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peachmonkey

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Everything posted by peachmonkey

  1. hello, all, not sure if this has been reported. In 2.7 VR the cockpit lighting of A8 in the lower portion (pedals, under dash) is super bright as if the light source is inside the cockpit. It changes the intensity depending on the angle to the sun. If I'm flying towards the sun it's super bright as if the Sun shines through the motor on to the rudder pedals. And If flying away from the Sun the brightness is less intense but it's with inverted colors... weird stuff. edit: I haven't tried any other aircraft, will try tonight and report if it's the same for them or if it's an A8 thing only.
  2. no disagreement at all. However, if you're throwing logic in to this convo then there is absolutely no logic in WMR not exposing this feature in the MS GUI. Or clear explanation/warning in the "WMR for SteamVR" to make sure the user is aware of these conflicts. This logic you speak of goes both ways
  3. that's not true. With 2.5.6 I had both SteamVR and WMR reprojections turned on and it worked fine, no stutters. However, it's not the same with 2.7. Also, people erroneously think that enabling reprojection in SteamVR controls the WMR reprojection setting in the default.vrsettings. It doesn't as they are two completely distinct environments.
  4. There are 2 distinct re-projection methods: 1) SteamVR motion smoothing 2) WMR (mixedreailtyVR driver) if you enable them both you get stutters. Hence, enable it in SteamVR (make sure it says Enabled). Then go in to MixedrealityVR driver file default.vrsettings and remove reprojection there. Stutters will go away.
  5. found the diagram, check it out:
  6. yeah, it's a dive from 2,500-3,000 meters But at least it gives me somewhat consistent results... Remember, 60% of the time it works every time!
  7. for me the biggest problem is dropping the bombs too low and get an explosive splash back that damages the aircraft. The .08 seconds delay is truly annoying when there was a field modification that introduced a multisecond delay (6 or 12 I think, I may be wrong). I remember seeing a bombing manual/diagram for the A series. The main points were: - 45 degree dive - 600-650 km/h speed - release at 600m (to avoid the splashback) I train on ships and I'm ~60% effective with the above approach, need to keep on training. Remember, do NOT use the rudder for corrections during the bombing approach.
  8. "SteamVR for WMR" has its own reprojection mode. I think it was introduced recently. It's independent from the Microsoft WMR one. So in the end you have actually have 2 separate methods: one built in to SteamVR and another built in to WMR environment. If you run them both you get stutters. So enable SteamVR but disable WMR one (via the defaultvr.settings the file). Yes, I'd replace // with a #, which is a universal 'comment' symbol.
  9. in case of VR players are looking through this thread. Ever since the update the stutter near the ground when looking over the wings was constant no matter the graphic settings, SS, SteamVR resolution, etc. The culprit on my system (5900x, 2080TI, G2): motion smoothing enabled in both WMR and SteamVR It wasn't a problem in DCS 2.56, and it's not a problem with IL2. But DCS 2.7 is picky about it apparently. 1) enable reprojection/smoothing in SteamVR 2) go to file steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings and remove or comment out the line "motionReprojectionMode" All the stuttering near the ground is gone. Now it's all about maintaining the basic frame-rate with textures, msaa, hw, etc..
  10. I just resolved a massive stuttering issue on my rig (5900x with 2080Ti and G2): Make sure you do not run WMR and SteamVR reprojection/motion smoothing together. It wasn't a problem in DCS 2.56, and it's not a problem with IL2. But DCS 2.7 is picky about it apparently. 1) enable reprojection/smoothing in SteamVR 2) go to file steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings and remove or comment out the line "motionReprojectionMode" All the stuttering near the ground is gone. Now it's all about maintaining the basic frame-rate with textures, msaa, hw, etc..
  11. maybe it's an issue with the order of launching WMR and SteamVR? On my rig if WMR is already running (right after the boot) and I launch "WMR for SteamVR" in Steam then tracking is all messed up, the picture moves with my head, etc etc. In order for it to work I have to kill everything (WMR,) then launch "WMR for SteamVR" app in Steam, which in its turn launches WMR and then SteamVR. For other people it was the other way around for some reason. My point is try the different launch orders, it may be as simple as that. Maybe.
  12. I think what makes it weird in VR are the cloud reflections. In the sunny non-cloudy day the water looks great with 2.7. But as soon as there are clouds and it's overcast the water looks like a polished table top that somehow reflects everything there is in the sky.
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