Dynamic POV 0.18.0
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Microsoft Flight Simulator 2024
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User manual
Dynamic POV turns your head movements into camera movement in the cockpit, adds physical camera effects driven by the aircraft, and gives you self-flying outside shots and camera positions of your own. This manual walks through every part of it, starting with connecting your phone.
Getting started
Dynamic POV has two parts: an app on the flight simulator’s EFB, and a mobile app on your phone or tablet that does the head tracking. The EFB app is the remote control; the camera work keeps running whether or not the app is on screen.
- Load a flight. Open the EFB — the tablet in the cockpit, or the EFB window from the toolbar — and open Dynamic POV from its app list.
- The app has five tabs: HEAD TRACKING, COCKPIT EFFECTS, COCKPIT VIEWS, EXTERIOR VIEWS and CONFIG.
- The EFB window can be undocked and moved like any other toolbar window. Both the window and the cockpit tablet show the same app, and the EFB remembers which app was open, so after a flight restart it comes back by itself.
- New to it? Press Show tutorial at the bottom of the HEAD TRACKING tab. It walks you through installing the mobile app and pairing it in nine short pages.
Head tracking, cockpit effects and the view cycles keep running through a pause, a flight restart, a change of aircraft and a trip to the main menu. The camera is dropped while the simulator reloads and picked up again as soon as a flight camera is available. Nothing is switched off for you.
The app also keeps working in the background: going back to the EFB home screen or opening another EFB app does not stop anything, and the keys keep working. You can close the EFB window at any time.
The log strip at the bottom of HEAD TRACKING records what the add-on is doing. Click it and it copies itself to the clipboard — paste it into any support request.
Connecting head tracking
Your phone does the tracking and streams it to the simulator. Pairing is a one-time QR scan; after that the two find each other by themselves.
How responsive will it be?
Answer a few questions about your connection, your tracking device and how you see the game to find out roughly how long a head movement takes to reach the screen, and what would make it quicker.
Dynamic POV • Head tracking latency estimator
This estimator needs JavaScript.
Before you buy
To make sure your phone or tablet will work well, install the Dynamic POV app from the App Store or Google Play first and switch head tracking on. The head in the preview window should follow you smoothly, without jitter.
Pick the right connection mode
The switch at the top of HEAD TRACKING has two sides, and the mobile app has a matching mode:
- LOCAL NETWORK — the phone and the PC are on the same router (mobile app mode Local Client), or the PC has joined the phone’s hotspot (mobile app mode Hotspot). This is the lowest-latency route; use it whenever you can.
- CLOUD GAMING — the simulator runs on a cloud gaming service such as Xbox Cloud or NVIDIA Play, so there is no direct route to your phone. Choose Cloud Gaming in the mobile app and make sure the server with the lowest latency is selected.
A cloud link, and some local trackers, deliver fewer updates a second than the screen draws. Dynamic POV fills the gaps between updates, so the view glides with your head on the SMOOTH and QUICK filters instead of stepping. A late update does not make the view jump back, and when the stream stops the view settles on your last measured position.
Pair and start
- Install the Dynamic POV mobile app. The tutorial shows the store QR codes for Android, iOS and Meta Quest.
- Choose the connection mode in the mobile app (see above).
- Press PAIR in the EFB app. A QR code appears.
- Press PAIR in the mobile app and scan the code. The camera closes when it has read it, and head tracking starts by itself.
- Choose the head tracking mode you want in the mobile app and start it. The view should follow your head within a second or two.
From then on you rarely need to press anything: whenever the EFB app opens and finds the phone streaming, it starts head tracking on its own. To start or stop it by hand use ENABLE HT / DISABLE HT, Shift Alt 7, or L3+R3 on a gamepad.
Once it is on, only DISABLE HT, Shift Alt 7 or L3+R3 turns it off. Restarting the flight, changing aircraft, pausing or going to the main menu leaves it on, and the view comes back once the new flight has a camera.
Reading the four indicators
The row of icons under the buttons shows one indicator per tracking source: HEAD (phone camera or TrueDepth), PODS (AirPods or Buds motion), HAND and EYE. Each is in one of three states:
RED — the source is on, but no valid tracking is arriving
GREEN — the source is on and good data is flowing
With the exchange stopped the whole row greys out, because the app cannot tell a dead tracker from a dead connection.
Re-centre
Once tracking is running, PAIR is replaced by RE‑CENTER. It is also on Shift Space and on R3. Use it whenever your neutral head position has drifted: sit how you want to sit, then press it. The key and the button work with the app in the background, so you never have to bring the app to the front.
The key also brings you home. If the view on screen is not a pilot camera — an instrument view, a quickview, a MISC camera, an ACTION CAM view or one of your own saved cockpit views — Shift Space or R3 first returns you to the pilot camera you were last sitting in (the pilot’s seat or the co-pilot’s) and then re-centres there. It also returns an unsaved seat adjustment to the saved pilot position. Outside, it puts the shot back to its own framing.
Augmented Camera: the phone as the camera
Instead of following your head, the mobile app can make the phone itself the simulator’s camera. Tap AUGMENT (6DOF), the last icon in the left column of the mobile app, hold the phone like a camera with its main camera pointing forward, and move it: the cockpit view follows the phone’s position and angles one to one. Augmented Camera uses Google Play Services for AR (ARCore) on Android and ARKit world tracking on iPhone and iPad, and the icon appears only on devices that support it.
- Start with the phone where the pilot’s eyes are. RE‑CENTER makes the phone’s current place the starting point.
- Augmented Camera has its own smoothness slider, and a translation multiplier (×1 to ×10) that makes the view travel further than the phone does. Rotation always stays one to one.
- While it runs, every other tracking source in the mobile app is off: the face camera, headphones, eye and hand tracking. The add-on keeps the camera within 0.9 m of the seat.
- It needs light and something with detail in front of the camera. In a dark room or facing a blank wall the view holds still until the phone finds its place again.
Mobile app settings worth knowing
- Delay compensation. The slider under the smoothness slider turns the view a little ahead of your head, so it keeps up with your turns despite the delay on the way to the screen. It is off by default and goes from 5 to 500 ms. It leads only the turning and tilting, fades out for small, slow movements, and never leads by more than 15°. Start low — about the delay the estimator above gives you — and raise it until a quick glance no longer trails. Too much and the view swings past where you stopped.
- Headphone sources. On Android, Sony and Google Pixel Buds track through Android’s own head tracker, under the GOOGLE button. Galaxy Buds have their own SAMSUNG HEADPHONES button and Xiaomi earbuds XIAOMI HEADPHONES. On iPhone, AirPods and Beats with head tracking work directly.
- REPORT ISSUE. If something goes wrong, press it, do whatever shows the problem, and press it again. The app records its own log together with the add-on’s, and offers to send them to the developer by e-mail.
- Connection warnings. While head tracking runs, a short notice over the preview tells you when the link has trouble: the relay is lost, no data is arriving, the stream keeps dropping or poses go missing. It goes again after a few seconds.
If nothing arrives
- Check that the connection mode in the mobile app matches the switch in the EFB app. Choosing the wrong one is the most common cause. If the tutorial ends on the “Something wrong” page, quit it and start again from the beginning.
- After a paired, started app has waited a while with no data, an address field appears above the buttons. Tap it, type the phone’s
IP:PORTon the keypad, and start again. Pairing normally supplies the address by itself, so you should rarely need this. - If LOCAL NETWORK never connects while CLOUD GAMING works from the same phone, the Wi-Fi you are on is keeping its clients apart (hotels, venues and guest networks often do). Switch the mobile app to Hotspot mode and join the PC to the phone’s hotspot instead.
- The mobile app also shows how long ago it last heard from the simulator. While head tracking runs, that figure should stay near zero.
Meta Quest headset
On a Quest 2, Quest 3 or Quest Pro, the headset does the head tracking, and you watch the simulator on a screen inside it. Install Dynamic POV from the Meta Horizon Store; the tutorial in the EFB app shows its store QR.
First start
The Quest app opens its own tutorial the first time, and the TUTORIAL button next to its title brings it back. It asks the same questions as setting up a phone: the connection mode, the game screen and the tracking type, then pairs.
- Choose the connection: Local network when the simulator runs on your PC, Cloud relay for cloud gaming. It must match the switch on the EFB app’s HEAD TRACKING tab.
- Pick a game screen and a tracking type in the GAME SCREEN grid (see below).
- In the simulator, show the EFB app’s pairing QR. Keep the game screen in view, tap PAIR and allow screen sharing: the app reads the code off the screen you are looking at.
- Tap START. Once it runs, PAIR becomes RECENTER; in full screen, press the right thumbstick to re-centre. Shift Space in the simulator works too.
Game screens
- Meta Quest HDMI Link and Virtual Display — Meta’s own apps show an HDMI capture card plugged into the headset’s USB-C port, or the PC’s desktop. They open beside the Dynamic POV panel when you tap START.
- Xbox Remote Play — the Xbox app on the headset. A stream already running in it is left alone when you press START.
- VR MODE — Dynamic POV’s own capture-card player, with the lowest delay. Its screen opens as soon as you pick it, so the pairing QR can be read before you start. Because of Meta’s restrictions it is not available in the store version of the app.
3DOF and 6DOF
3DOF follows turning and tilting from the headset’s motion sensors, and every window keeps its place and focus. If the view slowly drifts off centre, re-centre. 6DOF adds leaning, but the headset switches to an immersive space with passthrough or a black background (6DOF background), where other windows cannot be anchored or focused. VR MODE is always 6DOF.
The panel’s settings
- Delay compensation, in the CONNECTION card, turns the view ahead of your head to make up for the game picture’s delay, with every game screen. Slide right to set how far ahead, up to 500 ms; it is off by default. The estimator above gives a starting point.
- Smoothness and the AXIS CURVES work as on the phone. ZOOM (lean forward to zoom in) is there in 6DOF with HDMI Link, Virtual Display and Xbox; 3DOF cannot measure leaning, and VR MODE leaves the zoom to its screen.
- REPORT ISSUE records the headset’s log and the add-on’s together, as on the phone.
VR MODE
- Screen follows my head keeps the screen in front of you, and the simulator then shows the field of view the screen really covers, so the scenery moves exactly as far as your head does. Off, the screen stays put and the view can turn further than your head, as on a monitor.
- FULL SCREEN hides the panel and enlarges the screen; point at the small icon at the bottom centre of the screen and pinch, or press a controller button, to bring it back.
- Capture mode sets the card’s picture size and rate. If the status shows empty frames, the card cannot keep up: pick a smaller mode.
- 3D depth gives the cockpit real depth: the simulator draws the left and right eye in turn and the headset sorts them. Drag right to set how far apart the eyes are (real eyes are about 63 mm); all the way left is off. Menus and screens with no depth fall back to 2D by themselves.
If the game’s picture tears, each frame mixes both eyes. The headset then pauses 3D and asks you to turn VSync on. On the PC, use VSync that reaches the capture card’s output, switch frame generation off, or lock the simulator to 30 fps.
Cockpit views
Dynamic POV reads the aircraft’s own cameras, so the list on this tab is different for every aircraft. Open COCKPIT VIEWS to jump to any of them and to build the cycle you step through.
As soon as the aircraft finishes loading, its cameras appear grouped as PILOT, INSTRUMENTS, QUICKVIEW, EXTERIOR and MISC. Until then the tab says it is waiting.
What the controls do
- The tick box puts a view in the step cycle. Untick the ones you never use and stepping gets much shorter. The first seat is ticked and locked: it is the anchor your saved pilot position belongs to, and the seat RE‑CENTER falls back to.
- The INACTIVE button on a row jumps straight to that view. You never have to enable anything first. The first ten instrument views also show a small key badge (Shift 1 to Shift 0): that key jumps to the view from the keyboard.
- The ACTIVE / INACTIVE chip on a group heading shows that the live view is inside that group even while it is rolled up, and pressing it walks that group alone.
- PREV VIEW Shift G and NEXT VIEW Shift T step the whole cockpit cycle, skipping anything unticked, and carry on into your ACTION CAM and CUSTOM VIEW entries at the bottom of the tab.
- SWITCH SEAT Alt Space (gamepad: RB+R3) jumps between the pilot’s seat and the co-pilot’s and back in one press. On an aircraft with no co-pilot camera it always comes home to the seat.
- RE‑CENTER Shift Space (gamepad: R3) is the way back to flying from any other view.
Enumerating an aircraft’s views
Knowing that an aircraft has a camera called Overhead is not the same as knowing where it is. The survey measures each of the aircraft’s native views in turn and stores the result, so that every view lands in the right place for you and for everyone else who flies that aircraft.
The app offers the survey by itself, once per session, for an aircraft nobody has surveyed yet. You can also ask for it from CONFIG → ENUMERATE VIEWS, which re-surveys even an aircraft that already has a map.
- Park, or fly straight and level in smooth air. The survey is refused while the aircraft turns, climbs, speeds up or bounces in turbulence, and in VR. If the aircraft stops being steady in the middle of it, the survey pauses and gives you the view back, and carries on by itself after two steady seconds.
- Press ENUMERATE VIEWS. The survey needs the simulator’s own camera, so head tracking, cockpit effects and the exterior views are switched off for it. An offer appears. There is no YES button: press Shift Space or R3 to start, which lets the camera settle before the first measurement. LATER puts it off until the next time you open the app.
- Leave it alone for a couple of minutes. The camera steps through every view by itself, then puts your own view back.
Aircraft not identified? Now and then the simulator does not name the aircraft, and the app shows Waiting for the aircraft. Its views cannot be surveyed then, so ENUMERATE VIEWS is greyed out and INITIALIZE AIRCRAFT appears instead. Press it to ask the simulator again, without restarting the flight. If the simulator still names no aircraft, wait until the flight has fully loaded and the cockpit is on screen, then press it again.
Every refusal is written to the log in plain words — not steady, no flight camera, already surveyed. If the readings come out unreliable, the app keeps the stored map and asks you to survey again.
A survey is never lost to a bad connection. If it cannot be sent, the EFB keeps it on your PC, uses it for that aircraft in the meantime, and sends it again the next time the app checks the aircraft. Once the server has it, the local copy is deleted.
Cockpit effects
Eighteen physical camera behaviours driven from the aircraft’s own state. No phone is needed — effects run entirely inside the simulator.
- Open COCKPIT EFFECTS and press ENABLE EFFECTS, or press Shift Backspace from anywhere.
- MAIN STRENGTH scales every effect below it. Set it to zero to switch them all off without losing your individual settings. GYROSCOPIC CAMERA, the row above it, is separate: it has its own strength and does not depend on MAIN STRENGTH.
- Each effect is a single 0–100 slider with a description of what it reacts to. Defaults are 50, except GYROSCOPIC CAMERA, which starts off. Effects fire on events and conditions — a touchdown, a spool-up, rough air — and stay quiet through ordinary taxi, cruise and turns.
Exterior views
Seven self-flying outside shots. Each frames itself from the size of the aircraft, so there is nothing to set up: tick the ones you want and step through them.
- Open EXTERIOR VIEWS and press the CHASE CAM heading to unroll it. CHASE, ORBIT and FLYBY are ticked to start with; CAMERAMAN, OBSERVER, SWEEP and SATELLITE are a tick away. Each row explains what its shot does.
- Press ENABLE VIEWS, or Ctrl Backspace. The button turns green.
- Now Backspace — or the gamepad’s VIEW button — steps cockpit → first ticked shot → next → … → back to the cockpit, one press at a time. The PREV and NEXT buttons beside the switch do the same.
No shot goes underground. Whatever the shot, your saved views and your own camera moves included, a camera that would dip below the ground under the aircraft is lifted until it clears it and re-aimed, so it skims along the tarmac instead of passing through it. That holds for a tail-dragger sitting nose-high and for a low pass in a bank.
Auto cycle
AUTO CYCLE is cinematic mode. Switch it on and, while an exterior shot is on screen, the app steps to the next ticked shot by itself. It never returns to the cockpit on its own, so the aircraft keeps being filmed until you say otherwise; Backspace still steps and still brings you home.
SHOT LENGTH, the slider that appears when you switch it on, sets how long each shot stays before it moves on: 5 to 120 seconds, 20 by default. It is hidden again while AUTO CYCLE is off; your setting is kept either way. Stepping by hand gives the shot you land on its full length.
It picks shots that suit the moment. Parked on the apron, it skips FLYBY, OBSERVER and SATELLITE, which need a moving aircraft, and films the airframe with the others. On a takeoff or landing roll everything but SATELLITE is in play; in the departure, the circuit, the approach or a low pass, every shot is; in high cruise it skips the ground-level OBSERVER in favour of air-to-air shots. Your saved outside views count as the shot they replay, and a fixed framing suits every phase. If none of your ticked shots suits the moment, it simply takes the next one, so the cycle never stalls.
Instruments
INSTRUMENTS, under AUTO CYCLE, decides whether the aircraft’s own instruments are drawn in the exterior shots. Green (the default) shows them; switch it off to hide them. It applies only while one of Dynamic POV’s own exterior shots is on screen — the cockpit and the simulator’s own outside view are left exactly as the simulator has them — and it is remembered between flights.
With ENABLE VIEWS off, Backspace is the simulator’s own external view and Dynamic POV stays out of the way. Head tracking and effects never turn the exterior views on behind your back. AUTO CYCLE and INSTRUMENTS are preferences: they stay as you left them across flights and do nothing until the exterior views are on and a shot is showing.
Custom views
Your own saved camera positions. There is a CUSTOM VIEW section at the bottom of both camera tabs — cockpit shots in one, outside shots in the other. They are kept on your machine and never uploaded.
Making one
- Start a session first: head tracking, cockpit effects or exterior views. A new view is captured from the camera currently on screen, so with nothing running there is nothing to capture (the app says so).
- Put the camera where you want it. In the cockpit that means moving your seat; outside it means stepping to any of the seven shots and framing it with the right stick, the zoom, and the mouse or your head. Plain movement turns the lens; hold Shift and the same movement moves the camera instead (see Outside views: looking and moving below).
- Press NEW VIEW. It appears in the list, ticked into the cycle. Click the name to rename it. You can keep sixteen per aircraft. While you type, the simulator’s key bindings and the Dynamic POV hotkeys are paused; they come back when you press Enter, click elsewhere or close the tablet.
- SAVE appears on every view of a section while that side’s camera is live. It stores the camera as it is now into that view — after a confirmation, because it replaces what was there — and switches to it. That is how you rebuild a view without deleting it: the name, the slot key and the place in the cycle all stay. RESET appears only on the cockpit view you are currently sitting in, and puts the camera back where that view was saved.
- An outside view saved from one of the seven shots replays that shot: save SWEEP and it sweeps, save FLYBY and the aircraft flies past it again, save ORBIT while it is circling and the view circles — unless you had moved the orbit yourself, which saves it as a fixed framing. The zoom you saved comes back with the view, and a view that replays a shot shows that shot as a small tag after its name.
- The small duplicate button — two overlapping squares, beside the × — copies a view and opens the name editor on the copy. The copy is named after the original: Left wing becomes Left wing 2. It works from the saved view, so it does not need a live camera.
The switches on each view
Each saved cockpit view carries six small switches. On the first five, green means free and red means held: a locked view is a fixed shot, an unlocked one is a place to sit and look around from. An outside view carries four of the six.
GIM reads the ordinary way round: green means the horizon hold is on, red means it is off.
- EFF — cockpit effects stop while this view is showing.
- POS — the camera stays put whatever the head tracker, the seat keys or the effects do.
- DIR — the aim is fixed; it does not turn with your head, the stick or your eyes.
- FOV — the zoom is fixed; the zoom controls do not change it.
- PILOT — a flag, not a lock. Aircraft that draw their pilot figure from the simulator’s camera state show one on this view.
- GIM — gimbal, green when on. The camera holds the horizon level while the aircraft rolls. It holds bank only: the rest of the aim still follows your head, the stick and your eyes, so it is not the same as DIR. It works on cockpit and outside views alike, and the gyroscopic camera effect stands down while it is on so the two cannot counter-roll the same bank twice.
An outside view carries four of them — POS, DIR, FOV and GIM. POS holds the camera at the place the view was saved from, and DIR holds the aim it was saved with, both against your head, the right stick and the mouse, so the shot stays framed while you sit on it. A view saved from a moving shot still moves the way it was made: the orbit keeps circling, the sweep keeps sweeping. FOV holds the zoom. There is no EFF out here, because effects never run outside the aircraft, and no PILOT.
Views you can reach from the keyboard
Rows drawn with a small key badge can be reached from the keyboard without opening the app, while a Dynamic POV camera session is running (head tracking, effects or the exterior views). The first four of each CUSTOM VIEW section have one, and so do the first ten of ACTION CAM and the first ten instrument views.
- Cockpit: Shift F1 to Shift F4 load slots 1–4, and Shift F5 to Shift F8 save into those same four.
- Exterior: Shift Ctrl F1 to F4 load slots 1–4, and Shift Ctrl F5 to F8 save into those same four.
- ACTION CAM: Shift Ctrl 1 to 9, then Shift Ctrl 0 for the tenth, load the first ten rows of the section in the order they are drawn, ticked or not. There is no save key: the library is shared.
- Instrument views: Shift 1 to 9, then Shift 0 for the tenth.
Shift Ctrl with a digit and Shift Ctrl with a function key are different features: the digits are ACTION CAM, the function keys are your exterior slots. Every row’s badge shows the one key that reaches it.
Everything happens on the press; there is nothing to hold down. A save overwrites whatever was in that slot; a save into an empty slot makes a new view exactly as NEW VIEW does, so it lands on the next free row: with two views saved, Shift F8 makes view 3.
Outside views: looking and moving
Any of the seven shots can be saved, FLYBY, OBSERVER and SATELLITE included. A saved view replays its shot around the aircraft wherever it is flying, not at the airport it was made over. A fixed framing — for example an ORBIT you had moved before saving — is kept in the aircraft’s own frame as the airframe sat at that instant, so save those from level flight where you can: one captured mid-bank comes back leaning the same way.
Your head and the mouse turn the lens. With head tracking running, look around and the view swings with you; with the mouse, hold the right button, or switch MOUSE LOOK mode on and move. The camera stays where it is and only the aim changes.
Hold Shift and the same movement moves the camera instead. It walks round the aircraft on a sphere, keeping its distance, with the lens following so the aircraft stays in frame. A saved view is carried round rigidly, so whatever it was framing stays framed. Let go and the camera stays where you walked it to; the look glides back over a fraction of a second, so nothing snaps.
FLYBY and OBSERVER are the exception, because they stand still in the world and let the aircraft come past. There Shift slides the viewpoint instead — sideways across the aircraft’s track, and up and down from where it was dropped. OBSERVER is never pushed below its eye height.
The right stick moves the camera on ORBIT, CAMERAMAN and FLYBY, and turns the lens on the rest. On the others, holding Shift on the keyboard makes the same push move the camera instead, exactly as it does for the mouse and your head. Nothing jumps when Shift goes down or comes up. On the three shots the stick already moves, Shift changes nothing.
The zoom is yours on a saved view until you switch its FOV on. Switch FOV on and the view keeps the field of view it was saved with. Either way, step to another view with Backspace, or re-centre with Shift Space or R3, and the shot returns to its own framing — a saved view to exactly what was saved.
To keep a framing you have moved to, press SAVE on the row you want it in, save it into a slot with Shift Ctrl F5 to F8, or press NEW VIEW for a fresh row. The save takes the moved position and any lens turn you made with the stick or the mouse — never your head, which belongs to you rather than to the shot. There is no RESET out here, because a saved shot already comes back to itself.
ACTION CAM, above CUSTOM VIEW in the cockpit tab, is the shared library: views published for an aircraft by its developer. You can tick them into the cycle, jump to them and fly them, but they are read-only for most users. Everything you make yourself goes in CUSTOM VIEW. Press LOAD when the app asks to fetch the library’s newest set; it replaces any unsaved ACTION CAM changes.
Custom views are kept per aircraft type and model, so a variant never shows another variant’s views.
Seat, pad and mouse
The CONFIG tab holds the settings that change how everything else feels.
Neck offset
How far your eyes sit ahead of the pivot your head turns on, in centimetres. It is what turns a head rotation into the small sideways movement a real head makes. Too small and turning feels flat; too large and the view swings. The default is 15 cm.
The same offset now applies to tilting and nodding. Tilt your head toward a shoulder while facing forward and the eyes swing a little to that side and dip; look down or up and they lower or rise slightly. Your seat never moves forward or back from a tilt or a nod. Looking out of a side window, the sideways swing fades away, as it does on a real neck. The roll of the gyroscopic camera is not counted, because that is the camera mount levelling the horizon, not your head.
Joystick
Every connected controller is listed; the selected one is the pad Dynamic POV listens to. REFRESH re-enumerates after plugging one in. Click the selected controller again to turn gamepad control off entirely.
Mouse look
Aims custom cameras with the mouse: hold the right button to look. It only works while a mouse is detected. Untick it to keep the mouse out of camera control altogether.
In an outside view, hold Shift as well and the same movement moves the camera instead of turning it (see Custom views).
Two sliders under the switch set how it feels.
- MOUSE SPEED — how fast the mouse turns the camera, as a percentage of the built-in speed. 100 % is the standard speed; lower is steadier, higher is quicker. The range is 10 % to 300 %.
- MOUSE MOMENTUM — how long the view keeps gliding after the mouse stops. 0 snaps to a halt the instant you stop moving; higher values glide on for longer, up to 100. The default is 20.
Both are remembered and take effect immediately — there is nothing to apply.
Pilot position
This is where you sit, per aircraft. It survives with or without the app open, and once saved, from one session to the next.
- Start a camera session, then slide the seat: Shift W/S forward and back, Shift A/D sideways, Shift E/Q up and down. On a gamepad, hold L3 and use the right stick, with LT/RT for up and down.
- Shift Space or R3 re-centres if you overshoot.
- When you are happy, press SAVE PILOT POSITION. It takes hold the moment you press it, so you can carry on adjusting and nothing you move after the save is lost. The aircraft opens there next time. The seat is kept on your PC, and if you had zoomed in or out, that field of view is saved with it and comes back with the seat (the CONFIG tab shows it as FOV beside the position).
- RESET, beside it, puts you back on the aircraft’s own default seat and saves that, so the next flight opens there too.
Save from the pilot seat. While an ACTION CAM view or one of your own cockpit CUSTOM VIEWs is on screen, SAVE PILOT POSITION and RESET are greyed out and a note tells you to step back to the pilot seat, because the pilot position belongs to the seat, not to the view you are looking through. Step back with Shift G / Shift T or the seat’s row in COCKPIT VIEWS, and both come back.
An unsaved seat survives a look outside. Step out to the exterior views, or to the simulator’s own outside view with Backspace while ENABLE VIEWS is off, and the seat is where you left it when you come back. Re-centring, switching the camera off, a flight restart, an aircraft change or the main menu puts it back to the saved position, so save before any of those.
Shift A and Shift D are intentionally the opposite way round from the WASD convention. You are aiming a camera, not walking an avatar: Shift A sweeps the picture left (which slides the seat right). The keys follow what happens on screen.
Aiming and zoom
One rule explains most “why doesn’t the stick do anything” questions.
The right stick, mouse look and the zoom wheel take over only when Dynamic POV is holding a camera that nothing else is aiming — a cockpit-effects session, an exterior view, or eye tracking alone. The moment a real head pose is arriving, your head owns the aim and the stick, mouse and wheel go back to the simulator.
- Right stick — aims the camera.
- Mouse — hold the right button to look (if MOUSE LOOK is ticked).
- Mouse wheel — field of view.
- RB + right stick, left/right — zoom on a gamepad. Up and down still trim the aircraft, which is what RB normally does.
If the simulator never reports the release of a gamepad button, Dynamic POV lets go of it by itself after five seconds so the stick does not stay stuck trimming. A genuine hold that long is simply pressed again.
Outside the exterior views, the mouse wheel stays with the simulator in the stock cockpit; Dynamic POV only takes it once Backspace has entered one of your selected exterior views.
Raise your eyebrows to zoom (Android)
On the Android app, the FOCUS VISION eye icon under AUTO DIM switches on a hands-free quick zoom. Hold both eyebrows raised and the cockpit view zooms in 2×, with the cockpit effects easing off while you read; relax them and it zooms back out. Your head keeps aiming the view throughout.
- It needs HEAD camera tracking, and it works in the cockpit only, not in the exterior views.
- It adapts to your face as you fly, so a resting expression never triggers it. A short raise is ignored, and it will not engage while you are looking far to the side, up or down.
- The camera preview shows
BROW nn%(100 % is the point where the zoom engages) andZOOM 2×while it is on. Use it to see how high you need to raise them. - The icon is remembered between launches and is not changed by restoring the defaults. It is hidden in the OpenTrack and EE:VR modes.
Control reference
Everything Dynamic POV binds. None of these keys are taken away from the simulator, which keeps whatever it already had on the same keys.
| Action | Keyboard | Gamepad | Where |
|---|---|---|---|
| Head tracking on / off | Shift Alt 7 | L3R3 | HEAD TRACKING |
| Re-centre, and return to the pilot camera | Shift Space | R3 | HEAD TRACKING |
| Cockpit effects on / off | Shift Backspace | — | COCKPIT EFFECTS |
| Previous cockpit view | Shift G | — | COCKPIT VIEWS |
| Next cockpit view | Shift T | — | COCKPIT VIEWS |
| Switch seat (pilot ↔ co-pilot) | Alt Space | RBR3 | COCKPIT VIEWS |
| Jump to instrument view 1–10 | Shift 1 … 9, Shift 0 | — | COCKPIT VIEWS |
| Jump to ACTION CAM view 1–10 | Shift Ctrl 1 … 9, Shift Ctrl 0 | — | COCKPIT VIEWS |
| Load cockpit custom view slot 1–4 | Shift F1 … F4 | — | COCKPIT VIEWS |
| Save into cockpit custom view slot 1–4 | Shift F5 … F8 | — | COCKPIT VIEWS |
| Exterior views on / off | Ctrl Backspace | — | EXTERIOR VIEWS |
| Next exterior view | Backspace | VIEW | EXTERIOR VIEWS |
| Load exterior custom view slot 1–4 | Shift Ctrl F1 … F4 | — | EXTERIOR VIEWS |
| Save into exterior custom view slot 1–4 | Shift Ctrl F5 … F8 | — | EXTERIOR VIEWS |
| Move the camera instead of aiming it (outside views) | Shift + mouse / head | Shift (keyboard) + right stick | EXTERIOR VIEWS |
| Seat forward / back | Shift W / S | L3 + right stick | CONFIG |
| Seat sideways | Shift A / D | L3 + right stick | CONFIG |
| Seat up / down | Shift E / Q | L3 + LT / RT | CONFIG |
| Zoom / field of view | Mouse wheel | RB + right stick left / right | Custom cameras |
| Start a view survey (on the offer) | Shift Space | R3 | CONFIG |
Both left and right modifier keys work for every key above.
Compatibility issues
These aircraft are known to have issues while a Dynamic POV camera is active.
Audio issues
In these aircraft, cockpit or exterior sounds are not played correctly while a custom camera is active. This happens because of an incorrect SOUND.XML configuration in the aircraft: it uses the CAMERA STATE variable where native WWISE events should be used to mute specific tracks. If you experience this kind of issue with any aircraft, please report it to the aircraft developer.
- Azurpoly Jaguar
- IndiaFoxtEcho Eurofighter
- iniBuilds A300
- iniBuilds A350
- LVFR A340
- Miltech M2KC
Visual issues
If the pilot’s own body appears in your view, move the camera clear of it with Shift W/A/S/D (on an Xbox gamepad, hold L3 and move the right stick), then press SAVE PILOT POSITION on the CONFIG tab. From then on that position is the default for the aircraft. See Pilot position for details.
- Azurpoly Jaguar — pilot appears
- IndiaFoxtEcho Tornado — pilot appears
- IndiaFoxtEcho T-45C — pilot appears
- IndiaFoxtEcho F-35 — pilot appears, screen blackout
- Miltech M2KC — pilot appears
Need help? When you contact support, include the aircraft (type and variant), the add-on version, which features were running, whether the app was in front, in the background or the EFB closed, and the log copied from the HEAD TRACKING tab (click the log strip to copy it). A camera problem with no aircraft name is almost impossible to reproduce.

















18 feedbacks on Dynamic POV
Great product, just what we needed for Xbox – it’s a real gamechanger. Couldn’t find any way to contact you, so I post my issues here. In most planes there are a 3D pilot in cockpit when using the trackmode. It often in the way for buttons and sometimes eyesight, is there a way to get rid of the pilot? Another issue when using the product is my joystick mapping change, buttons change function or disappear when using the product – for example my top hat which used for trim now instead show external view. Is there a way to disconnect that function?
Indeed, military aircraft often has a custom pilot model which appears same moment cockpit effects or head tracking is enabled. We are in contact with aircraft developers and trying to fix it, some already posted updates with the fix.
As workaround you can use Shift+ W to move pilot seat forward, then press SAVE PILOT POSITION on the config tab, this position will be saved for the future flights.
HAT trim will be fixed in next week update (around Wednesday).
Hi for me it seems to be on majority of the aircrafts including the pmdg 777 not sure if that is a sound issue but same with the inibuilds A320 A321 and A330 for me I can try again after work today and update if any changes.
The issue was reported to Asobo half half year ago but we are still waiting for their action
https://devsupport.flightsimulator.com/t/camera-api-cockpit-sound-used-when-custom-camera-is-acquired-interior-audio-regardless-of-reference/17578
We are trying to contact aircraft developers directly to solve this issue on their end, but only a few have taken it seriously.
But I can’t recall such issues in PMDG aircraft, worth to send a video demo.
I don’t want to use head tracking but I want to use the mouse just like default but want to keep cockpit effects but with mouse it is a weird way not like default instead it very slow or fast and almost acts if it’s lagging but it’s not any way to fix?
you can find mouse cursor speed and momentum sliders on CONFIG tab, change them to adjust cursor behaviour.
if you still experience the issue, it’s something unknown and I need to see a video capture (camera record is fine)
I don’t want to use head tracking but want to keep the cockpit effects but when I do the camera either moves quick and stubby or slow and short how do I fix this or will this be something fixed with a upcoming update along with some aircraft display audio as some are very quiet
Sounds issue is a known – it happens for aircraft with incorrectly declared sound.xml file. We are not able to fix it from our side, it was reported to Asobo so they can apply fix for all aircraft at once, but there are no estimations when it will be released.
If you found any aircraft which has sounds issues but not listed in https://msfs.touching.cloud/mods/dynamic-pov/#dpov-compat let me know
Are there any plans for a sale any time soon? Love the idea of the product but 30 dollars is pretty steep, especially in this economy.
This product contains three components – FS add-on, Android app, iOS app. So the amount of time spent on development is roughly x3 compare to normal FS24 add-on. If we decrease the price at least twice – our efforts will be never paid, which means there will be no awesome add-ons from TouchingCloud any more.
Dynamic POV is an absolutely amazing product that doesn’t break the bank! Thank you for your hard work. It’s great to be able to have this on Xbox.
602Simmer
Great to hear! We are still working on functionality and compatibility improvements. And also another surprise feature to be revealed soon 🙂
bonjour serait il possible d’avoir une vidéo de fonctionnement sur XBOX car je voudrais vérifier la pertinence d’un tel produit avant de l”acheter.
Merci.
Hi! check our demos https://www.youtube.com/@TouchingCloud
also review made by 602 Simmer: https://www.youtube.com/watch?v=OWjWjLFVwhE&pp=0gcJCTAMAYcqIYzv
j’ai achetais dynamic pov pour XBOX super.
Hello! I’m interested in your Dynamic POV product, but I’d love to see a video demonstrating how it works and what it looks like in action. I haven’t been able to find any videos online. Is there any way I could see a demonstration? Thank you!
Do you offer this in MSFS 2020. I couldn’t find it in marketplace ? If not hopefully you will consider it. There’s a lot of us using 2020 version. Flight sim 2024 has a lot of bugs. Thank you.
This add-on uses Camera API feature which available only in FS24, sorry.