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Everything posted by Taz1004
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VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
Keep _helper.hlsl _HMD.hlsl NVD_common.hlsl NVD_HDR.fx -
VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
Just add diffuse.hlsl from Kegety's to Simplex with folder structure. It probably will add to first time loading time but not as much as full. -
VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
You're probably getting better performance with Simplex than Kegety's because Simplex gets rid of Albedo. It has the setting in _HMD.hlsl but the function is in \Bazar]shaders\model\functions\diffuse.hlsl file. And Simplex gets rid of that file. And I did look at the codes a bit deeper and it appears ED added some luma adjustment to the cockpit. To compensate for the new FLIR which is the cause for the frame loss between previous and current OB without any shaders... is my guess. And Simplex removes this luma adjustment. Below is image quality difference between Kegety's and Simplex. Albedo in Kegety's below is 4x -
Better Smoke V22 for DCS 2.9
Taz1004 replied to Taz1004's topic in Utility/Program Mods for DCS World
Well, Japo32 was having issue before I updated to v17. Your issue, ParticleSys_40.fx isn't part of this mod. And psTranslucentAnimFlir is new function ED added and it's not being recognized. It maybe another mod issue or try running repair and only use the v17 of this mod. -
Increased tree distance?
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Increase visibility distance.
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VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
Just make entire folder and file structure to match that of Simplex. And yes it means deleting the extra folders that are not in Simplex. And just to be clear, this is Kegety's work. I just modified it to be compatible. -
VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
I put the link in my sig. NVG mod is optional. It wont blur the cockpit as much but not sure if it's realistic or not. I don't know about the NVG in these jets but the consumer grade NVG I've tried don't get that blurry. -
VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
This should work. Must be applied on top of Kegety's. Taz1004_ClearNVG.zip -
VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
Also, I just remembered I set Albedo supersampling to 6x in _HMD.hlsl for my personal use. Default is 4x. This might or might not affect performance. I changed it back to 4x and updated my previous post. -
VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
I don't even remember what NVG Clarity mod is or where I posted it. -
Updated 3-18-2022 For compatibility Rain preset 3 by ED is still broken and this should fix it.
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VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
This is the Full version of Kegety's mod merged with latest DCS OB 2.7.11.21408.1 (3/17/2022) DCS VR Shaders mod for 2.7.11.21408.1.zip Few notes As before, this version will have big compiling time when first launched. FXO and Metashader2 workaround still works. You can basically turn this into Simplex version by deleting files and folders to match that of Simplex. Some shader files had to be removed for compatibility as they are based on pre 2.7 shaders. This is modified for compatibility only. I have not tested performance. New FLIR and NVG seems to be working. -
Better Smoke V22 for DCS 2.9
Taz1004 replied to Taz1004's topic in Utility/Program Mods for DCS World
UPDATED TO V17 for DCS 2.7 3/17/2022 Updated for compatibility only in V17. No new content. Few vehicle smoke seems to went back to old version and also very black. This is ED change and also in default.- 840 replies
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I'd like to use this thread to share some ideas for improving VR headset comfort regardless of the brand. Comfort of my HTC Vive Pro wasn't that bad for usual mission length of 30 minutes to an hour at most in DCS. But I've been doing some long flights in MSFS2020 (it's whole new game with NIS btw) and I was feeling the headset pulling my face down. Then I realized that the balance is more important than the overall weight of the headset. When I googled "VR counter weight" I found some weight kit for Oculus and Reverb but none for Vive. I even found some people taping roll of coins to the back. In back of Vive Pro (and I assume with Vive Pro 2), there's this space under the foam. I put some nuts and bolts in there and immediately felt better. But it still wasn't balanced so I clipped cheap $5 Harbor Freight knife on the strap. And it's perfectly balanced front and back. I can't believe I lived without this for years. Because of the balance, it sits on my head without having to tighten the strap. Of course I'd still have to tighten it for playing action games like Alyx but for flight sim, this saved my face. I also cut out the foam so there's only foam on the side. Forehead usually gets the most sweat and this prevents that. Also has added bonus of putting the headset closer to my face and increase FOV. I do have VR Cover but I find it to be worse than foam because its waterproof, it gets sweaty far more frequently. But again, I'd like to see other people's ideas.
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The setting in Options only disables static reflection and those are cubemap reflections. Only way I know of to disable them is using Simple Glass option in Kegety's shader mod.
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I don't understand the whole "Fixed" Foveated Rendering. Foveated Rendering is for headsets that track your eye and only render where your eye is looking. "Fixed" Foveated Rendering... doesn't it basically mean it's NOT doing Foveated Rendering? The way he described in his GitHub "by rendering the outer areas of the VR images at a lower resolution while still rendering the center of the image at full resolution" That's what VR headsets do by default. So I'm not exactly sure what it's for.
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Until ED fixes cluster bomb issue, for me it's OpenVR + ReShade 4.9 + 3DMigoto + Simplex I use modified original Kegety's than Simplex but pretty much same thing. If ED fixes cluster bomb, I may drop 3DMigoto and go back to full Kegety's as overall it takes away performance. And I will hold off on ReShade 5.0 until many of the shaders are updated. NIS or FSR is Nvidia and AMD algorithm. fholger basically enables it for VR and he does add some features of his own with VRPK but I don't see much benefit.
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Reshade 6.0 gets native support for OpenXr
Taz1004 replied to speed-of-heat's topic in Virtual Reality
Seems like a lot of the filters needs to be updated for 5.0. SMAA for example doesn't work anymore and the new depth detection doesn't work in DCS. -
That does same thing as DCS IPD adjustment.
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If I'm talking left and right camera, of course I'm talking VR. Dev's don't "apply distortion". If you ever used Unreal Engine, VR camera has focal length setting. 35, 75, 120.... Similar to your DSLR camera lens. That's what I'm talking about. That's what I don't believe is consistent across modules. Ka-50 for years, people have been complaining about same type of "scale" issue in VR. But the scale of the model was correct. I used the overlay camera in Vive Pro to measure the virtual model and it in fact was modeled to scale. But it still felt small. And in a patch few months ago, ED corrected the focal length of the camera. Focal length of VR camera is different from headset to headset. It can also be different if you normally wear prescription glasses and take it off for VR. Or if you use customized lens on your headset, then it can be different than people not using it etc... many factors. Compensating with IPD is global and affects all modules. Even the ones that does have correct focal length. I was saying for consistency, "ED" needs to define the standard focal length value ALL developers needs to use. So at least the scale is consistent across all modules. Or better, give users ability to adjust VR focal length like for 2D. Perfect example is DeoVR Video Player. It's free VR video player on SteamVR. It gives you ability to change focal length of both eye and you can see how it affects scale. And how it's different from IPD. We need same type of adjustment in DCS.
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There's one other factor. VR camera focal length. IPD "in the game" adjusts the separation of left and right camera in the game. This is different than physical IPD adjustment of your headset which separates left and right lens. And if you separate the "in-game" left and right camera by increasing IPD, you're basically making your head in the game bigger. Which in relation, make the world smaller. So you are right that "in-game" IPD is more of "world scale" and many other games actually call it that. And this adjustment mostly affects close objects than far distance. Same way a car may seem huge to a child than adult. But car that's 100 feet away would seem small to both child and adult. But as I said, another factor that affects scale is the focal length of in-game camera. And this has bigger impact than IPD (or world scale). If you ever looked through binoculars backwards, everything will feel small. And everything will look huge the other way. All scale is correct and IPD is same. But only the focal length of the lens changed. In DCS I don't believe all modules have same focal length camera. Some old modules have focal length that's not adequate for VR. And maybe some 3rd party developers may use focal length that works for the headset they're testing on. ED needs to define standard VR camera setting which I'm not sure if they're doing.
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VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
You are using fholger's version? Regular ReShade doesn't work in DCS VR. And you have to extract them inside bin folder. Not root folder. I'll attach the version I use with my setting. Install as any mod. I also put SMAA in it. It works just as well as 2x MSAA for me but better performance. You can disable it if you don't want it. VR sharpen SMAA.zip -
Did you check the combo section? And I'm not the one getting worked up. Everyone else is getting worked up on my "opinion" I didn't say a single word against anyone having valid reasons for not wanting Orion.
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Thanks, already tried that at 10nm and didn't work. Will try closer. Approaching from their rear seems to get better at locking only to be defeated by flares.