VR play is crippled
Initially, the VR experience was impressive. Aside from the HUD markers being WAY out of position for the target locations, it was fun flying the various fighters. However, as soon as I dropped into multiplayer, the shortcomings of their VR implementation were very striking.
The instrument/control panel in the TIE-series fighters needs to be made smaller or moved closer to the pilot and/or the pilot's perspective origin needs to be closer to the front window. Right now, the control panel sits smack-dab in the middle of the pilot's field-of-view. The pilot's perspective is so far back that there's little to no forward visibility at all. I realize this is inherent in the TIE's design, but the FOV is just too narrow. BattleFront's FPV for the TIEs was a little better for visibility.
Squadrons TIE Cockpit:
BattleFront TIE Cockpit:
Finally, the sheer amount of particles and micro-debris flying around along with the haziness and grain makes it nearly impossible to spot fighters at anything beyond short range. This is a problem with all fighters. It's not as much of a problem in single-player vs. AIs where they fly predictable patterns, but once you're taking on human opponents in multiplayer, it becomes a serious handicap. I don't know if or how much of this can be fixed, but these are some pretty glaring problems that should have been caught during development or beta testing.
8086K
64GB
1080TI Kingpin
HP Reverb