A bit of backstory, about 3 years ago I got into clay shooting with American trap and skeet. It is not a cheap hobby, I average about 80 cents a target all up (and that’s just per target club fees and ammo). To save money, I spent the money to get a clay thrower, and a buddy with a large chunk of land is cool with me shooting there, so I can shoot for just the cost of ammo which is around 32 cents a shell. With just one thrower I can only practice trap (which was/is my main interest so it was okay). Which is cheap enough that it’s affordable, but it’s still not cheap and it’s a bit of drive. Sporting clays and five stand is another discipline that I’ve tried, but I find I am basically making noise and spending money to accomplish little. I need the practice to get reasonable at it, and practice is expensive (as I have to go to a club to practice) so I don’t do it much. Cue a circle of low performance. I took most of last year off from any serious clay shooting due to the combination of time and cost.
Onto the VR sim’ing part of this. I have the mobile version of Clay Hunt that I picked up on a whim for a couple of bucks a year or two ago, and saw they had a VR option back when I didn’t have a headset.
Clay Hunt VR on Meta Quest | Quest VR Games | Meta Store
Now that I do have a headset, I figured I’d give the 30 minute demo a try and see how it was. It took a grand total of 2 minutes to convince me to buy it once the demo was done. Yes, using to VR controllers is not an ideal replica of how a shotgun swings in the hand when shooting, but it’s surprisingly workable. Enabling the gun trace to see your swing, firing point, and where the pattern was in relation to your target is incredible.
This is taken from the web as I haven’t the faintest idea how to record off my headset. You can see the red for the path of the muzzle pre-shot, gray is post-shot, the red dot is the shot point, the gray ghost clay is the clay’s location when the shot is fired, and the reticle displays the shot pattern in relation to the clay, and its engagement distance. There are purpose-built training systems that do this with projectors and lasers, and they run into the thousands of dollars, but you can use your actual shotgun to train with.
Five minutes of looking on the web, and there are solutions for this as well. The two built in options in Clay Hunt VR are the Real Stock Pro VR
and the MegaVr Duck Hunter
Both have some very good reviews, and are considered serious training tools with appreciable real world carry over. They’re not cheap at ~$300, but the cost and time savings of doing this virtually is immense. I can shoot 100 practice targets in my living room for effectively free. Time wise it takes me 45 minutes to an hour to go be able to shoot at either my buddies place or the local clubs, and that’s just to get there. In 45 minutes I can shoot 100-150 quality practice targets with excellent feedback in the comfort of my living room, any time of day, any day of the week. I shot for about an hour this morning after work at 0520, and it was great
Doing the math, the entire outlay for my headset, a stock kit, the simulator itself, would pay for itself in about 2300 practice targets (and that’s just in pure ammo savings). This morning I shot about 200 targets, and learned something on almost all of them for a cost of 0 dollars. If I shoot 100 targets each morning when I get home from work, 4 days a week, I’ll have the cost saving in 6 weeks roughly.
I am currently (well last time I went to the club 16 months ago) a 90 out of 100 trap shooter at the 16yd line, which is pretty pedestrian (or less lol), with the occasional flash up to 93-94. I am curious if after 2 months of VR training what it will do to my average. I’ll keep you guys posted.
I need to order a stock set. Using the VR handsets by themselves has me over swinging my virtual gun due to the massive difference in weight. I don’t want to build any bad habits, which apparently can happen, so I won’t be too hardcore with anything till my stock set arrives.