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Everything posted by slughead
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I fly only VR but will get the whole rig. The switches will be of use. For example, the slider to control hud intensity, autopilot, and HSI heading select knob, etc. Most can be used by feel alone (that's why many controls have different knob types so you can distinguish between them just by feel). Plus, with the Quest Pro, there's lots of visibility under the visor.
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You're very welcome.
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MSAAx4 is no problem for the Quest Pro with Quad-View. Without quad-view, stick to x2. Or if you need some extra frame-time boost, then use x2. I use x4. Sounds like you probably should return the cable and get another. Quad-view rectangle - yeah, that's one of the compromises to accept for the performance gains. This is something that ED needs to work on and from what I've read they appear to be investigating.
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Ok. That's a good baseline. OTT is very out of date and doesn't know about some of the improved updated options. I do use it though but only to set per-game preferences or settings that do not persist in the ODT. Everything in the link section of the OTT is persistent. Everything above that isn't. The only thing I use the OTT for is to set the runtime priority of the executables and to reduce the FOV to 0.85 (the performance boost is quite good and the reduction of FOV is barely noticeable. I leave the default settings in the OT as default and make changes in "Profiles" only. My DCS profile settings are shown in the screenshot. My OTT Quest Link settings are also shown in a screenshot. Maybe the "Delete" button will reset the OTT Quest Link settings to the OTT default (i.e. not set). Try turning down the render resolution until you notice artefacts in cockpit displays. Then increase until they are gone. Raising it any higher isn't going to gain you anything but the reduction of frame times. Then try the quad-view foveated rendering. It will sharpen up the area of focus a bit but it's not going to be a magic bullet. I use a USB foot pedal and map it to the VR zoom feature for when I really need to read the MFDs more clearly in the F-16. I actually use two, 3-pedal USB pedals to give a multitude of controls such as VR Center, Zoom, kneepad controls, joystick modifiers, etc. I'll be frank with you.... mostly the default settings in the ODT/Oculus are sufficient. Next, sort out your charging problem. Have you tried another USB-C to USB-C cable? Even a short one just to see if it can charge from it. Have you tried the dock cable directly to the headset or from the PC to the headset? I don't know if carries data or is just a power cable but it should tell you if your link cable is faulty. null null
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OK. First, let's stop using the OTT so that we know what is configuring the headset without conflict. Make sure OTT is not running. Then, in ODT, restart the Oculus service with Service > Restart. In the ODT, check and set: PD to 0 (this returns it to default). Distortion curve to Default (you can play with that later if you like once you have a stable baseline). Encode resolution width to 0 (returns it to default - anything other than the default is not necessary). Encode dynamic bit rate to Enabled Dynamic bit rate max to 0 (returns to default but not actually 0) Encode bitrate to 0 - returns to default - this parameter is only used if "encode dynamic bitrate" is disabled. Dynamic bitrate offset - leave at 0 for now. This can be increased to 50 which may or may not improve audio glitches. Link sharpening set to Normal The render resolution in the Oculus application is, in my opinion, too high. Mine is set at 1.2x. Try the above first, then maybe adjust the render resolution. What are your PC specifications? This is normal when the headset sleeps / is off.
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It should be as good as the G2. You need to post screenshots of your settings of the various applications as we're somewhat working in the dark. This tells me that your render resolution or encode resolution is not correctly configured. Screenshots of the DCS, Oculus and ODT configuration will help us to help you. Also, OTT if you are using that. The clouds should be excellent, bar some shimmering of distant clouds. You shouldn't need quad-view to get good clouds and hud. I would persevere without it until your rig is set up correctly. I agree about the comfort. The stock headset is really uncomfortable. The only thing that has worked for me is the Globular Comfort Kit. The kit has larger and softer front and rear pads. I can wear the headset for hours without aches. Globular will send out free V2 upgrade packs (including free postage) if you receive a V1 package. The V2 has a padded top strap (I don't use it), a rubber rear pad cover that helps to keep the headset in place, and a more flexible front pad baking plate to make it easier to install/stop it popping out. Globular Cluster Comfortable Kit Compatible with Meta Quest Pro-Soft and Bigger Forehead/Rear Pads with Top Strap Added: Amazon.co.uk: Health & Personal Care null I might be teaching you to suck eggs, but if you have eye strain in one eye, perhaps your IPD (Interpupillary distance) isn't adjusted correctly. You can get an app for your phone to measure your IPD, which you can then use to set the lens IPD. Or perhaps it might be worth considering visiting an optician for an eye test in case you need glasses. This is unlikely to be the fault of the cable. Try plugging in a phone to the USB-C port and see if that will charge from it. Also, you could plug the link cable directly from the headset to the charging adaptor that came with the headset and see if the headset LED indicates that it is receiving power and charging.
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What have you set the render resolution to in the Oculus app? Maxing the render resolution slider will impact the game's performance. Lower the render resolution to 1.2x (4864x2448) and leave the PD in the ODT at default (0). Earlier, I said to set it to 1.3x in error. I run my headset at 1.2x (4864 x 2448) @ 72Hz, and my DCS settings are higher than with a G2. However, I am using the Quad-view foveated rendering that gives me a boost in performance. With that, I can run with MSAAx4.
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If it’s not charging in the dock then power cycle the headset then check again.
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Reset any PD override you may be using in the ODT/OTT. Just use the resolution setting in the Oculus app. 1.3x I find it adequate and haven't seen any difference in visual clarity above that. Setting it in two places is multiplying the two together and adding much more demand on the rendering application.
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Reset your encoder back to default. 960mbps is the cause of the choppy audio. Default settings are adequate. This is not normal. The lowest I have reached is 53% after a couple of hours of use.
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Same here!
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Eye tracking control of in cockpit switches
slughead replied to Mr_sukebe's topic in Virtual Reality
Yes, I use HTCC all the time. Leap motion didn't work particularly well for me. -
@BIGNEWY please could you log this issue?
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Mini USB / wireless programmable keypads and rotary controls.
slughead replied to slughead's topic in Input Devices
It does look like it can emulate a game device. I also use two USB triple-foot pedals. They can emulate a game controller, but I discovered that Windows can only see button presses from one of them. I think it is probably because they both have the same controller name. I tried digging through the registry to see if I could change the device name of one of the triple-foot pedals. No luck with that, though. So I have one set up as a game controller, and the other uses regular key presses or combinations. For example, one of the pedals is left-ctrl, which I use as a modifier to use my Warthog stick to control the ICP up/down and four-way switch in an F-16. -
Have you tried today's patch? I had regular crashes yesterday and after installing the patch they appear to have been resolved.
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Yeah, ok I get that, fair enough. That flight is more of a system performance test that I run. Since the last patch (not today's) I've not managed to get this to happen again. The AI is keeping a decent altitude when he's not on my wing. I have another that I will raise in a separate thread of the AI wingman ejecting when he/she/it calls bingo. Thanks for taking the time to review these.
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G2 to Quest Pro (when is better actually better?)
slughead replied to j9murphy's topic in Virtual Reality
This one? I read the reviews... Hence my earlier point about reliability and regulatory checks. I don't want to trust my thousands of pounds PC and near thousand pounds headset to an iffy cable. Kuject Design 16FT Link Cable for Oculus Quest 2, with Separate Charging Port for Ultra-Durable Power, USB 3.0 Type A to C Cable for VR Headset Accessories and Gaming PC : Amazon.co.uk: PC & Video Games -
That's your system unable to keep up with a 90Hz refresh rate. As soon as that happens, you end up in projection. Aircraft flying past fast whilst in projection appear double or ghosted. This for me is not micro stutter. It's much more pronounced. With the landscape, people refer to it as a judder during high G turns. You'll either need to reduce the headset refresh rate, or turn down your settings. You' won't get rid of it completely though. The more demanding the terrain (cities, buildings, objects), multiplayer etc the harder it is to stay out of reprojection.
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Microstutters with barrel rolls? The micro stutters I am talking about are flying straight and level, say 3000 ft AGL looking to 3 or 9 o'clock and towards the ground and used to see the landscape skip once maybe every few seconds. This is typically the app losing sync with the headset and skipping 1 frame. Barrel rolls are huge changes of movement such as fast high G turns so this sounds to me that you are seeing fps drop below the refresh rate of the headset and switching to projection (if you have that enabled). If not enabled it would be a far worse experience. We normally call this judder rather than "micro" stutter. If you are running at 90Hz, you will be hitting the limits of your system much more often and easier. No CPU upgrade is going to help with this. Vulcan might with multi-threaded GPU API. Perhaps if you could try to capture this using OBS studio and put a video on youtube we can be certain that we are on the same page. There is an OpenXR plugin for OBS studio so you can capture the VR stream rather than the mirror. I haven't tried it myself yet.
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G2 to Quest Pro (when is better actually better?)
slughead replied to j9murphy's topic in Virtual Reality
I also bought the full face mask and have hardly used it The two detachable side masks I think are probably good enough for the most part. So save yourself some money and just try the side ones for any night flights - nothing worse than being blinded by your monitor as you turn your head during a night flight. -
G2 to Quest Pro (when is better actually better?)
slughead replied to j9murphy's topic in Virtual Reality
I think we are going to have a long wait for the perfect headset. Decades rather than years in my opinion sadly. -
Me too but you could still reach a point where the processor thermal and/or power throttles itself. If you run the Intel XTU software you can see if this happens. I haven't disabled e cores and I have hyperthreading enabled. I also have HAGS enabled and DCS MT set to high priority along with the Oculus Server set to high priority. That may have been the "bloom effect" setting under the VR options causing that. It needs to be off as per the instructions. I run turbo mode as part of QVETFR. The other performance gain you can get is by reducing the FOV slightly to .85. You also say you are running at 90Hz. I run at 72Hz. That's a bit performance boost again.
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I am not or rarely seeing micro stutters now. I take it by micro-stutter you mean a single skip of the landscape and not ASW/reprojection judder? As you are using a QP, get the quad view foveating rendering enhancement from here. This will give you 58% fewer pixels for your GPU to push and you will barely notice a difference. What you will notice is a large gain in headroom and the micro-stutters will mostly go away providing you haven't got some other process running on your right causing your problem. Also, is your motherboard PCIe 4.0 or 3.0? If 3.0, you are not getting as much bandwidth to your GPU (4090) as you could and this could be a significant factor. Your sig shows you running at 5.2GHz. That may be ok at idle but what is happening under load? If the thermals are high, the CPU is likely to be thermal or power throttled and you could end up running much much slower than if you didn't overclock it. I am running a 13900k at stock settings, i.e. not manually overclocked. Also, also... are you running Win10 or 11? Win11 I believe is better for new intel processors and is designed for them whereas Win10 isn't.