XPSVR

Flight simulation & real-time graphics

XPSVR

This site was built around a VR combat flight simulator. That project is retired now, but the subject stuck: the current one is OVERSWEEP, a carrier-interceptor game in development. There is also a blog — some of it about simulation and graphics, plenty of it not.

Davide Pasca — programmer, Tokyo.

Projects

Chase view of the OVERSWEEP interceptor banking above a coastline, with HUD symbology overlaid
In-development capture, v0.1.5. Work in progress — everything here can still change.

OVERSWEEP

In development2026–

An accessible carrier-interceptor combat game, flown from a fictional variable-sweep interceptor. The idea is that you can take off and fight straight away with a gamepad, and then keep going deeper: energy management, radar work, cockpit systems, and the back-seater who runs them with you.

It sits deliberately between an arcade shooter and a study-level simulator, and it runs on an engine written from scratch rather than on a licensed one.

Engine
In-house C++20, Vulkan renderer
First target
Windows, via Steam
Status
Pre-alpha — nothing announced yet

Developed at OYK Games.

Panoramic touchscreen avionics panel rendered inside the XPSVR cockpit
The panoramic cockpit display. Aircraft and cockpit are a concept by Max Puliero, not the real thing.

XPSVR

Retired2017–2018

The VR flight-simulation research project this site was originally built around. It grew out of Fractal Combat X and turned into an attempt at a light-weight F-35 simulator: the panoramic touchscreen avionics reproduced widget by widget, helmet-projected symbology instead of a fixed HUD, and missiles that reach a target by aerodynamics rather than by being told to hit.

It was a research project more than a product, and it was never finished. What it taught went into what came next.

Engine
In-house C++, OpenGL 4.5
Built for
VR first — 90 Hz stereo, forward rendered
Status
Retired — write-ups below

From the blog

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