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trigen

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Everything posted by trigen

  1. 2 weeks in and i couldnt be happier. Apart from bying kites this is the best purchase ever!
  2. Having flown with both id say go with the rift, the image clarity and sweet spot is just much better than the Vive's. Ive had mine for about 2 weeks now and i couldnt be happier. I just dont care about the little low res and other shortcomings ive had. I wake up every morning and the first thing i do after breakfast and coffee is to take the Huey out for a spin. Its just pure joy! If i knew the next gen comes in 4 months id still be happy with the purchase, its a dream come true.
  3. Still getting big boxes on tooltips with the latest updates on both 1.5 and 2. Something i need to do to get this working? On the rift
  4. Looks like an amazing stick. Pre ordered. The base looks very good and hopefully it will feel great too. Looking to switch the grip between that and my modded ms ffb2
  5. Couldn't agree more and the res is more than enough if you play other games. Arizona sunshine is a blast and lots of other great games are coming. Walking trough dark caves with just a flashlight and a gun while hearing zombie noises, it's pretty cool. I gave in and bought the thing. Gonna check that out tomorrow
  6. Just got the Nyogel 767A, love this stuff! Putting it on all my sticks. I tried some Molykote44 earlier but that stuff was just horrific, lots of sticktion, worse than stock on the warthog. Maybe the EM30L is better. Cant beat the feel of this stuff though. Will probably need an ever heavier one for my ms FFB as it has 2.5kg weights on it.
  7. Using zoom was just an example to illustrate the effect I'm always having, it's not exactly the same but you get the idea. But there's no fix for it other than different eye relief or fov calculations that I can't get without a lot of mask mods or software, and it has to be half a mm accurate. I just choose to ignore it now. Annoying g as it is the pic quality far out weights the use of the vive where the eye relief is just right
  8. Glad to hear! Im in the same boat as you, not bying anything non VR haha. Its just amazing. Ill be selling off a couple of my 5x 24" screens thats for sure. I also did a couple of back to back flights with the Vive and Rift last night to before finally shipping the Vive back and while it gives a tad more presence the clarity and picture on the rift is just way better. That pretty much nailed it for me, the Rift it is! That said though hah, i really with i could just keep both, the vive with its bigger view makes me feel a lot more there but its just no contest vs the rifts clarity and smaller pixels.For all the 360 and room scale stuff that dont matter as much. If only i could win the lottery!
  9. If you guys don't have any movement when looking from side to side using the Vr zoom there must be something seriously wrong with my unit. My image shifts wildly if I got full vr zoom and look around
  10. Zooms kind of like the normal zoom. In when you push the stick, out when you let go. Wish it would be more of a snap view and be at instant zoom when you click it. It can be a bit strange since the FOV gets changed and you get a big FOV mismatch. Everything moves around when you move your head.
  11. Its a fov mismatch and nothing in the debugger tools for that sadly. If one use the ingame VR zoom and look around you will get a fov mismatch and the world moves,thats whats happening to me at all times, subtle but highly annoying. Is there any way for me to set a different fov trough the setting files in DCS? What i really need of course is a tool from Oculus but they seem to have adopted the end user is an idiot and need everything spoonfeed while being shit scared of any sort of liability. May be hard to get anything out of them . Thats the trend nowdays i guess.
  12. I dont agree either. The rift runs considerable better and most importantly smoother. Same in sim racing. Is the Vive perfectly fine sure, but its not on par. It does however have a big edge in better eye relief and no distortion issues. God rays are also awful in Rift, not much in the Vive.
  13. I would go for the Rift, its much more comfortable, image clarity is better, its smother in games, especially sims. Throwing your head around on the Rift, no issues, its nice and light! Vive has a lot of mass compared and will move around a lot. For roomscale, if you are like me and have around 1,5m max to stand on its not an issue apart from needing an extension cable for the sensor and maybe the Rift if you got more room. Vive is of course much simpler there and the tracking cones are larger. Thats the beams coming out of the sats/cameras. But essentially nothing to think about. The touch tracks just fine in a 2 cam 360 environment for me at least Ive had a lot of distortion issues with the Rift that i get 0 of in the Vive. Im one of the few that gets it though, mostly people dont see it and you wont notice it much in the sim if you do. I would still go for the Rift even if i cant stand this stuff, its just so much smoother than the Vive, especially if your frames drop.. My Vive also always sit 89-90fps and cause a little stutter but that can probably be fixed in software later. In any case, even with its faults the Rift wins here, its not slightly better in DCS, its a lot better, in fact its the only reason im keeping it over the Vive due to the distortion issues. If i didnt have that it would be no question at all.
  14. From this post : https://forums.oculus.com/community/discussion/36380/lens-distortion-on-my-app-in-cv1-also-notice-on-other-apps-now-too "Thanks for the idea, unfortunately it was a no-go. I actually just got a message from Doc_ok on reddit and it seems like it's probably an issue with the CV1 not having eye relief and me not in the "optimal range" with my face type/eye position, here is the comment: "My best guess is that you're seeing a physical/virtual FoV mismatch. If your eyes are closer to the screen than what the software considers "normal," you are seeing a smaller FoV because the lenses magnify the screen image slightly less. You can see the magnification difference in the images in my FoV article: in Figure 29 (5mm eye relief), the lower-right corner of the screen is 50° from the center; in Figure 30 (10mm eye relief), it's 55° from the center. If the software uses the same rendering FoV in both cases (and since it doesn't know your actual eye relief, how could it not?), you'll get a mismatch. The symptoms of FoV mismatch are exactly what you describe: the world warps as you rotate your head while fixing your eyes on a fixed point in the environment. The extreme case are desktop FPSs where rendering FoV is vastly greater than screen FoV. Pupil swim also plays a role, but I think it's not the main issue here." Looks like back to DK2 and the Vive I go for now, I find the warping when looking around at things to be intolerable personally :neutral: " Its quite a big issue for me anyway and ive tried with no padding, some padding, lots of padding etc, just cant get it right. And when close to perfect the image still moves a slight bit, more than enough to ruin the experience sadly. If they could just give us a tool to override and set fov for all games it would be great. Live for speed looks much better at 89 FOV than it does at 90 for me. The rift is set at about 89,7 at least in the SDK demo but its on a 2440x1598ish res so i may be wrong there.
  15. I sure hope so but seeing as a Oculus tech told me it sounds like what you're describing might be the normal operation of the rift i dont have high hopes. Just have to ignore it as best i can. Then again im getting none of this on the Vive and so many claims not to have any at all so you never know. Depending how the discussion with Oculus goes i may RMA to be sure.
  16. To sum it up. Rift, clearly the better and smoother tech for flight sims. Sadly plagued by geometric distortions, pupil swim and smudging god rays, who knows what they were thinking. Drives you crazy in games with squares and walls etc. lots of people reporting and lots just ignoring it i guess. Not an issue for Sims thankfully and the lenses are nice and clear. Sweet spot is very small if you add in the distortions though, i need mm precision. Vive good marks for all, no noticeable pupil swim, never seen any distortions. Sadly much harder on the hardware and much less clarity outside the sweet spot. If you play a lot of other games id go for the Vive. Wish i could keep both. Sims the Rift still wins but so many headaches. Thats how it is for me anyways.
  17. My mistake i think . i mean it starts to ghost like crazy, thought that might be the ASW but guessing im wrong. the whole scene looks like it skips every second frame.
  18. Got my touch Coming today so I do hope for some support later on, usually have my left hand free and my right when trimmed. Easy to grab and flip switches!
  19. Lens alignment issue chaps, thanks for the inputs but this one can be put to rest. Rift VS my eyes isnt perfect and leads to small distortions. Hardly ever notice in the pit unless i look for it now anyway :)
  20. Asus z170 Kaby 7700K @ 5ghz Asus strix GTX 1080 1980ghz Ram at 2666 32GB I can do 2.0 PD with these settings but i have turned off shadows and gone 2x AA and turned off depth of field. Im getting 45 in the cities and 90ish outside. Any hard banking will result in loads ghosting in the cities. GPU load 80-90%
  21. I just tested some with PD 2.0, pretty nice and clear (45 city, 90 outside) but ASW starts kicking in when you turn fast over the city, outside it should be just fine with that and 8xAA in the Mustang. Amazing performance for DCS, Kudos to the developers. To anyone on the fence about vive or rift, rift hands down, there is no comparison. No motion sickness in VR but hell i get it outside now haha.
  22. Thanks but its more a lens alignment/tracking issue . If its not perfectly aligned it will be messed up. Lets say a square, the top will move left while the bottom will move right or be stationary unless perfect on the vertical setup. I can solve that. Also when you are correct vertical but not width you can get a squish and stretch effect when you pass over the square. Maybe my eyes are just in the worst spot they can be for this who knows. I get none of this on the Vive regardless of where i put the HMD, it might be there but perhaps you wont notice at all since the FOV is a tiny bit bigger. So its mainly my face but ill play around until i can get it as close to good as i can
  23. Everything is setup correctly as far as i know, resetted and tried again several times. I can get it reasonably well if i move the headset to say the perfect position. Problem is then im a tad high compared to the line vertical calibration in the IPD setup (not a huge deal) . Dont think there is much i can do about it at this point, it will squish and move a bit when i move my head. Will see if there's a beta or something i can try that compensates for it. Thankfully i dont notice it that much in the pit but looking down at the blanket in Oculus desktop and view from side to side is not great, it shrings and bends
  24. Thanks, im pretty happy with it! Screwed up and got a 170 over z270 though haha but i got a couple of weeks to return it still and trade for the new! Right now im far to hooked on VR to do so, cant have it gone for a second
  25. For the mobo i got a Asus z170 gaming pro. All this is on DCS 2. (on SSD) Tested with Mustang and Huey, A10 and such are probably more demanding and require less graphics (Edit, did some testing pretty steady 45, slight drops, 90 outside city) Im running 1.3 on the pixel density and i use a reduced shadow draw range mod. These settings are on the limit and it drops to 40ish for a instant if i turn hard over the cities so i usually turn depth of field and lens effects. Then its 99% solid. Not a chance to use these settings on the Vive, it would be a judder mess. Ill have a look at the shadows vs AA and see how that affects things
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