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Everything posted by slughead
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G2 to Quest Pro (when is better actually better?)
slughead replied to j9murphy's topic in Virtual Reality
Yes. Follow the instructions provided on the wiki where you get the software. You can use the QP over Airlink. Obviously, you're going to lose battery power and I'm not sure it's going to be glitch-free even on wifi6e. Most of us run DCS on a QP with a cable. I use the official cable. The battery still discharges but at a lesser rate. Some have used powered cables, some have had success to keep the battery charged for longer, and others haven't noticed anything different. For now, I am keeping to the official cable as I have seen some horrible melting problems from the tat sold on Amazon and the like. I think it's too easy for untested items from cheap production countries to end up on eBay or Amazon these days without going through regulatory checks. -
G2 to Quest Pro (when is better actually better?)
slughead replied to j9murphy's topic in Virtual Reality
Comparing the 60Hz psychedelic hallucinogenic head-pounding mode of the G2 to the 72Hz of the QP is night and day. I do not see any flicker in the QP at 72Hz and use it all the time. I'd not say that the QP is a significant increase over the G2 for FOV. If you want a larger FOV, you're looking at a pimax I think? The problem is that the wider the displays, the more pixels, the more demanding of your system. Hence with current technology, it is a trade-off and so we have headsets that we can still see the edges of the panels/headset at our extremities of eye movement. I think it will be a very long time before we see headsets that are fully immersive. I don't think the QP is an improvement over the G2 for night flights. If it is, again, it is only marginal. Probably need OLED panels for good night flights. This is where the QP excels in my opinion. With clarity on par if not as good as the G2 but across the whole image, 72Hz refresh rate and quad-view foveated eye tracking resulting in 58% fewer pixels for the GPU to push, you will remain out of reprojection/ASW for longer. But, I will caveat that and say a 4090 is a must. The QP, 72Hz, QVFET, 4090 and I am able to push all the settings to the max in DCS although I have turned down shadows slightly to give even more headroom. -
Quest Pro Local Dimming just stopped working in missions
slughead replied to Dugulus's topic in Virtual Reality
People with other headsets are reporting similar experiences here: -
Oh ok. I use a Quest Pro at 72Hz so have lots of headroom.
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I am not experiencing this. I am not capping my frame rate and have turbo enabled. Are you using the multithreaded or single-threaded binary? I am using multithreaded.
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Something I have noticed since using QVFR... no stutters! Looking on 6-9 line Caucasus over town, 72Hz no ASW, smooth! The micro stutters used to annoy me. I'm betting it's QVFR has helped rather than a DCS patch due to the performance uplift.
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Ok. I doubled checked... I don't see the borders/outline of the rectangle anymore in any theatre. It may have been the bloom effect setting as I did start out with that on and disabled it a while ago.
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Quest Pro Local Dimming just stopped working in missions
slughead replied to Dugulus's topic in Virtual Reality
I've been playing about. There is a contrast setting in the accessibility section of the headset settings. It is set to minimum by default it seems. If you increase it, blacks are much blacker in DCS night missions but at the same time, you lose a lot of lighting. So for me that isn't a good option. Then I thought that perhaps the gamma setting in DCS could be causing this. I've not yet tried to adjust mine. I don't believe I have ever changed it and it is currently set to 1.8. What is yours set to? -
Quest Pro Local Dimming just stopped working in missions
slughead replied to Dugulus's topic in Virtual Reality
There is a huge thread on this brown/amber/orange haze here: Solved: Meta Quest Pro has a yellowish / brown haze in top... - Meta Community Forums - 994480 (atmeta.com) Oh, and it isn't solved despite meta tagging it as solved. -
Quest Pro Local Dimming just stopped working in missions
slughead replied to Dugulus's topic in Virtual Reality
DCS has no control over local dimming. It is unable to turn it on or off. How are you able to tell it is working on the "PC link main screen" when that isn't a dark screen? You need an almost full dark screen to tell if local dimming is running or not. Same question with the "DCS main menu". -
They are already. I do need to double-check that I am still seeing this artefact though.
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Yeah, I could see it on the Persian Gulf map too. A black outline. Almost as if there is a gap in the rendering. @mbucchiaany ideas on this one? Any adjustments that we could make or is this something that needs to be addressed in the code?
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Turn off turbo mode to get accurate measurements. This mode affects the performance calculations. You can turn it on again later. Set your encode bit rate back to default. Higher values cause choppiness with the audio. I use the dynamic bit rate encoder with a dynamic bitrate offset of 50. The choppiness isn't totally gone but it is much better. Do you mean you can see the outline of the rectangle? I too have seen this on NTTR but not on the Caucasus theatre. I've not flown in the NTTR map to see if it is still a problem. I may try later.
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Correct.
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Quest Pro Local Dimming just stopped working in missions
slughead replied to Dugulus's topic in Virtual Reality
I think what you are seeing is not related to local dimming. The brownish glow/orange haze is something many people have brought up in other forums; some have returned their units and had worse replacements. It's just how these headsets are redesigned sadly. Have you tried to turn down the overall brightness in the headset settings? -
It's huge even for a 4090 as you are pushing something like 58% fewer pixels.
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Are you sure that this is due to DFR and not the headset? If you've changed any Oculus settings in the OTT or ODT I would reset them back to default and retest.
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I have had this too. I haven't seen it again since setting the dynamic bitrate offset to 50 and leaving encode dynamic bitrate to default, i.e. enabled. null
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Conjecture is defined as an opinion or conclusion formed on the basis of incomplete information and generally considered a pointless waste of time.
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Motion to photon latency refers to inputs you make being seen on the screen. Such as moving your head. So this starts in the headset, sent through the link, to the app, the app makes a change and is then sent all the way back to the headset. More about latency and not to do with the frame rendering ability of the app/pc.
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And risk having a useless headset.... the PTC for the last three releases at least has been riddled with bugs.. after all, it is a "public test channel". Use it at your own risk. You can see all the complaints in the PTC megathreads for each version here: Announcements - Meta Community Forums (atmeta.com)
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I'm not sure it is. Local dimming can be turned off in the ODT. I will try it later. If you google meta quest pro light bleed haze you'll find that this has been going on since launch (pre-local dimming) and there's been a lot of complaints about it. Meta is saying it's a feature, live with it.
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Eye tracking control of in cockpit switches
slughead replied to Mr_sukebe's topic in Virtual Reality
Yes. You have to jump through a couple of hoops such as enabling developer mode, enabling hand-tracking passthrough (I think) and install Fred's HTCC (Hand tracked cockpit clicking) tool: fredemmott/HTCC: Hand tracking for flight simulator cockpit clicking (github.com) -
The lenses. Local dimming was available in v54. The light bleed isn't improved by local dimming. This is something more widescale. Similar to the background light bleed of a television screen. As others have also described... a haze.