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Everything posted by Hartsblade
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@BIGNEWY @NineLine I'm also getting this warning. Should we proceed with the upgrade purchase?
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Glad to hear. May I ask why you want to use Open Kneeboard as opposed to Kneeboard Builder? I'm asking because I have used neither, but I'm about to start playing with a custom kneeboard and would love to have your opinion on both.
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You are very welcome. Glad I could help.
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Chuck's may have some sort of copy protection. I'm not at home, but I'm curious as to what might happen if you tried opening it in Word and tried to convert it to a Word document and re-exporting it to pdf. If I get a chance tonight I might download kneeboard builder and take a look.
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Is that slide from Chuck's Spitfire Guide? If it is, might I suggest an experiment? Type up a text only document using a standard font link Currier or Ariel in Word and export it as a pdf. Then try importing that pdf into kneeboard maker.
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Don you typed up that kneeboard correct? What font are you using?
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Hey Don, have you tried to import a pre-existing pdf (meaning not one you created) into kneeboard builder, just to see if it works? Also if kneeboard builder converts the pdf's to png's, have you tried converting the pdf to png yourself and then placing them in kneeboard builder? Is that even an option?
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My main concern isn't really about the pilots, but more about if the scale disparity carries over to to the cockpit interior or even the exterior models. @Kang I have not noticed if the pilot shrinks or grows as he ejects. I'll try to take a closer look later and post what I see.
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Yesterday I posted this thread in the Spitfire Bug Forum It made me curious about the other WW2 pilot models, so after some playing in the editor I was able to get all of the pilots from the current Warbirds together for a screen shot. As you can see, allowing for the fact of some of the pilots feet are sunken into the tarmac (Spitfire, 109, and both 190 pilots) and the fact that the Mosquito Pilot levitates no matter what you do, you can see that there is a problem with the scale of the pilots in relation to each other. The Mosquito, P51, and P47 Pilots are clearly larger then the Spitfire, 109, and both 190 pilots. While this may seem like a trivial issue that most folks will never notice or see, it begs the question is there a corresponding scale issue between the planes as well, or at the very least a scale issue of the cockpits of the aircraft. @BIGNEWY is there any chance that someone can look into this? I know it looks like a very low priority issue, but I just want to make the team aware there is an issue.
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can not reproduce Mirrors not working in MT
Hartsblade replied to funkster's topic in Bugs and Problems
I don't think this is an A-10 specific bug. I've been seeing odd behavior in the Spitfire and P51 as well. At times while flying through clouds the mirrors disappear and if you toggle mirrors on and off the last image when toggled off stays in the mirror, almost like a screen shot. Same happens if you die and respawn. I will work on getting screen shots after work today. FYI I have done a slow repair, and regularly vlear my cache. -
Right now I'm getting a solid 60fps with DCS settings maxed out except for chimney smoke and MSAA at x2. No issues with MT, but I've turned Motion Smoothing on and off so many times while testing I don't remember where I left it. I'm also running the Index at 200% in SteamVR. If you haven't already try clearing out the texture cache for DCS
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Posted the wrong link...I corrected it in the original post, but this is it... https://mbucchia.github.io/OpenXR-Toolkit/ The install instructions are there and an faq. I have my Sharpness set to NIS at 20%
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If you are using the current DCS Beta build and using OpenXR then you can use the OpenXR Toolkit to sharpen the image. I've been using it with my Index for a couple weeks now, works great fie me. https://github.com/mbucchia/Pimax-OpenXR/wiki Wrong link, sorry. https://mbucchia.github.io/OpenXR-Toolkit/
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Thanks Don.
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I'm running a Valve Index, and now that Steam OpenXR is a viable option, is there any benefits to be had trying out OpenXR Toolkit? I'll admit I currently know near to nothing about OpenXR Toolkit and what it might do to improve the Index's performance. Any input and/opinions are much appreciated.
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There is a SteamVR patch today, and in the notes it states that SteamVR is focusing on OpenXR as the api of choice and includes a number of OpenXR fixes. So with this update and the planned DCS beta update keep an eye out for changes in performance. SteamVR patch notes: https://steamcommunity.com/games/250820/announcements/detail/3689049624610138403
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How to force to work with SteamVR (multithreading) again?
Hartsblade replied to YoYo's topic in Virtual Reality
@BIGNEWY I am a Valve Index user and I am seeing the same thing. If you launch DCS with Multi-Threading it will always Launch the in OpenXR and not OpenVR. I have four separate Shortcuts to run and test DCS Open Beta in it's current various flavors: The Standard Open Beta Shortcut: "D:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\DCS_updater.exe" Open Beta with OpenXR: "D:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\DCS.exe" --force_OpenXR Open Beta with Multi-Threading: "D:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe" Open Beta with Multi-Threading with OpenXR: "D:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe" --force_OpenXR Here are the Logs for each. You can clearly see in the Logs that the Original Open Beta Shortcut is the only one to Launch in OpenVR. I hope this info helps shed a light on the situation. Standard Open Beta dcsOB.log Open Beta with OpenXR dcsOBXR.log Open Beta with Multi-Threading dcsMT.log Open Beta with Multi-Threading with OpenXR dcsMTXR.log -
Watched a number of videos about this HMD today. Looks very promising. I'm very interested in how well it plays in our favorite flight Sims. I'm sure we'll get reports as soon as they roll off the assembly line. This actually has some hands on info and footage featuring one of the company founders https://youtu.be/z3k0T1mvahY
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You can get a good quality used Asus Tuf OC 4080 at B&H for about $1250 US https://www.bhphotovideo.com/c/product/802675252-USE/asus_tuf_rtx4080_o16g_gaming_geforce_rtx_4080_tuf.html
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I'm not sure if you are using SteamVR or not, but here are my settings to have no Grid. Also I set the Transparency for Color and Play Area Floor Color all the way to the left. Hope that helps.
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B&H out of NYC is a long time electronics store specializing in camera equipment. They have an excellent reputation and really seem to take their used market seriously. Everything gets inspected and tested if need be before it is listed. As far as noticing an image quality improvement, I want to say yes, but that could be a "placebo effect". Colors seem deeper as do blacks, and general game performance seems smoother overall.
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Just made the same switch a few days ago and very happy I did. The increase in performance was well worth it. On side note. I picked up a "used" Asus Tuf 4080 OC from B&H for $1200 ($100 less then my Asus Tuf 6900 xt OC 2 years ago). I know that "used" can be a scary word, but B&H dose an excellent job of inspecting and rating used equipment. The card was rate a 10 on a scale of 0-10, when the card arrived it was obvious that someone had bought it, opened the box, took the GPU out of the anti-static bag, and never installed it. All of the factory plastic wrap was still on the card and intact. The power adapter was still sealed in it's bag. If I had to hazard a guess, they took the card out of the anti-static bag, discovered it was probably too big for their case and returned it. Either way, the card works like a charm.
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I'm not sure if I'm the only one still running an Valve Index or not, but in light of the current patch I though I would share my results of running OpenXR instead of OpenVR. I set up 2 separate Shortcuts, one with the the command line edit --force_enable_VR --force_OpenXR and one with the default route running no arguments (the OpenVR start up). After launching and flying for a bit noting performance I shut down and checked the Log to verify which API was launched. I like to do my "testing" using the Spitfire on the Channel Map - Instant Action/Free Flight. One of the challenges of this map is flying low level over populated areas, there is a huge performance hit vs flying at altitude or flying over open water. I took my readings from the same location for high Altitude/open water and flew low over the same section of city. Multiple passes were run and compared. I will report the averages. Steam and DCS are below and Hardware is in my Siganture. OpenVR Launch High Altitude/Open Water FPS: 60+ fps GPU Frame Time: 12.1 ms CPU Frame Time: 5.2 ms Lower over city/populated area FPS: 57 - 60 fps GPU Frame Time: 16.2 ms CPU Frame Time: 12.1 ms OpenXR Launch High Altitude/Open Water FPS: 60+ fps GPU Frame Time: 12.7 ms CPU Frame Time: 5.7 ms Lower over city/populated area FPS: 40-45 fps GPU Frame Time: 19.1 ms CPU Frame Time: 12.7 ms With my current Settings I can keep a constant 60fps (or better) both at altitude and down low over populated areas using the default start, which launches into OpenVR. With the Edited Start forcing OpenXR I still get a constant 60fps at altitude, but when I run down low over the buildings the FPS drops to 40 (or less). SteamVR Settings DCS Grraphics Settings
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Okay, so I finally had time to play with this and I can report that with my Index adding the command line edits to force OpenXR decreases VR performance. I set up 2 separate Shortcuts, one with the the command line edit --force_enable_VR --force_OpenXR and on with the default route running the Updater first. After launching and flying for a bit noting performance I shut down and checked the Log to verify which API was launched. I like to do my "testing" using the Spitfire on the Channel Map - Instant Action/Free Flight. One of the challenges of this map is flying low level over populated areas, there is a huge performance hit vs flying at altitude or flying over open water. With my current Settings I can keep a constant 60fps (or better) both at altitude and down low over populated areas using the default start, which launches into OpenVR. With the Edited Start forcing OpenXR I still get a constant 60fps at altitude, but when I run down low over the buildings the FPS drops to 40 (or less). This was a quick test and I'll spend some more time with it this weekend, but it looks like forcing OpenXR on a Valve Index is not the way to go.