I was finally able to try Aquila on a Vive setup yesterday (thanks to Virtually Mine - https://virtuallymine.co.uk/ ), and I can provide some much needed feedback from it, and changes I can now make to my simulator.
Initial impression on the Vive? A really good VR product, the controllers work well, the picture is clear in the headset, but the field of view doesn't match the Oculus.
Anyway... Vive and Aquila? Flying worked pretty much how I was expecting, but you need to do large circles for the flapping motion, much as you can do on Oculus. About 1 per second for it to register well. Your tracking setup needs to be accurate. It has triggered the need for me to add some kind of 'aid' to show you how you're doing.
I'll be adjusting the motion controller tutorial to be more accurate with its text when a Vive is detected. The D-Pad/Directional Pad is the Vive's Touchpad, and works very well. The tutorial refers to the D-Pad only.
When I first ran Aquila, I was facing West in the calibration screen that is shown at the start. When you run it, pick your spot and center the view so North is then ahead. This isn't a room-scale app and it needs you at your center point, preferably sat down or on a stool at least. Make sure your sensors have a good view of your hands for the flapping motion.
Whatever VR setup you have, you'll have more control if you fly faster... therefore I'll have to add a gauge to show your speed. Turn on the 'glide pitch' option in the in-game menu to show a good glide position.
Otherwise I was quite pleasently surprised, and the experience wasn't too different from the Oculus. Would I buy one? Maybe, if I didn't have Oculus. They're both good headsets.
I'll see what I can get done prior to releasing the early access version, but the patches will keep on coming for sure!
Thank you for your patience, and thank you for reading. :)
Graeme
