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Everything posted by peachmonkey
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I have the same sentiment about DCS. The amount of tweaking that one needs to do to have this game 'barely' playable in VR is insane. However, not all players in DCS are created equal. - The VR jet players don't complain because their playtime is mostly at high altitude where the performance is great. - Heli and WWII - we suffer the most since we are very close to the ground, objectives, and the high amount of SFX. Having a 5900x CPU I recently acquired a 3090 secretly hoping it would offer a vast improvement over the 2080ti I had. The actual improvement? Maybe 10%, or 15% at max at low altitude, i.e. WWII and Heli altitude. Suffice to say I'm disillusioned and I have stopped playing DCS completely because of it. I refuse to play it at potato 1k quality where the performance is more or less ok on 3090. Couple of weeks ago there was a dev post about how they're looking in to VR improvements. If they achieve 20% improvement it'd already be game changer, pun intended. Until then - it's IL2 VR for me.
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Poor and unstable VR performance on a decent and recent rig
peachmonkey replied to hinapilot's topic in Virtual Reality
in my painful experience with DCS 2.7 and WMR the game doesn't like when both WMR and SteamVR have motion reprojection turned on/enabled. It's one or the other. Otherwise it's a stutter paradise. 1) if it's ON in Steam VR, then disable it in WMR: YourDisk\SteamFolder\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings find the below line and comment it out with // "motionReprojectionMode" 2) if you set it to MotionVector in WMR, then make sure motion smoothing is disabled in SteamVR hopefully it's one of these..- 19 replies
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I don't understand how you guys can fly with an in-game PD less than 1.0. In my tests I noticed that lowering the in-game PD makes the distant objects (planes, armor, trucks, etc) appear to be made out of very large pixels. I.e. an A-20 at 3-4km looks like 4-5 giant pixels. In IL2 the distant objects are just the miniature versions, i.e. the pixels aren't augmented... I don't know it's hard to explain. So I get a much better distant object rendering with PD=1.3 or 1.4 with a lower SteamVR resolution than vice versa. I do use the kegety VR shaders mod, so I'm not sure if it's because of the mod or there's something else at play.
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because with the above statement you making it sound like you were running DCS at 60fps. You weren't. You were running it at 30fps. Hence your comment about 120hz reply is WRONG.
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you keep confusing everyone here with hz (Hertz, electrical frequency) and fps (logical processing). Don't do that. 60HZ refresh rate of a display panel is its electrical specification. It's how fast the actual panel refreshes per second to display something. Think of old CRT monitors. There's a cathode ray that draws (excites) the pixels inside the phosphorous layer (screen). The CRT days are long gone, however there's still an electrical specification for screen refresh rate in LCD's, due to it backlight configuration. 60 frames/per/second is the OS/CPU/driver/application ability to LOGICALLY present/render something on that screen. When you select 60hz in the HMD you're changing its screen's electrical specification to perform a hardware screen refresh regardless of what the OS/driver/CPU/app is doing. And I told you why people who use G2 go "ew" when using the it in 60hz. It has absolutely ZERO to do with frames per second.
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pardon me for not reading your 20 preceeding posts and your signature before commenting here. Did you really think I assumed you were a unicorn ?
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who's jumping in to conclusions now eh ? I simply commented on your ability to use HMD at 60hz refresh rate. Having experienced it with G2 I felt like it may not be something that a lot of people could tolerate. A post later you stated it's actually an Odyssey HMD, for which I provided a plausible reason for tolerance due to the difference in screen hardware, i.e. OLED vs LED. When you stare at a static picture at 60hz the frames/per/second doesn't really apply here now does it? It's all about the electronics within the screen that create a difference, i.e. OLED with individual pixel control vs. LED with a constant backlight that flickers at 60 timer per second, aka the 60hz florescent light in neon light bulbs, hence my stupid joke about it being soothing. My smiley faces indicating it's a silly joke obviously failed to convey the tone of this conversation, my apologies. Moving on.
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it wasn't because of the 60FPS. It was because of the 60HZ screen refresh rate. I think the reason why it's different is Odyssey is OLED and G2 is a LED. Different types of operation. OLED doesn't have backlighting, each pixel does its own on/off thing. With LED it's synchronized across all pixels. I feel like that may be the actual reason.
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just some ha-ha, pal, don't read in to it didn't mean anything by it. I tried it with G2 and it felt like I was watching TV during some serious hang-over. It was physically painful in G2. Maybe it's better with Odyssey?
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I guess you're one of those folks who finds the fluorescent lights soothing Seriously though, 60hz screens that close to my eyes almost give me seizures. It does offer more options though if you can tolerate it.
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you're one of the unicorns that find the HMD to be usable at such refresh rates.
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got my shipping notification for tomorrow delivery! Yay!
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as an A8 plane pilot I guarantee you A8 does not fly like that when under control of a human. The initial zoom climb is so off it's maddening. It does not climb like that one freaking bit.
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i pre-ordered from HTC on May 11th. My order started to show "in fulfillment" as of today: Order Status: Pending Fulfillment Your order has been released for fulfillment. You will receive a shipment confirmation email with tracking when your product is shipped. Tracking numbers will be displayed on this page after the product has shipped.
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No doubt, and I did use the work-around for flying the Spit when I dove in to DCS 5 years back. It worked fine but I just didn't like the fact that I had to re-adjust my muscle memory when switching to Spit from other planes. The workaround definitely tamed the bird but the joystick movement was pretty unnatural to me as I kept re-evaluating if the curves needed more tweaking to emulate the long stick movement. This OCD drove me nuts so I finally bit the bullet and bought the gun-fighter pro to fully enjoy the sim experience. But I'm weird like that, so this is an extremely subjective experience and the opinion.
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if you can afford it then buy a joystick that supports the extension. VKB Gunfighter Pro or the Virpil one. With the physical extension you will have a lot more room for errors and necessary corrections. In my experience you won't need to modify any curves or saturation to reduce the sensitivity as you'll be able to control it much much better with a longer stick.
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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!