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Everything posted by peachmonkey
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a little bit more positive review:
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it's definitely something to look in to, however in my experience with x570 USB buggy chipset results in the HMD not being recognized on the USB ports period, i.e. it's not "works every other time" type of a thing, it simply doesn't work at all. I have the G2 plugged in to the USB-C port on the 2080TI, which never gave me any problems.
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I just nuked everything from the orbit. Reinstall is always a last resort, hence I don't want to repeat it if I don't have to.
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yup, I've had the experience with WMR corrupting itself when I used Odyssey+ a year back. Reinstalling Mixed Reality Portal and drivers didn't help, I spent 5-6 hours trying to rebuild the WMR environment using MS enterprise WMR dev kits but no luck. Blowing up the OS did resolve it in the end.
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I have MSI 570 (MSI MAG X570 Tomahawk) and the 5900x AMD CPU. The main difference from your setup is I have the 2080ti graphics card. No issues with WMR whatsoever, but please read on. There are some quirks with the WMR start up, however if you found the sequence that works then usually the sequence continues to work fine time after time. I've been through 2 different sequences due to Windows installation: 1) first start-up sequence that worked for ~6months. Start Steam launch "Windows Mixed Reality for SteamVR" app the Mixed Reality Portal starts up automatically launch/play the game If I started the apps out of above described sequence (i.e. Mixed reality Portal first then "WMR for SteamVR") there were all sorts of problems. The image in the HMD would get 'stuck', or games would launch on the monitor instead of HMD, etc. 2) current start-up sequence after I had to rebuild Windows due to blue screen crashes (unrelated to WMR): Start Mixed Reality Portal Start Steam Launch "Windows Mixed Reality for SteamVR" app launch/play games Now if I do it out of this order there'd be all sorts of game issues as well, i.e. the game would start on Monitor, but the sound would go through the HMD, or the game would start in HMD (i.e. not on monitor), I could hear the game sound, but HMD would be dark/blank. The point is the WMR+SteamVR integration leaves a lot to be desired. I know this is a last resort (at least for me), but have you tried reinstalling Windows completely? The reason I'm saying this is WMR has a veeeery deep integration with the underlying OS. It's not just the Mixed Reality Portal & Driver that makes WMR happen, there's a rather serious VR environment codebase that is part of the Windows core OS, i.e. reinstalling the WMR driver or the Mixed Reality Portal covers ~10% of WRM environment. That's the main reason why I hate MS and their WMR, i.e. if the core WMR environment gets corrupted there is no other way to remedy it except for a complete Windows rebuild.
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heh, all too familiar pains. Nowadays I simply run away from the spits, or create missions replacing them with I-16, which is also flying in god-mode. In Horrido campaign I usually lead the wingmen towards the spits and then pull back. Once they engage in a dog-fight it's pretty easy to shot them down. It is a nerve wrecking experience indeed.
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Good VR Performance, but only when "Window is out of focus!"
peachmonkey replied to a topic in Virtual Reality
are you on 2.7 ? The new DCS version has a problem when both WMR (MixedRealityVTDriver) and SteamVR have motion smoothing enabled resulting in continuous stutter. 1) If you enable motion smoothing in SteamVR then you must disable it in WMR: Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings comment out the "motionReprojectionMode" line 2) or disable motionsmoothing in SteamVR and then in the default.vrsettings make sure there's a line with ""motionReprojectionMode": "auto"" or motionvector edit: whenever you reinstall WMR app the motionReprojectionMode line gets re-enabled in WMR, so just fyi -
the manuf site says "composite materials" https://mfg-sim.com/en/rudders/2-mfg-crosswind-v2-grey.html doesn't matter really, they are awesome!
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I'm flying Horrido in A8. The AI behavior is puzzling. If a Spitfire hones on you then no matter what you do you'll go down. However, If you stay far away from them they set their sights on the Axis' AI's at which point they become mindless drones and are super easy to shoot down. In other words the experience is frustrating but game-able, which is at least something.
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AI Gunnery Unreasonable at High-Aspects
peachmonkey replied to Nealius's topic in Western Europe 1944-1945
not from the same use case as yours but nevertheless just as ridiculous: I'm flying the Horrido campaign with the A8. There's a mission where I need to intercept A20's before they bomb the u-boat in the harbor. I played it first time and A20's have been successful in bombing the u-boat, however I noticed where they spawned. So next time around I flew just above (~1600m) their spawn (~100 meters). They show up, I dive on them, I'm at ~700kph on deck chasing them but they are getting away from me! lol I could only catch up to them near the harbor, started to unload everything I got in to one plane, the debris are falling but no fires, no leaks, no thing, it's just a tank in the sky. As soon as they pass over the harbor, bomb the u-boat suddenly I can light them up with a 3 or 4 rounds of 20mm. I understand the campaigns are scripted. But if there is such a crazy capability to over-ride the laws of physics of these AI drones then any aforementioned concerns are kind of moot. ED simply needs to convert them to real simulation drones, and I guarantee you they'll be just as dumb as the drones in IL2. -
yes, in my experience after 5 minutes in to replay the action doesn't represent anything I did when I was flying. However, I did use fast forward to move the replay to the action points. If fast forwarding corrupts the re-simulation I'll give it a try with realtime only. Pretty weird bug but oh well...
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You absolutely need the VR shaders mod to get the game smooth enough with 2080ti (I have the same card). This mod gives you the best noticeable performance boost. https://forums.eagle.ru/topic/183659-vr-shaders-mod-for-better-vr-experience/ Then the Reshade VR. It'll add a bit more sharpness and color saturation. On my HP G2 it makes a huge difference, however I don't know how effective it'll be on Index with its washed out color contrast. https://github.com/fholger/reshade/releases/tag/openvr_alpha2
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judging by HP G2 it seems Vive is also doing some clarity multisampling optimization where you need to run the unit at 50% more SS than its physical display pixel count. I.e. with G2's 2160x2160 physical pixel density of the LCD's the SteamVR reports it as 50%. In order to get rid of the peripheral 'blur' it's recommended to run it at 100% SS, which translates to ~3200x3200 total resolution. Running 3200x3200 x 2 x 90hz (G2) is a lot less than running as 3200x3200 x 2 x 120hz (VP2). However, VivePro will support 90hz just fine, so take that requirement with a grain of salt.
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Way back I tried DCS VR with the Mustang and P51 when DCS was the first one to introduce VR support in 2016(?). The feel was amazing, however it got boring quickly due to the lacking WWII eco-system and unoptimized VR experience. So I switched to that other sim when they introduced VR in 2017 and I haven't looked at DCS since. Comes 2021 and I started to look at the A8 in DCS waiting for something to trigger me to want it. And it happened in March, mostly because of the boredom with the other sim. I bought the A8. Got the DCS VR experience in order (DCS's weakest point really). Then I started flying it. 1) Awesome stuff (A8 and DCS world): Landings: Holy s**t they were hard. Loved it. Take offs: Holy s**t they are still hard. Love it. Flight Model: Holy s**t in general. Love it. The aircraft actually has weight! The force of inertia is amazing. I never piloted any aircraft in my life (except for 6' rc planes) so I can't argue about realism of any of it. But man, it's a rewarding experience once you learn how to actually properly control the Energy vertical loops aren't actually easy at all! Anton loves to just hang upside down and it takes quite a bit of force for it to put its nose down. Doing it while fighting the superman AI is a nerve racking experience The port (left) wing stall is so strong that it can throw A8 in to a flat spin pretty much anywhere, which it did so many times that learning the flat spin recovery is must-have skill for Anton's operation. That requirement alone is .. amazing. Firing all 6 guns destabilizes the aim so much that I started to use the "spraying" side-to-side techniques to actually hit targets damage to the tail section actually models the proper behavior of the plane (I think it's proper?), i.e. it's sluggish and requires additional control input. There are no pitch up/down b.s. like in the other sim (its most annoying "feature" really). Sound: external sound changes depending on observer's position in relation to the plane! This is tits! Put the cam in front the prop and suddenly all I hear is just the wind !?! How cool is that. The flybys are down right menacing sounding. Paired with the bass shakers under my seat the trembling of the sub bass is breath taking! interior sound changes depending on how far I stick my head out the cockpit. This is awesome as well. It's amazing actually. It helps so much during the landings that I no longer look at the ATA/rpm's but listen to the sound of the engine/prop outside to gauge the engine power needs. Damage model. Boy, this is a biggie for me: Wing decals are actually in 3D. Not just some stickers, but they show the aluminum pried outwards giving it the depth of the damage. Cowling bonnet detachment so I can see the engine inside, very very cool. The system damage modeling is .. well.. there's nothing out in the market like that. I've had so many damage types and variations that I never know what could be next !?: making home back on 8 cylinders instead of 14 (!!). getting Magneto1 destroyed in the first pass over a target. Then getting Magneto2 destroyed in the second pass. Dead in the water and ditching!! What other sim can do this!? Getting the brake lines ruptured. After landing A8 was rolling for another good mile before it stopped. Lol. May not be too realistic due to a weak drag, but nonetheless not something that's expected! You have to account for this whenever you land and make a decision if it's better to do a belly landing instead in order to avoid running in to some ground object with no brakes and die (yup, happened to me). Getting electrical gear motors shut out so an emergency gear release is needed. Toggle the gear circuits on/off in order to retract/extend a stuck gear due to damage (!!). getting the oil lines punctured so the pressure drops and you start running the engine on dry mode. Sound changes are very specific and non-repetative, a lot of work when in to this alone. the bombing in A8 is superb. The real life bombing guides for this plane are valid, and honestly I look at them as the cheat codes so-to-speak Channel map: it's gorgeous in VR. the textures are so high that the ground no longer looks like some wall textures from Doom released in the 90's. It has depth, proper lighting, and it just looks... real. all the little towns, individual houses, all of the little details that are everywhere. Sometimes I just take off and fly at low altitude enjoying the sunset, reflections, wind mills, radar towers.. the list goes on and on. 2) not so awesome: VR experience. It's amazing how much stuff one must read up on and then configure to get the sim working in VR. If the Devs could treat it with high enough priority the influx of new players would be guaranteed. The other sim devs figured this out 3 years ago, which I'm sure partly explains its current popularity. bugs. Oh well. bugs will be bugs... anyway, just my 2 happy cents. cheers.
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yeah, there's plenty of that, but also it feels like there's a ground effect kicking in during the flare up, i.e. a sharp pull back of the stick and Anton doesn't want to sink after that ..
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it's definitely something that needs 1-2 day training of constant landing exercises. It took me that long to finally get it right every time after that. Approach at ~210-220 kmh, then cross the fence at ~200 with sink rate of about ~5m/s. The most important thing after that is a quick flare up right when you're about to touch the wheels on the ground. Without it the you'll definitely bend the struts. but it's just my way of landing it
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oh, I've pre-ordered already. I didn't realize Index used the stack lens design as well. Man, so that's probably the reason why it's got so much glare since it's using 2 Fresnels instead of one. Sigh... Can't have it all with this VR headset stuff..
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supposedly it has a 2 lens design per eye (per linked article) Remembering the VivePro Fresnel lenses were such crap at least they were modable. Now this 2 lens thing can def be a hitORmiss type of a deal.. https://thegadgetflow.com/blog/htc-vr-headsets-vive-pro2-vive-focus3/
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wow.. never seen those before in my life You got some vintage classic thing going on there.. :)) The rs232 interface cable strikes a cord in my soul nurtured by the 90's
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G2 is ~90 degree FOV (taken from IL2) VivePro is ~105 degree FOV (from IL2) Those 15 degrees surprisingly make quite a bit of difference. If VivePro2 keeps the ~105 degrees minimum and then bumps the resolution to G2 levels... keep the OLED's.. man, it's gonna be one sweet HMD.
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In the original configuration the VivePro sucks monkey balls, agreed 100%. However, its hardware supports an amazing mod: lens swap with GearVR hmd. It's a ~$50 mod: 1) print new lens adapters (~$20 on 3dhubs.com) 2) buy an old 2016+ version of GearVR headset (~$40 used) Once you swap the lenses the transformation is short of amazing: - sweet spot is 100% of the whole lens - zero god rays - zero glare It baffled a lot of people why HTC decided to go with such crappy Fresnel lenses for it. Once you change it the inky black colors + 100% sweet spot + 0 glare/god rays beats any HMD out there.
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the precision is tied to the quality of the mechanical movement of the pedals (plus sensors), that's for sure. If your TFRPs get sticky or not sensitive enough then it doesn't translate your input correctly, hence impacting the control precision. The MFG's fix all of that. They are silky smooth in operation and coupled with very high resolution sensors you'll get the precision you're after. If you add the shock dampener to the setup then you'll also get the illusion of the aircraft weight through the rudder. Any way you look at it there is a massive benefit in these pedals vs. the TFRP's. Edit: They are pricey though.
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I believe it's been moved from the aircraft controls to either General section or the UI. You'll find it there.
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what is it that you don't like about your current ThrustMaster pedals ?
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make sure you're not running WMRforSteamVR beta. - right-click on "Windows Mixed Reality for SteamVR" - select Properties - Switch it to a stable release (by selecting None, see screenshot).