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Blackdog

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Everything posted by Blackdog

  1. Is your game installed to 'Program Files'? If so, try running the game as administrator when you plan on tweaking OpenXR settings. (just a theory based on what I've seen in other circumstances, may or may not be correct).
  2. I had issues with headset blackouts when I tried the OpenXR thing, no OpenXR Toolkit -- disabled it and haven't had the issue since... though anecdotally others are using it without issue. Makes me wonder if there an Nvidia driver setting or something, but my OpenVR performance is good enough that I haven't bothered figuring it out for the sake of stability.
  3. Interesting, didn't realize you could move them, could help a bit. How do you do that?
  4. Could we please get a one-eye-only VR option for the George interface please (with either eye as an option) -- it makes me go kind of cross-eyed trying to look at the thing. I'd also appreciate if it could be positioned someplace other than the bottom-middle, that tends to be in the way of stuff I need to see -- one of the bottom corners like 2D would be appreciated.
  5. Game on DCS Viper drivers.. RealSimulator F-16 throttle pre-order is on, let's make this happen (don't settle for that other new F-16 throttle option!): https://realsimulator.com/lineal-throttles/ (in no way affiliated FWIW, just a DCS Viper pilot who wants to hit the 200 pre-orders to keep the batch price down & have a bad ass Viper throttle to compliment my FSSB stick).
  6. There is currently seems to be no way to use this in VR. The way you use it in 2D is to select the DL DSR resolutions as shown in the screenshot above, then go down to "Change Resolution" under display and select the DL virtual resolution. In VR there's no way to 'select' the DL resolution -- so until Nvidia adds the option in the driver or provides API stuff so third parties (like fholger or SteamVR itself) can enable it for VR, we're probably out of luck.
  7. RealSimulator home page has a picture of the F-16 (even has the countermeasure punch button) and a video of the prototype: https://realsimulator.com/ I don't have an interest in the F-35 throttle head, but definitely the Viper throttle!
  8. Hrm, what's futzing with the strength settings and my Viper gun vibe works in the JetSeat now, not sure what did it.
  9. Wingmate and I with JetSeats both have no gun sounds with F-16 as well. No unlimited ammo.
  10. Tacca's (Modified by Waze) NVG mod 1.2.1 https://www.digitalcombatsimulator.com/en/files/3316348/ (have to delete the Bazar\shaders\MaterialFactory\laserbeam.hlsl to pass IC prior to 2.7.6.12852) In the Viper in VR it allows you to see 'under' the NVG like you can IRL so that you don't have to flip the NVGs up and down constantly to use the MFDs -- night missions pretty terrible without it. Edit: To be clear it would pass IC after removing the laserbeam file prior to 2.7.6.12852 (side effect that you could see faint red laser beam outside of the NVGs but inside of the default NVG mask) -- now mod just doesn't work. If ED would give the ability to increase/decrease apparent 'distance' of NVG and position from your VR eyes like you can IRL to see around the goggles and use instruments this mod would not be needed.
  11. Does 'bullseye' include the cursor bullseye location? I really hope so -- at present communicating bandit locations and stuff with other airframe types is very challenging. It really becomes a hindrance in large scale / complex multiplayer missions.
  12. ED - please implement this so that mission makers / server operators can help you to provide us with an immersive experience. Nothing breaks immersion (especially in VR) like having to navigate a menu to communicate. I feel like the community is doing the 'heavy lifting' here with projects like OverlordBot -- please support them with API support so they can do great things for the community.
  13. Pretty please? Can't be understated how crippling not having this is for multiplayer.
  14. It's great you are getting the performance you like, but it is because you are pushing about half the total number of pixels. (with a G2 for example) .5 DCS PD + 400% Steam SS = 2160x2160 (native G2 resolution) 1.0 DCS PD + 51% Steam SS = 2160x2160 (native G2 resolution) 1.0 DCS PD + 100% Steam SS = 3024x3024 (default amount of supersampling with the G2 for barrel distortion compensation) You're probably better off running PD 1.0 and having more fine-grained control of the SS via Steam to get the balance of framerate and visual quality you like best -- but if you are happy with the visuals/performance you are getting with your settings, then by all means use them... just understand why the performance is better.
  15. There's probably some, but I don't notice any. YMMV depending on hardware and such.
  16. I'm a big fan of VR Keeboard (VRK). Automatically imports mission kneeboard pages from DCS, easy to import and organize your own pages, AND allows you to use an affordable pen tablet (that I strap on my leg like a real kneeboard) to take hand-written notes (fill in 9-lines, etc). The kneeboard shows up in VR where it would in real life (you can tweak the positioning), and if you like it can automatically enlarge when you focus on it so it is easier to read.
  17. Sure... in MOD_nvg.hlsl I changed the size/location values to (I have the Reverb G2 -- may need tweaking for other headsets): static const float2 EYE_CENTER = float2(0.5f, 0.6f); // SETS CENTER POINT OF NVG EFFECT ON SCREEN static const float2 EYE_SIZE = float2(0.5f, 0.5f); // SETS X AND Y DIAMETER OF NVG (PERCENTAGE OF SCREEN)
  18. Thanks for this -- tried out the mod, tweaked the size and location settings for the G2, and end result is very similar feeling experience to actual NODs (when positioned smartly). Works out great because with my head in neutral position in VR the HUD is roughly circumscribed by the NVG area, and can see and use MFDs/ICP/DED underneath. The instruments outside the NVG area are a little blurrier because the NVGs take up much of the VR 'sweet spot', but they are still usable, and it is WAY more usable than constantly flipping the NVGs up anytime non-HUD instruments are needed.
  19. ED, any chance we could get the option to move the apparent position of the NVGs away from our eyes (or to simulate that, make the size of the NVG vision portion smaller) in VR to allow us to "see around/under" the NVGs like in real life? At present the only way to use any instrument/MFD (other than the HUD) is to flip up the NVGs -- in complex night missions where MFD/instrument info and outside-cockpit visuals are needed, constantly flipping the goggles up and down is far from ideal.
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