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mimikiwi

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Everything posted by mimikiwi

  1. It's awesome stuff indeed. For more info and kudo's to the original finder I am crossposting the original forum link here. It should work for most HMD's. We just figured out the best way to set it up for the Aero (and XR3/VR3 probably too):
  2. Just like dburne you need to do the crosseye wmr debug tool fix. It is documented here: For the Aero: Click on "swap top and btm" for both eyes and save. You should be good to go. When ED fixes the issue in this topic it doesn't need this fix anymore...
  3. I'm happy everyone is chiming in on this issue. I'm glad we have some workarounds. I agree it's important to keep all these startup parameters so everyone can choose their ideal setup. What I do like about using the Varjo library is that it will enable things like Foveated Rendering in the long run including performance increase in VR so I like the direction in which ED is moving with this. (it needs to be programmed first, but it is possible). But I know lots who use Steam overlays and other tools like VRPerfKit and FPSVR which are really great so to be able to choose even with a startup parameter would be great.
  4. Yes! You are completely right! This is the workaround we are looking for to keep going. Bear in mind you need to use the cross-eye tool to make sure it's distortion free. Thank you. The workaround for now is the --force_steam_VR which makes it work like previous version. this gives more time to the devs to come up with a native fix!
  5. I've tried the option and it gives me the same result. As in it doesn't work correctly. It gives me 4 screens and low resultion in the headset. I've done the option directly on the commandline but also as a shortcut. Why it works for Morphine I don't understand. I think the command I just tried actually activates the 4 screens. In past versions of DCS this was the case. I would expect we need something like: "DCS.exe" --force_enable_VR --force_disable_varjo_VR So in short. Aero users need the same kind of rendering like other regular headsets with 2 screens. That is until foveated rendering is supported I believe...
  6. Good catch, I would applaud that very much. Lets just hope this bug gets fixed soon. Until they do I have a very expensive paperweight laying around…
  7. Since 2.7.11 which was released today, Varjo Aero users cannot play the game in VR anymore. The resolution of the rendered screens in the headsets is really low. What seems to be happening here is that most Varjo headsets make use of the bionic display, which is in fact using 4 screens, 2 screens for the entire FOV and 2 screens for only the focal point of the FOV which are high resolution. DCS has had support for these headsets for quite a while and you could enable this by using the startup parameter: —force-varjo-vr. It seems right now DCS actually detects there is a varjo headset being used and automatically renders 4 screens for all varjo users regardless of headset type. This means for XR / VR users it is working as intended (edit: I’m getting some reports VR3/Xr3 users are only getting 2 screens so it may be a switch around…) but for Aero users it makes VR useless. Only the low resolution full FOV renders are being used for Aero headsets now and this completely defeats the purpose of having an Aero in the first place. In my opinion there should be an option to toggle this behavior in game. Both for Aero and XR/VR users because it will eat a lot of performance for XR users as well. However for Aero users we cannot enjoy the game in VR right now which is a pity with the Apache release. Is there a workaround perhaps? Is there a startup parameter to disable varjo vr support? Anyway, we need a fix asap. I’ve attached a screenshot of my mirror to showcase the issue better. With kind regards, MimiKiwi
  8. The moving dot is for eye tracking, not auto IPD. That’s why it still bugs you even when auto ipd is disabled. To my knowledge there is no way to disable the eye tracking.
  9. Just quickly checking in to say I just completed the campaign, and I liked it a lot. I am pretty sure I now know how to use virtually all systems in the F-18 since I had no issues completing the mission mostly on the first go. I have played some harder campaign's before and this one is a think a good introduction for a beginning to intermediate player to understand the mechanics of how most campaigns and weapon systems work. When I receive my new VR headset I will try again but the harder campaign to see If I can still do well. Looking forward to your next campaign. A couple more review points: - I liked the small explanations about what you need to be able to do to complete a mission. - The radio communications were easy, could be more complex in future for me. All voice over's were great, and also some extra explanations on what to do along the way worked in there. Well done. - I would have liked some more realistic A/A intercepts. Sometimes the AI enemy almost spawns on top of you and that's sometimes a bit unrealistic, but does make it more dangerous for you, so I understand the reasoning. Keep up the good work!
  10. I don’t recognize those leap motion control panel screens. I am using the leap motion 5.3.1 gemini release which has no more calibration for example. Are you sure you have uninstalled the old version and installed the new version? It should not have a calibration mode anymore…
  11. Yes, I’ve seen part of that project on the forums of said simulator already. Looks awesome indeed. I am a software developer but I am afraid I don’t have the time or the knowledge to build something like that. But the basis for all of this has been laid already in DCS, it just needs some finetuning. For example yesterday I did a whole mission where the hand tracking was working most of the time and it was great. I simply use the mouse as backup.
  12. I can confirm the latest update does fix the leap motion with the latest gemini drivers. However I am still facing the issue of alway re-enabling the DCS ultraleap support every time the sim starts. But more annoying is the hands disappearing after a while. I usually am able to perform a cold start, but as soon as I am in the air and have the hands on the HOTAS for extended periods one or both hands stop appearing. A reset of the leap support sometimes works in bringing a single hand back and sometimes both, but it is still very flaky. I have tried disabling VR mouse and the same problem remains, it even feels the hands sometimes stay visible in their last tracked position which I never had before. So it still needs some work but I like the steady progress the good people of ED are making on the subject. I’ll keep trying if there is a workaround to always keep the hands working in a flight…
  13. Good point. Never thought of it that way. I’ll try it that way as well. It would be best if you would not need a gesture to active interaction at all, it’s just so annoying jettisoning all your stores when you reach for your throttle. (for me thats because the throttle still is on a desk, working on improving that)
  14. I noticed the same indeed. Thats why at least you want a gesture that's easily recognised to function as an activation before being able to interact. So unless you make the gesture you can never really activate anything accidentally. But you will never solve everything because of the obvious masking problems which might fake a gesture or you being unable to click something. I think for sure it can be improved! Thanks for the feedback on PointCtrl. It's another reason for me to try them out at some point.
  15. You are completely right of course, nothing can compete with physically touching something for all the reasons you already explained. Perhaps you enjoy this video then: I agree PointCtrl is affordable alternative and I have looked into it in the past. I do hope to try it someday. However I do not have it now so I cannot comment on it with any degree of reliability. I do like the pressing and holding part that keeps locked to the control it was pointing at. I think that might even be a great solution to combine with the pinch gesture with leap motion. So maybe for a full set of suggestions for each type of button with regards to the Leap hand tracking: For push-buttons: Point gesture: Point with your index finger while the rest of your hand is clenched like a fist and press the button. For rotary knobs: Pinch and hold gesture: Make a pinch while touching the knob. As long you hold the pinch you are locked to the knob and you can rotate your hand while pinching to rotate the knob. The lock is broken when the pinch is opened. For toggle switches: Point gesture: just like a button knob but just use it to flick the toggle up or down. (I think it also works like this) or Pinch and hold: Just like a rotary but instead of rotating you move your hand up or down to interact with the toggle.
  16. My 2 cents and hopefully some useful feedback for the Leap Motion support there currently is. I got my Leap Motion last weekend and mounted it to my Reverb G2 yesterday and hade some flights to test it out. I am using the Gemini 5.3 driver. I have created a simple mod I manage with OVGME to easily swap out the DLL file. A couple of observations: I need to go into settings every time to disable and enable “leap motion support” to get the hands / arms to show up The term “arms” is confusing. I now understand its a reference to your hands showing up in game. But to me they are not “arms”, but “hands” or “gloves”. The “no pointers” setting is not working, or quickly breaking after selecting it. When I select “no pointers” I can actually press buttons and manipulate switches using both hands. However quite quickly these green pointer lines start showing up and everything that intersects with the green pointer line gets switched, but the actual fingers are no longer working. This usually happens to one hand first, and then quickly afterwards the other. After a while one and eventually both hands stop showing up and no more interaction is possible. Sometimes one or even two hands show up again after going to the in-game settings menu and toggling the “leap motion support” again. I usually immediately see both hands again, but returning to the game usually hide’s one or both hands again. Only a reboot of the game fixes this for me. This might be an issue with the leap motion not tracking the hands instead of a integration issue, I will try and simulate my movements using the visualizer and see if my hands are correctly tracking later this week. When just going about my business in game there are lots of accidental button pushes and switches toggling like most others already have reported. This is because of the disconnect between the real world positioning of controls and the simulated position. In general, when the hands show up and the pointers are disabled, everything is accurate and it feels really immersive and adding a lot of value in VR, it’s the fix for the missing link for the disconnect we usually have between the real and simulated world. I think the above issues are probably a result of us “frankenbuilding” the leap support in DCS with the gemini 5.2 - 5.3 version of the driver in combination with the leap support being young and “in progress”. I really hope DCS can update the integration to be natively working with the latest version and fix these smaller issue. My suggestion for the biggest issue: “Acccidental presses because of real world hotas positioning vs in-game positioning”: Maybe it is possible to only enable interaction with the cockpit if your hand makes a pointer. (so only your index finger is pointing, and the rest is a fist? An example of the gesture is found in this demo: https://www.reddit.com/r/hoggit/comments/qsdubz/have_you_tried_hand_tracking_with_leap_motion_or/) It could be an option like the “use hands to interact with hotas”. I would prefer this because it is the natural gesture you make when pressing something, maybe there is also a combination that can be made with a pinch gesture for rotating knobs? To finish this off, I really like where this is headed. I will keep on testing the functionality and would love to help improving this feature! Thanks ED!
  17. So I finally found out what the problem was. I kept consistently having this issue. I have an x56 Hotas and with the Logitech software I have profiles for all planes I own, which in turn bind to keybinding. For the F-14, the X-56 trigger is bound to the space bar. In all missions it works like it should. But in this mission the trigger doesn't work. On a hunch, I removed the binding in my logitech software and bound the x-56 trigger directly to the "trigger" command in the controls section. Now everything suddenly works as designed. Still not sure if it's a F-14 bug or something to do with scripting for this mission clashing with my setup. But this is just an FYI. I can now continue enjoying the campaign.
  18. Nice! Thanks for the feedback. I thought I was going crazy. I must have been unlucky having it 3 times in a row. Will keep an eye on it and report it when it happens again next time. I’ll try doing a manual startup next time. And for some feedback on the campaign. I think it hits the sweet spot for me in terms of balancing realism vs action. Not much “hanging around” time. There is always something to focus on, some action going on. Really like it. Next projects are going to be an insta-buy for me! Also, the custom walkman tracks:
  19. I am really enjoying the campaign so far. But at mission 6 I have a really weird issue. When intercepting the bogeys that are going after the Hawkeye I cannot seem to fire any missiles at it. Like the entire trigger doesn't work. (GUNS or SW doesnt work either) I have everything setup ok: Missile Prep, SW Cool, Master arm on. A/A mode. Selected Phoenix or Sparrow. Lock up in STT. Hold trigger for ages. No joy. When I play any other mission (or previous missions in the campaign) everything works. Does anyone else have this issue? FYI, I do use the auto startup for starting the tomcat from cold launch. Maybe thats got something to do with it? Also I do tend to warm up the missiles early. Already checked the keybindings. When go to controls and pull the trigger on the joystick, it jumps to the "trigger" entry, which seems ok. Any pointers? There must be an obvious thing I am missing. Kind of frustrating finding out it doesn't work after playing the first half of the mission every time.
  20. About the long draw distance drawback, we might get a good idea when No Man's Sky releases its DLSS VR update. That surely has some long draw distances. I for one am a big fan of DLSS and hope we do get it at some time in the future.
  21. Yes, I am really happy with what shipped with 2.7. Better performance in VR. Was also able to ignore the cloud jitter but also hope the contrast for clouds gets improved. Been flying a lot these last few weeks. Felt like a new game / sim. Looking forward to what gets fixed today. Keep up the good work ED!
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