscape is in gaming. And I was blown away by what you can recreate in a flight simulator today. It's just astonishing. So I reached out to Polygon.
Starting point is 00:02:59 I said, who's the flight sim person that I should be speaking to about this? And of course, they partnered me up with Charlie Hall, who I had a great conversation with about all this. But what I really wanted to find out was in 2024, what is the best way to experience a flight simulator? Is it creating a wall of monitors? Is it strapping a VR headset on? Is it something in between? And the answer was not as obvious as I thought it would be. And Charlie really helped me understand what is a gimmick and what is actually useful when you're trying to fly a virtual airplane. Okay. So before we get into it, just give me the like super high level.
Starting point is 00:03:36 What is it about flight simulator that is so sort of uniquely visual? Like when I think of really visual games, you think about the sort of big, huge, open world, like, no man sky kind of games with like beautiful graphics and it's always in space and everything is happening. Flight simulator seems otherwise like it's just like a bunch of buttons and you're in a cockpit. Like, what is it about flight simulator that felt so like specifically visual to you? Absolutely. The more fantasy-like games, in fact, even flight simulators that take place in space, are actually a lot easier for us to create because they're not based on something in real life that we can compare it to.
Starting point is 00:04:13 Whereas in a flight simulator like, for instance, Microsoft Flight Simulator, you've got models of real planes at real airports. You're actually flying a real-life recreation of planet Earth. You can literally fly all the way around the Earth. And if you were to look at a bird's eye view of what you're seeing, it is one-to-one exact to satellite imagery that Microsoft has been building over many, many years. And if I'm not mistaken, there are a lot of people on the Internet who, like, make it their job to find when that is wrong. And that, like, the stakes for screwing up the length of a runway at the airport in-flight simulator are actually, like, pretty high. Very high. Yes. Everything from the hat switches to the airports, to the airplane reflections on the outside. side, they try for the most accurate representation as you can get. And that's a lot harder than just
Starting point is 00:05:04 creating some wacky-looking spaceship that you'd see in a sci-fi movie. Got it. Fair enough. All right. Well, before we get into it, I should say, I haven't really been a flight simulator guy, and still I'm sitting here looking at my one measly 24-inch monitor, and I feel like this episode is about to cost me a tremendous amount of money. So with that as a warning to everybody, here's Liam and Charlie. Charlie Hall. Welcome to the Vergecast. Glad to be here. So I was lucky enough to be the producer chosen to do the Vision episode for this gaming series that we've been running the last three Sundays.
Starting point is 00:05:39 I couldn't help myself. I went back to being an eight-year-old kid with Packard Bell 46 computer, wanting to play video games. And the one I wanted to play the most but couldn't actually run on my machine was Microsoft Flight Simulator. Yes. Yes. Yes. the original crisis for PC gaming, right?
Starting point is 00:06:01 Does it run flight simulator? Absolutely. This was 1993 or 1994. And yeah, I just, I couldn't run flight simulator. And probably because of that, right? I wanted to play it so badly. Even though as, you know, a third grade kid, I probably wouldn't have had the patience to sit through the pre-flight checks
Starting point is 00:06:22 and actually get a plane off the ground in flight simulator. It didn't matter. I wanted to play the. that game because it just felt like something above and beyond a normal video game that you were flying in the air, but it also felt as close to real in 1993, 1994 graphics that you could get. Absolutely. So fast forward to today, working adult with a salary, I could actually afford things like a gaming PC that could run flight simulator. I wanted to see what does flight simulator feel like and look like today, and quite a bit has changed.
Starting point is 00:06:57 in Flight Simulator in 30 years. It has. So maybe you could tell me a little bit about your experience with Flight Simulator. I know that Microsoft's been doing this for quite some time, but, you know, there was some time in between where there was a dearth of flight simulators out there. What's the deal with Microsoft Flight Simulator? Well, much like you, I started playing Microsoft Flight Simulator in like the late 80s, early 90s. my dad actually worked at Bell Laboratories here in Northern Illinois.
Starting point is 00:07:30 So he was able to bring home kind of his almost like company surplus, these fairly high-end switching terminals, basically. So I had a PC-6300 and 8086 board. And so I was playing an old version of Microsoft Flight Simulator. I had the ad-lib sound card, right? So I had all the good stuff. And I had my gravis joystick there. Oh, wow.
Starting point is 00:07:52 You had a gravis. I did, but it didn't have the twist rudder, right? So I had to do rudder with the keyboard. Anyway, and so I was able to take off and get up and going for Miggs Field, you know, back when there was a Miggs field before Mayor Daley put a couple of eggs through it. And that really gave birth to this kind of lifelong gaming obsession with flight for me. I went deep on flight simulator. I got all the mods as they were going up for clearance at Toys R Us, right? I remember a science, project that I did in eighth grade, where I combined SimCity and Microsoft Flight Simulator and took the teacher on a tour of my SimCity that I had rebuilt in Microsoft Flight Simulator. Like, I was way into it as a kid. I just need to pause. I just need to pause for a moment to just tell the listener, the face I just had on was of complete awe. I mean, those were the games of my childhood SimCity Flight Simulator that was so important.
Starting point is 00:08:53 impressed, so impressed. Go on. I apologize for interrupting. But the way that Microsoft Flight Simulator was built back in the day was entirely by hand. The John Hancock building, the Prudential building, all of those famous buildings in the Chicago Skyline were built by hand. So if you went too long on your approach and you hit the Adler Planetarium there at the end of Miggs Field, like somebody put that there to impeach your progress in the game. But That is not necessarily the case in the modern version of Microsoft Flight Simulator. And we can certainly get to the modern version of Microsoft Flight Simulator, but for a while there, Microsoft kind of kept the heartbeat going, right?
Starting point is 00:09:38 And then kind of some new competitors came into the space, X-Plane is another really popular platform that kind of grew up during the early 2000s and kind of came of age and kind of the 20-teens. But then there was this big surge of space flight simulation as well. This Chris Roberts, one of the co-creators of the Wing Commander franchise, kind of brought that back to life with Star Citizen, this massive, ongoing decade-long project to recreate kind of the 90s dream of Wing Commander inside that game. And then, of course, Elite came into its own with a brand new version called Elite Dangerous. And I've also had the experience in both of those.
Starting point is 00:10:24 But after both of those products came to market, that's when Microsoft came back to it, basically, with this new vision for Microsoft Flight Simulator, which, while there are some things in the game that are kind of made and rendered and done by hand, the vast majority of the game is not done by hand. It's actually done with a very sophisticated, almost kind of photogrammetry, which we can discuss, too. So, yeah, 2020 rolls around, and Microsoft releases what, to a layman's eyes like mine, looks like photorealistic flight simulation. How do they pull that off? Have GPUs just gotten so good? What's, what is it that's making this look so pretty? Well, you can't remember that Microsoft is, well, it's a very large company, Liam. And in addition to having, in its portfolio, Microsoft flight simulator, which, I don't know if you're aware, is its oldest piece of published software.
Starting point is 00:11:25 It's older even than Windows. In addition to owning Microsoft Flight Simulator, well, it also owns this little thing called Bing. And Bing is, in addition to being a very capable search engine, it is also a entire suite of mapping tools. So just they can go to Google Maps, you can go to Bing Maps, and you can find your way around. But Bing has done something a little bit more aggressively,
Starting point is 00:11:51 than Google has, and that is capturing satellite information of the entire world. And so what Microsoft and its partners at Asobo studio, a French studio that actually did a lot of the heavy lifting on Microsoft Flight Simulator, what they were able to do is take, I don't know if it's two or four or five petabytes of this satellite data that it's getting, that Microsoft owns effectively as part of being managed. apps, and then it bolted Microsoft Flight Simulator to this data. So when folks received Microsoft Flight Simulator in the mail or when they downloaded the client, they were really only downloading a tiny fraction of what they needed to run the game. You get the Applet,
Starting point is 00:12:39 you get the client, you get it started up, and then it starts downloading, I think it was 120 gigabytes on launch day. It was one of the largest downloads on launch day. It was one of the largest downloads on launch day that I'd ever received. And that was just the basic information. After you get that 120 gigabytes, then it starts streaming data directly from Bing. So if you go, like I went to Egypt to be parked 2,000 feet over the Great Pyramid at Giza, it's streaming in satellite data, photogrammetry information, all of this sophisticated information from Bing Maps and putting it directly on the screen in front of you using all kinds of technological wizardry. And it's literally applying that satellite data to other data sets that's pulling in.
Starting point is 00:13:31 It has topographical information, that it literally skins the ground with satellite information. At launch, it was really weird. It looked kind of like there were rivers that were kind of crawling up the sides of mountains. They hadn't quite gotten it dialed in quite preempt. perfectly. As the game has progressed since 2020, that resolution, the difference between the top of graphical map and the satellite data has become even better. You're literally able to fly over the entire surface of the entire world, and it looks like it does in Bing maps. It actually looks better because it's putting in trees, it's putting in houses, it's putting color on the
Starting point is 00:14:14 roofs of these houses, and it's doing all of it automatically without really any human intervention on that landscape. It's really remarkable. Yeah, I have wondered a couple of times why the map companies, the Google Maps, Apple Maps, don't just copy flight simulator, because it is that much just prettier looking and more realistic than the 3D maps we get now. They go further than that, though. They bring in real-world air traffic, so you are flying in the sky next to other planes that are really in the real sky. They bring in real weather data from actual weather data in real time. You can actually bring in other players as well to act as like air traffic controllers so that they can control the airports that you're flying around.
Starting point is 00:15:00 It's an incredible multi-layered multiplayer simulation. Yeah, a simulation is truly the only word for it. Okay, I want to get into flight simulator profiles, but first we're going to take a quick break to listen to some ads. Support for the show comes from Framer. Framer is an enterprise grade, no-code website builder used by teams at companies like Perplexity and Murrow to move faster. With real-time collaboration and a robust CMS, with everything you need for great SEO, not to mention advanced analytics that include integrated A-B testing, your designers and marketers are empowered to build and maximize your dot com from day one. So whether you want to launch a new site,
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Starting point is 00:16:05 or get started building for free today at Framer.com slash verge for 30% off a Framer Pro annual plan. That's Framer.com slash verge for 30% off. Framer.com slash verge. Rules and restrictions may apply. Okay, we're back with Charlie Hall from Polygon. So Microsoft has made us this unbelievably realistic world to fly within.
Starting point is 00:16:37 But then it's kind of up to the user at home to try to recreate a workspace that puts them, you know, immerses them in that flight world. And there are so many options you can go down, right? We could spend three hours today just talking about different control devices that you can use for things like rudder pedals, things like joysticks for different types of airplanes. But what I want to talk about, because this episode is about what we see when we're playing games, is what some of the gamers in this community have. done to create visual experiences that are a little, you know, above and beyond what maybe a
Starting point is 00:17:21 typical gamer has with a 16 by 9 computer screen in front of them. What are some of the things that you've heard about, or maybe you've even personally tried, to kind of go beyond the 16 by nine box that constrains a normal flight sim experience? The most easy and frankly the most popular next step, is to go with multiple monitors. Some folks will do two, but then you have that bezel kind of right in front of you there.
Starting point is 00:17:50 So the kind of the standard is three monitors. And so there are companies that will make triple monitor arms with the intent being that you tell the program, be it at Microsoft Flight Simulator or X-Plane or Starzis, whatever you're using, I have three monitors, and then you kind of calibrate it in
Starting point is 00:18:09 and you've got a view out the front of the canopy on your middle monitor, to whatever degree works for you, a view out the left side of the canopy and the right side of the canopy. And at its most fundamental, this lets you do things like line up your approach when you're landing. When you're making that final turn, you can see the runway, you can time that turn appropriately without doing any crazy stuff with a hat switch or your keyboard. So that is kind of the most typical adaptation. The next step up from there is actually my preferred way to fly.
Starting point is 00:18:41 And that's what's something called the track IR or track infrared. So if you remember the Wii, right, the dearly departed Nintendo Wii, it had that remote control and there was an infrared emitter on the front of the remote control. And you'd put that bar up on the top of your TV and the bar would track where you're pointing the Wii mode, right? Sure. Track IR works basically the same way. You get three little IR emitters. You clip those to your headset or you clip it. to your hat. You just make sure it's on your head. And then there is a receiving panel that you put
Starting point is 00:19:17 on the top of your middle monitor. And it just kind of sits there. And yeah, as you move your head, the panel on your monitor can see how those three points of light move in space. And it interprets that as head movement inside the game. So when I'm using my track I are, I can just look ever so slightly to my left. In the calibration of the track IR, it will accelerate my head movement inside the game. So even though I'm still looking at my middle monitor, on the screen, what I'll be seeing is fully behind me. Very cool. And so you can calibrate this to meet your needs for a number of different games. I use it also for Arm of 3. I used to use it for Day Z. And it gave me a neck, which is not something that you get in most first person shooters. tremendously helpful when you're looking down a gun site to be able to look to the left,
Starting point is 00:20:09 look to the right without taking that gun off your shoulder. But in a flight simulator, it's just situational awareness. And it's increasingly important when you're doing any type of combat flying. So when I'm playing an elite dangerous, it's very easy to lose my quarry, to lose my bogey, lose the thing that I'm trying to shoot at. And I can look around really with my actual head. and the view changes on my screen and it is delightful. An alternative solution to that, and it's something that I've had less success with,
Starting point is 00:20:40 it's eye tracking technology. A company called Tobi does that or Tobai. I don't know how to pronounce that company correctly, but it's more in line with the form factor of the old we. It kind of sits in the bottom or the top of your monitor, and it literally looks at your eyes, and as you move your eyes, it changes the view for you. So it seems like, Charlie, peripheral vision in flight is essential, right?
Starting point is 00:21:05 Absolutely. So, you know, a casual gamer like myself, I can't help wondering, why not just throw a VR headset on your face? Have you tried that at all? I have. I have, actually. In Elite Dangerous, I traveled from the bubble, which is the area right around the Sol system, in the unfashionable Western spiral arm of our Milky Way galaxy. And I went all the way across 65,000 plus light years to Beagleport.
Starting point is 00:21:30 point, one of the furthest reaches in that game. And I spent four months nightly making that trip. And I did it all in virtual reality with kind of, I think it was a launch Oculus, if I remember correctly. So you have a lot of experience in VR. And I would imagine a very strong neck. Yeah, yeah. It was daunting, man, probably like two to four hours per week night. Yeah, it was a lot of travel. I was doing probably like 80 jumps a night to try and get where I was going. And anybody whose played elite knows that that's a lot of pushing the throttle back and forth. But I've also done it in Microsoft Flight Simulator. I've done it in.
Starting point is 00:22:08 I've tried to do it in Star Citizen, but I've done it in a few other flight simulators as well. Okay, yeah. I mean, as an apartment dweller, I'm looking around in my space thinking two or three screens. That'd be hard to fit on my desk. But a VR headset seems, at least at first thought, to be the perfect solution for this. If I move my head up or down, left or right, it's going to show. me what I would be looking at in a cockpit, but there have to be some downsides other than the cost. Tell me about that four months in VR, what was it like?
Starting point is 00:22:41 I mean, Elite Dangerous is a real pleasure in VR. And there's a reason for that. You're often not looking at very much. It's space, Liam. There's a planet. It's very far away. It looks like a star. There's a couple thousand of those.
Starting point is 00:22:58 And that's it. for the majority of your trip. Now, you get closer to a single celestial body. It's very easy for that, you know, circa 2014 client to get the visuals right as you're coming closer to it. So rarely do I have issues with frame rate in elite dangerous. Microsoft flight simulator is real hard, though. And we're talking about, I think it had an I-7 or an I-9, 32-gags a RAM, a 20-60
Starting point is 00:23:26 card I was working with. And Microsoft Flight Simulator was still. very challenging frame rate-wise. And when you are flying, you do not want to have a delay in your frame rates. You need to know where that airplane is relative to air traffic around you, relative to the ground, relative to the runway, at all times. So aside from just, you know, the nausea that can be induced by the frames lock it up or skipping, not having that situational awareness is going to end your play-through very quickly. But the other big issue that I'm I had on my trip to Beagle Point, Elite Dangerous was, well, I couldn't see the keyboard.
Starting point is 00:24:05 And Elite Dangerous is unique. They actually model the Sytech X-52 joystick into the game. And so it was a partnership between SyTech, recently purchased by Logitech and Frontier developments to put their product in the game. So I looked down in real life at the Sytech X-52, same controller I'm using in the game. But it doesn't move the same way. the time because I have my bindings set differently than the game is expecting me to have my binding sets. When I use the rudder, it shows my hand twisting, but no, my feet are moving because I have rudder
Starting point is 00:24:41 pedals. So that's not one to one. But there's a lot of buttons in the cockpit. And I need this keyboard in front of me in order to hit those buttons. And so that required a lot of remapping of the controller. I was able to remap what I needed to do all those light speed jumps, to do all the landing, to do all the maneuvering to the buttons on my Warthog throttle and the buttons on my Warthog. I think it's an F-16 stick that I swapped out for the traditional Warthog stick. But I was able to do everything I needed to do using the buttons on the joystick, including reset the center of my VR. But I couldn't shut down the game.
Starting point is 00:25:23 I couldn't pause the game for that. I had to take off the helmet. I had to look down at my keyboard. And it takes you out of the experience a little bit. But mostly it's a performance issue. Like if the frames are not where you need them to be, it's a very uncomfortable experience. And it's not productive, frankly. It's better, I feel, to have the higher frame rate, to have it on a monitor in front of you.
Starting point is 00:25:45 And I prefer to use track IR over VR because of that. Well, it seems like the community agrees with you. I watched many, many hours of people excitedly trying out headsets from the MetaQuest 3, the Valve Index, of course, the HDC V. And one in particular stood out to me that a lot of flight sim enthusiasts were excited about last year, which was the Pymax Crystal. And it seems like a very similar story to what we're seeing with even the Apple Vision Pro, the kind of consumer-focused version of one of these VR heads. sets and that, you know, there's there's a huge amount of anticipation and excitement. And then, of course, you get the thing and you try it on and you, you see all the edge cases and issues with it. And you've now have this very expensive device that you can strap to your head, but you don't want to anymore. It seems like from what I'm gathering from the Flightsim YouTube community is that a lot of people have tried these VR headsets and gone back to that three monitor setup that you're talking about because, In the end, that just still provides a better experience. Would you agree with that?
Starting point is 00:26:58 I would agree with that. It's absolutely been my experience. It's been my experience in high-end flight sim YouTubers that I follow. The folks like the Grim Reapers, the majority of their team, I think, does the one or two or three monitors set up. And so do the ground training centers for the F-35 and the F-22. too. Like when you look at the military training regime for those latest generation fighters, you know, it's a tactile experience for them. They need to know that the buttons in the cockpit are where the buttons are going to be in the actual cockpit. And that's the majority, I think,
Starting point is 00:27:39 of what they're training to. I need to hit this switch without even looking at it. That's the work. And they should already know how to fly the airplane by that point. But yeah, technologically, it seems to be a better experience just working with screens. Okay, we're going to take another quick break. Then we'll get into whether VR will ever be the future of flight simulators. We'll be right back. Support for the show comes from LinkedIn. If you're a small business owner, you know that every hire counts, but time and resources are limited.
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Starting point is 00:29:36 And when I think of Microsoft Flight Simulator, 25 minutes is barely enough to get you through the pre-flight checklist. Yeah. What do you think? Is Chris just sensitive to VR headsets or is this something we really need to figure out how to solve before VR gaming beyond casual? VR gaming becomes a thing. I've probably spent as much or more time in VR than just about anybody at Polygon, from first person shooters to third person platformers to flight simulators. And like the drawbacks to the human physiology are real.
Starting point is 00:30:10 I spent a lot of time, for instance, reviewing Medal of Honor above and beyond, which was, you know, the reimagining of EA's classic first person shooter, but for the occupying. Rift. And review situations can be stressful. And so I had to spend about six, eight hours reviewing this game under a time crunch for embargo. And Liam, I was laid out for the rest of the week. It had a deep, deeply bad thing happened to my inner ear and all of the things that kept me upright. It was just this low-level nausea that I was stuck with for like the better part of three days. So I don't enjoy first-person shooter games. games. I don't enjoy Minecraft in VR. I was there at that press event as well for Minecraft VR,
Starting point is 00:30:56 and it was not a pleasurable experience. But flight simulators, they work for me. And I'll tell you why, Elite in particular has a permanent horizon line in front of you. It is this transparent dashboard piece that sits on the screen in front of you. And it's a similar thing with a flight simulator. You've got that top of the cockpit dashboard right there in front of you. And it eases a lot of that motion sickness for me. And that may not be true of everybody. But actually having it on your head for more than an hour or two does get to be taxing. I would come out of my office after my trip to Beagle Point. And the kids would make fun of me because I'd have this trench down my bushy hair on the top on my head. I'd have goggle marks on my face. The tip of my nose would be red because I'm a
Starting point is 00:31:49 six and a half foot tall human and all of me doesn't quite fit inside of most VR helmets because of that. But also, especially with something like I've had a lot of experience with the HTC Vive, very heavy on the front. When you're using the wireless set, there's a battery that you have to wear on your waist to get truly untethered access to that platform. And it's just a lot of stuff. that weighs you down. And yeah, there's some fatigue on your neck. So I don't know. Some headsets are better than others, in my opinion.
Starting point is 00:32:21 But, I mean, it's certainly nothing like wearing a military-style helmet for a long period of time. That is a weight on your head. But it's not the most comfortable thing either. Microsoft Flight Simulator does something really clever in this regard. You can actually accelerate your flight. Like you do the takeoff part. You can do the landing part. And you just hit a couple of buttons.
Starting point is 00:32:42 And it takes that whole middle part and just compresses it down to a couple of seconds. So you're doing the most active, the most engaging parts of the flight during your time in VR. And you don't have to do the overland autopilot section for four hours to get to L.A. Oh, that's very cool. I didn't know that they had that feature. That's nice. So, Charlie, as Microsoft continues to push the boundaries of what's possible with flight simulator, making it feel more and more realistic to what you'd experience in a real cockpit,
Starting point is 00:33:10 Do you think that VR may come back into the fold, or do you think that the visual experience is best represented by a wall of monitors, kind of making you feel like you're inside a cockpit? I am really excited about the mixed reality work that I'm seeing out of the Apple VR in particular. And here's why. When Microsoft set out to make Flight Simulator and Flight Simulator 2024, or the latest edition of it. They worked very closely with aircraft manufacturers,
Starting point is 00:33:46 with Boeing, with Airbus, with folks like ICON. And what they've done is they've actually baked into the game pre-flight checklists. And if you go down those pre-flight checklists, well, lo and behold, you can actually interact with all of the gauges and dials and buttons and switches in the aircraft. It is a hot dashboard in front of you. You need merely point your face down with your track I are, use your mouse to reach out and click those switches. But I look forward to a day where there's some kind of mixed reality in front of me
Starting point is 00:34:23 where I can see my hand or a vision of my hand, and I can reach that hand out. I can touch this virtual dashboard in front of me and change the altitude setting and switch to the other gas tank. and I can lower the landing gear really with my hands virtually rather than using the keyboard. But I don't have a good expectation that that is going to happen anytime soon because there are better, cheaper solutions like monitors and keyboards out there. I don't know that there is enough desire enough of an audience, really, to make that happen. But I can see how it could work.
Starting point is 00:35:05 Does that make sense? That makes perfect sense. And honestly, mixed reality is probably the perfect technology. It's exciting to see some of the things we can do now with them. But what I'm really excited about is where, you know, of course, it's the joke that, right, VR is just a few years away. Or, you know, this is the year of Linux on the desktop. So many of those in the technology world.
Starting point is 00:35:28 But it really does feel like we've gotten to a point now where we can comfortably say mixed reality will eventually get to a point that can offer us. some experiences that we just we can't pull off right now. Yeah. And just like they have the capacity to stream in new satellite data or new weather data, I'm confident that Asobo and Microsoft have the capability to add that in there too, because they've got those dashboards, those cockpits that really do have working switches, really do work like the real thing.
Starting point is 00:35:59 Yeah. Ooh, it's very exciting. My third grade self, just hoping and wishing for a computer to one day run flight sim, has been re-ignited. I'm very excited about this future. So we'll have to have you back to try those new things when they finally come out. I can't wait. I will be there and ready to fly. Let's do it. Charlie, thank you so much for coming on the show. Thank you, Liam. This was a blast. Thank you, Liam. Thank you, Charlie. Thank you to everybody who listened to this show. That is it for the Vergecast for today. I honestly believe I'm about to go by a bunch of new monitors. I don't even really know
Starting point is 00:36:34 that I'm a flight simulator guy. I've dabbled with it in the past. I also at one point got very excited about a Formula One simulator. That's a whole thing. But at some point in this episode, I just looked at my one monitor and I'm like, this isn't enough. It's time. Anyway, thank you, as always, for listening. This is the last episode in our five senses of gaming series,
Starting point is 00:36:55 but we will be back with more special content for you really soon. We have some more fun series coming up between now and the end of the year. It's going to be great. As always, there is lots more to read on gaming and everything going on in tech at theverge.com. It's a website. We like it a bunch. This show is produced by Liam James, Will Forer, and Andrew Marino. The Vergecast is a Verge production
Starting point is 00:37:14 and part of the Vox Media Podcast Network. We'll be back on Tuesday to talk about Microsoft PCs, the smart home, and a whole bunch of other stuff. We'll see you then. Rock and roll.

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