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Everything posted by metalnwood
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Hello, with respect to my reply on the topic, I wasnt so much saying that you would feel sick immediately if things got under 75 frames but unlike a monitor, you usually know if it has dipped below 75. On a monitor if you dip from 75 to 60 you may not notice it has but you certainly do on the rift. As Derek also pointed out, under 75 and the dk2 will not do low persistence and that is noticeable for sure. For software that supports timewarp and maintains 75 even though the game is less then the problem is much less and low persistence will still work. My points were along the line that you cannot compare the changes in fps on a monitor to the rift, they do behave differently. Yes, it will effect different people to varying degrees but it is hard to argue with the research that oculus has done which says that most people benefit from the DK2 refresh rate and the CV1 refresh rate cured most of the people that still has issues with 75fps. @Rangi I found I needed a small amount of time to get used to a racing cockpit, a slightly longer period of time to get used to a flying cockpit. I put this down to racing working perfectly and flying not having the framerate required so it can get to you a little. A tolerance will build up for it. As far as first person shooters, thats a different ballgame for me. Cockpit experiences, no issues at all in the DK2. Running around. Yes, issues. I think you can build up the immunity but I dont play them enough to even try. I think a lot of that is related to lots of bobbing from walking/running in game that screws with the brain. I think they know that and will do something to make it work a bit better.
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I know what you mean, a smooth experience can hide what the FPS actually are and sometimes 30 can look like 60. Coming from a screen like you I know what you mean by what various people can accept. 40 can be as good as 60, hard to tell 100 from 120, if you can etc. The rift is different, whether it is an issue that is tied to the hardware I dont know but if you dip even a few frames below 75, the hardware refresh rate then you are in serious trouble. If I was playing DCS on the monitor getting a nice 75 and it dipped to 65 I probably would not eve notice, the same as you. On the rift it works very differently, it is not smooth, you cant get a smooth 65fps on the rift and it can feel like landing with 8fps. It's terrible.
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A good implementation of timewarp will be what gives most of us a good experience. The CV1 is 90Hz and has been stated a number of times on the oculus forums by oculus staff. The minimum pc specs dont mean anything for games that are not on the oculus store. To get on the oculus store you have to make sure your game runs on the minimum spec to a specific quality. So you wont get your software on the store if it needs a 980ti to give good performance, or if a 980ti gives only mediocre performance. DCS is not going to be on the store as far as I have heard so it doesnt have to meet any recommended spec. It could require a lot more hardware to get the same performance as a lot of that games will deliver with oculus's recommended spec. With timewarp, I hope it will do OK, my 780ti died a little while ago and forced me in to a 980ti which I had hoped I would skip in favour of the next gen.
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TM warthog joystick broken
metalnwood replied to mkauzlar's topic in PC Hardware and Related Software
oops, post in wrong thread. -
The warthog has two parts the throttle and the stick. Most people are referring to the stick when they say grip. It certainly is metal, not to be confused with plastic. I use engineering plastics and nothing wrong with them but the stick on the hog is metal not plastic. The first time you touch it and it is cold tells you it is not plastic. They are not referring to the base of the stick as metal and leading you to incorrectly believe that the stick is metal. It is metal, not plastic. Metal is vague such that it encompasses many different types but it doesnt include plastic. Statements said with such authority should have some experience behind them :) I have no idea where you got the idea the grip is plastic. edit. my reply comes off a bit snarky from repeating myself, it wasnt supposed to be.
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My flight simming goes back to the sublogic simulator where we didnt use joysticks. Possibly around the same time you found them Then we had the basic joysticks, one buttons, maybe two. Then pc's came along and they started to get a bit more fancy. I too had the MS FFB stick and liked it a lot, it was good for the games that were available at the time. They certainly didnt have the sophistication in sims that they do now. I have had saiteks, logitechs including the 940, CH products, currently the warthog and a number in between. I cant think for the life of me, going back 15 years, what joystick would I rather have than my warthog? Which joystick have you used in the past (I assume you are talking 10+ years ago) that overall is better than anything we have today? I know you mentioned cost, perhaps you dont count the warthog because of it's cost but then the wishlist you want would certainly put any stick made to those specs well more than the hog. I am confused.
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I love the DK2, I use it for racing all the time and flying but its much better for racing. I got up at 5am to order the cv1 but was april delivery before I got through all the errors!
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The good news is that extra 100usd covers GST.. The $839 usd all up is the final cost to the door. yeah, shipping is more expensive but it seems this time it is being double shipped. Once to a local warehouse and then second to us. That is why they need to collect GST as it goes to a local business then to us.
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I only use mine with some software called simvibe. I imagine it is similar to the other listed. Instead of 'playing' the sounds from the audio source the software tells the buttkickers how to behave. For example, when landing, there wont be a landing sound that will activate them but the software will make them go to rock the rig like you were landing. There also wont be a rumbling sound going down the runway but eh software will make them give you a good feeling of running on the tarmac. I use mine for racing and have one in each corner that simulates the forces acting on the suspension on each wheel in the car.
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I am betting a lot of us wont be able to compare the two, I certainly have never put one under my seat... The buttkicker is more about trasnlating the sound in to feeling, it is much more direct and doest require the volume that a sub woofer does. Even on high volume a subwoofer wouldnt give you anywhere near the same feeling.
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Thats true Kuky, we also get cues (from memory reading about this in the past) due to the shape of our ears etc.. So we can tell things that are behind us as well as in front. I just tried that demo in the dk2. There are scenes where it is very easy to close your eyes and tell where things are coming from but you could also do that in half life with a headset. I think there is s lot of filtering and 'clarity' to help you pick out the sounds that are important. I also think a lot of things are due to our learned understanding of nature and other things. E.g., something above us because we expect it to be above us. I have a feeling if we expected it to be below us we would be similarly convinced by the sounds. It did a good job, where it seemed to fail was at times when you directly stared at something and it lost it's position. Like a large soundstage on a stereo. Same volume in both ears and the positioning was not so pinpoint.
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Can't say as I remember hannibal but I am pretty keen to try out the headset on the cv1. On my gaming machine I dont have fancy headsets, logitech g35 kind of quality but boy is it annoying that all the wires are constantly getting tangled betwen the rift and headset. I am glad that will be a thing of the past.
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I certainly agree that a map that works nicely with VR is what we want. Just saying that it might be easier for them to fix the assets so that we can all play on the existing maps. Do they know why some assets are having issues? Who is to say they can create a new map with new assets and not have the problem and would that be faster than just fixing the current assets that they need to? I am with you also that it would be good if other people could create maps but they seem to not want to go that way yet and with only an additional map added in something like a decade I dont see them running to do it just for VR at the moment. With you in spirit though :)
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I am not so sure a map made for VR would do much if the engine is having issues with specific things like being pointed out. For example, up close on an object, there is nothing in that object that should suggest it should drop to 50 from anything well above that.
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When someone gets the new update going, post how it works with the rift please :) I am still a long way off getting the base software let alone NTTR. Been going for over 8 hours and a way to go before I even start to get the new map..
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Standards will come but when there is a new technology and different companies are racing to get there first they dont want to wait for a standard and come in 2nd place or even 1st equal.
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It's great for racing now. I cant wait for any improvement, not because I need it but because its really good now so I know better will be very usable for me. How well it will work for for a2a in dcs scenario's I dont know until we have them but I know there has been a shift for me. It's no longer the game that defines what I play but the VR experience so something like DCS may get played less and something like FSX with flyinside fsx could get played more where those specific limitations of needing to see aircraft out in the distance is not an issue. It's very interesting seeing how different we are, some will now choose that game that works in VR and others wont go near it until it supports the games they like. All valid points of view.
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DM, your cad software will often have a field when opening a file to designate mm or in. It will be set to your default being inch in the US. The drawing itself wont have the inch unit baked in to it.
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From memory, inside the file is the name 'stereo' that you need to set to 'stereo2'. You need to set the value there as the game GUI doesnt show you the value based on the file name. EG, the existing stereo, you could change the file name to 'abcd' and it will still show stereo based on the value inside the file.
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Pied, that is what I would expect to see. There is greater separation in one image than in the other but I don't see any noticeable difference in scale of the image. Because of the greater separation there is more FOV in one image but the cockpit remains the same size.
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Just to add, I dont know if modifying those parameters will change the scale as I have never tried. Others say it might so I am not saying they are wrong, just pointing out that this would be a glitch in the graphics engine and not represent what actually happens with humans.
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The main thing that the ipd in the rift does is to make it so that you can look straight ahead and have the images in the rift in the right place. If not then you need to go cross eyed to some extent. So its not really scaling just moving each view in and out to match our eye position when relaxed and looking forward. I know people as large as I am that have different ipd's. Mine is quite wide, some are smaller but they are not going to see a larger cockpit than I do in relation to themselves because they are the same size as me, just a different ipd. Anyhow, that is the intention of setting the ipd in the rift. Camera settings that the game has could do something different I suppose. It might have a pilot model that it is scaling, i.e. change the eyes and the pilot scale also changes. Dont know but it should not necessarily scale your environment.
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This is what I thought as well, it will only make it harder for your eyes to merge the image but the scale should be the same.
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I still dont know where you got that info from Clay but I dont know anyone using stick fonts for engraving? You will severely limit your options and it's just not necessary.
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I would agree with you, that because of our vision, that would be a good way to provide some immersion with the wide FOV but not need to utilise so much GPU. That is not what they are doing though. They specifically talk about the enhanced optics so that you can move your eyes and have a great picture anywhere across the whole FOV.