I feel like I'm wasting my time and my keyboard responding, but I'll do it one last time.
I was diagnosed with 'E-Rage' on official forum when I made some of the points why I think DirectX 9 support being removed from Oculus is not a only/real reason for 1CGS dropping DK2 support.
I glanced through Oculus forum Today to find out if other DX9 games still work , and found out that for example Eurotruck Simulator 2 works , and even works better on newest DK2 SDK:
Re: Rift with Euro Truck Simulator 2
Postby kojack � August 3rd, 2015, 7:34 am
...I just tried it (haven't played for a while), works great now. I can get steady 75fps on my laptop (with no judder), even with screen mirroring and all default settings.
So far I think ETS2 is one of the best examples of a full commercial game with VR support...
FSX with newly deveolepd FlyInside app works great and it's wonderful experience even on DK2 :
Re: Flight Simulator X : Steam edition in Virtual reality !

Postby ThreeDeeVision � July 2nd, 2015, 7:41 pm
This is all I was hoping it was going to be! I have been waiting for this since I heard about it a few months back and it didn't fail to deliver. The positional tracking is awesome, and besides a couple settings being disabled everything looks great! I am running Ultra settings besides what Flyinside automatically shuts off (I think bloom & shadows) and I am holding a steady 75 fps in the Timewarp and the sim is 50-75 fps which looks great.
Leaning out of the Ultralight and looking down as I turned was just spectacular and I grinned like a little kid at Christmas

. I love the missions in this game, and they work perfectly with the DK2 and the 5.0.1 runtime. Looks like he has a version for the newest runtime as well. (Still waiting for Elite to update before I do). I am using the original Flight Sim X with the Acceleration expansion, which is basically the same as the Gold Edition.
I backed this without a second thought because the alpha has already been priceless. Can't wait to start beta testing in August!
Re: Flight Simulator X : Steam edition in Virtual reality !

Postby MoeCapp � July 2nd, 2015, 5:43 pm
Man this thing is a blast. I got TileProxy R086 version running with Bing maps (a huge pain to set up but worth the effort for VR). Set resolution to 3840x2374 in FlyInside, hop into the Classic Wings Sopwith Camel for a dawn flight and HOLY CRAP!!! I have seen the future!
I'm impressed by how well the FlyInside works but also how the DK2 itself can perform with the right software.
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Re: Flight Simulator X : Steam edition in Virtual reality !

Postby ThreeDeeVision � July 7th, 2015, 8:16 am
Sorry DCS and Elite, I think I have a new flying favorite here. This works so unbelievably good it is hard to imagine this game wasn't made for VR.
And here's a quote from a thread from Dakpilot's post :
Re: DirectX 9 (DX9) Will be Deprecated Starting with Next SD
Postby kojack � February 1st, 2015, 4:20 pm
Ruudscorner wrote:
Komat wrote:
bigmike20vt wrote:
I just fired up ETS2 and all I can say is, unless ETS2 is patched I hope that extended mode does continue to work in CV1.
We are not using the SDK based rendering nor the Direct Mode so this removal should have no effect on ETS2 or ATS.
Best news freaking ever :-)
On the one hand: yay, it will keep working. (and unlike the devs of IL2 BOS who dropped rift support because of dx9, the ETS2 devs know the workaround)
On the other hand: damn it, more extended mode annoyance. I generally only run direct mode.
So there you go. From all I read in this thread , what Hooves says make most sense as to why DK2 support never happened for BoS.
'From what I saw of their first implementation though, I think they may need to hire someone. They had the strangest idea about how it should look, it was not at all immersive, and honestly just proved that they, (along with many other studios) don't currently have the right people to do this.'
There you go , plain and simple. I read similar opinion from YoYo of YoYoSims.pl . He tried BoS in DK2 at an closed event in Prague , he reported that it didn't feel right.
I will say this again , dropping support because you have no people to work on it especially when every couple of months there is a new SDK which can potentially break it is OK.
Blaming Oculus , or even worse, Facebook , for your own limitations is just a cheap excuse. Just be honest and people will understand , feed them with BS and they will respond on the forums.
Some might even e-rage
