Jump to content

edmuss

Members
  • Posts

    1740
  • Joined

  • Last visited

Everything posted by edmuss

  1. I use a Govee LED strip set to red for tracking lighting and it works fine. It's also important to have discernable shapes in the tracking area that the WMR can recognise.
  2. Just for reference, the other week I tested both my G2 and explorer back to back to compare how they worked out and for curiosities sake. When the G2 was reduced down to explorer resolution (1400x1400) it was terrible image quality in comparison, it was fuzzy and indistinct; I think it's because the render is being spanned across a couple of display pixels in comparison to the explorers 1:1 render/display pixel ratio. Performance between the two was identical though as far as I remember. I also tested the G2 at 1960x1960 (1400x1.47ish to account for the weird upscaling ratio applied to the G2 because of lens distortion) and it was still not as good an image as the explorer. Note that this is based on the 100% resolution of the G2 to be nominally 3170ish pixels wide (2160x1.47), in all cases though the screen door effect is virtually invisible in the G2 in comparison to the explorer. I run my G2 at around 85-90% resolution (2800-2900ish pixels wide) with an overclocked 3070FE and generally get 65-80 fps on caucasus in the A10, syria is generally about 55-70fps.
  3. The G2 should be doable, you won't get near the same frametimes though so some compromises will need to be made, typically running it at slightly lower resolution will be sufficient If you're happy with the performance/image of the Rift S and/or on a tight budget then consider looking at an old lenovo explorer. Running through openxr, the explorer looks much better than the G2 at equal resolutions and performance is great; the caveat is that the screen door is much more reduced on the G2. The explorer is slightly higher resolution than the Rift S so you should see a minor improvement on visual clarity. If you're willing to take the performance hit then the G2 is far superior image.
  4. It's not possible to calibrate the position of the hands as the tracking data comes directly from the ultraleap software. The only way to get them to line up is to perfectly position your physical hotas with the virtual one and even then it's virtually impossible to make it repeatable. If you have hands control hotas options ticked then the leap hands will snap onto the virtual hotas but then that fights control over the physical hotas and you will crash! (edit) I've not tried unbinding the axis controls to the physical joystick and using the leap hands to control the virtual hotas. I suspect that it might not work great even if the idea is nice. (/edit) If you have the hands control hotas options unticked then the leap hands will hide themselves as soon as you add control input on the physical controls. For immersion sake, I think the ideal solution would be for the hands to snap to the controls when hotas input is detected (but not actually control the virtual hotas). If they could be connected to an IK rig on the VR pilot body (where it exists) that would animate the arms moving with the gloves then that would be phenomenal
  5. You state in one post that all DCS wants is clock speed. Then you go on to state that a 59X3D will be no faster than a 58X3D. Given than historically the x9xx Ryzen CPUs have the highest clock speed of the series it stands to reason that the 9X3D will be (marginally) faster than the 8X3D. It is also expected to have more cache relative to the 5800/5900 non 3D. Again without a direct CPU to CPU comparison no one can say for certain what the gains will be.
  6. So by your logic I could have upgraded to a 5600 and still gained the 30% increase? Arguably the clock speed of the 59X3D should be higher than the 58X3D so it should be faster in DCS? Granted the increase is probably minimal, agreed that the additional cores will make no difference to the current engine.
  7. I would argue that isn't strictly true when it comes to the X3D. I saw a 25-30% uplift in GPU performance on low CPU load missions. This was switching from my 3600 to the 5800X3D, the GPU usage was at 95-98% before and the clock speeds have only increased by 100-150mhz. More heavily loaded CPU missions and it's by far and away much more powerful. The 150mhz isn't going to give that much uplift to an already saturated GPU, I know there was an uplift from Ryzen3xxxx to Ryzen5xxx but still I don't think it's this alone. The L3 cache makes a big difference to the DCS engine. edit: true test would be to have a downclocked 5800x on hand to compare.
  8. I've never needed to set a custom mask for running opencomposite, perhaps @nikoel might be able to offer more insight as I believe he played around with them
  9. I'm using the PBO2 tuner to undervolt mine by 25mV across the board and it generally keeps it below 60°C in DCS. I have it set to run on a schedule on boot and re-apply every 30 minutes just to make sure A bios solution would be a nice thing but I'd rather wait till it's relased and out of beta, it may be that AMD officially starts to support more bios tweaks for the X3D processors.
  10. I can use 60Hz and bask in the refresh rate glory but if late I've been finding it's making my eyes tired quicker, but then I have been burning the candle at both ends and living on 6 hours sleep for the last few months!
  11. You should find that clarity without reprojection may be better as well, it makes it all fuzzy for me when it's on.
  12. Hardware wise. Based on you using the rift S and not intending to upgrade it immediately, I'd say CPU and motherboard. My 3070 can run my old Lenovo explorer (slightly higher resolution than the rift S) at almost 90 fps all the time but in order to do that you also need a CPU that's capable of driving DCS fast enough to keep up. For reference, your 2080ti should be about the same performance; I did see a significant uplift from switching from my 3600@4.3ghz to the 5800X3D. Depending on budget and urgency I'd look at either a 12th gen Intel or wait till the Ryzen 7000 series drops. Software wise. Have a look at running the openxr runtimes and making sure that your system is properly optimised. Thud's DCS VR guides are always a good go to
  13. The desktop openxr tools resolution override slider is about analogous to the steamvr supersampling slider. I'd recommend leaving it at default and using the resolution override on the system tab of the in-game menu.
  14. There is only the performance overlay options, upscaling and FFR on the performance tab, reprojection and resolution overrides are on the system tab The reprojection unlock option won't become available until reprojection is turned on; unlocked is default setting and should be left as such really.
  15. Not one that I know of in DCS but that's not to say that it isn't squirrelled away in a submenu somewhere?
  16. A10C and KA50 both work really nicely with the leap for me. Some buttons in the A10 (particularly on the rear left panels) I can't get with the leap because there's a wall in the way so have to resort to the head slaved cursor and hotas buttons. The joys of having the rig built into a cupboard that's not big enough to stand up in Ideally we'd all have simpits with physical so controls can be manipulated by touch alone and lack of tactile feedback is a downside of the touch; however for me the interaction of moving my fingertip to the control rather than just aiming a laser (as per the pointers or pointctrl) and clicking a different button is far more immersive (not that I've ever gotten the mouse click emulation to work reliably). I must admit that I have spent a lot of time adjusting my desk area to minimize the occlusion and IR reflections that cause tracking issues. It's a lot like DCS VR, it takes a long time to setup perfectly.
  17. I'd argue that with the correct setup and practice time you pretty quickly develop the muscle memory to get most of the buttons first time, I'm generally as quick with the leap as I am with the mouse (factoring having to grab the mouse, locate the cursor and then move it to the button I want to press), quicker especially if the button is behind and I have to reach forwards for the mouse whilst looking backwards for the controls. The tracking is occasionally occluded by physical controllers but generally adjusting head position is enough to allow it to track again. Rotary controls are still a much harder implementation to learn but I'm finding that it's getting easier.
  18. Yeah I think you're stuck with it stabilising on the position within the headset view I'm afraid. I find that if I leave it nominally centered in the headset then if I do want to use the mouse then you only have to look in the vague direction and do the last little bit of cursor movement with the physical mouse. Just takes a bit of muscle memory to remember to put it back in the nominal middle of view again.
  19. Presume you are you looking to have the cusor be stationary relative to the cockpit and move only when you move the physical mosue. I have "Use VR Mouse" enabled which binds the mouse to the relative headset movement, I can still move the physical mouse independantly of my head to click on OSB buttons for example, or I can leave the mouse cursor centred in the view and then move it around with my head activating with mouse controls on the hotas or I can just reach out and press the buttons with my fingers using leap motion. The cursor auto hides after a couple of seconds of no mouse movement and will then be positionally slaved to the headset until you move the mouse again, click a mouse button to show the cursor again and click away. The majority of my cockpit interations are with leap motion or head slaved mouse clicks, I think the only time I really use the mouse is for menus.
  20. Likewise, I've never used the launcher. I just use the batch files from the FAQ on the ED website for cleaning/repairing/updating
  21. Assuming you have a WMR headset... There's no need to put any files into the bin folder with the global installer, simply delete the D3D compiler and with WMRP open, run DCS.
  22. Stick arrived today, hopefully get it fitted and tested tonight. It's super well made, really impressive @Deltaalphalima1 edit: installed and calibrated without a hassle, in use it's night and day better than the original 100% recommended!
  23. If your GPU can't achieve half of the refresh rate (when running steamvr or oculus runtimes) plus a little overhead it will disable ASW and it will get very janky. If you're running at 72Hz then that means you would need to be achieving around 40fps to keep ASW running. The openxr runtime has a massive advantage with it's reprojection in that it can also at 1/3 and 1/4 of refresh rate of need be and can keep it much smoother at lower framerates. Make sure your rig is fully optimised, have a look at Thuds blog for tuning and then go through all the rest of your settings as you should be able to get better performance than you are. All VR headsets have a native resolution that they're designed to run at. You can scale the rendered image to be larger (supersampling) than this which results in generally better image quality but worse performance. Alternatively... You can scale the rendered image to be smaller (undersampling) than this which results in generally worse image quality but better performance. The G2 has a render resolution on 3176 pixels wide at 100%. Currently I run at 2900 pixels wide (set using the resolution override in the openxr toolkit ingame menu) which is a little over 90% resolution (2900/3176x100=91.3%). The amount you supersample or undersample is entirely up to you based on your requirements and system performance.
  24. edmuss

    OpenXR

    Ah with the pimax I believe there are a couple of extra hoops to jump through because the headset doesn't support openxr natively. I'm sure people have got it running on pimax though but I'm not sure if there any significant benefits as you're tied into the openvr runtimes; you may need to resort to asking the question on discord and see if you get any hits. Yeah, WMRP is the windows mixed reality portal which of course you don't use What you posted isn't WMRP but just the openxr tools for WMRP. edit: seems it is possible but not really worth it over running reshade/vrperfkit etc.
  25. edmuss

    OpenXR

    What headset are you running? Assuming WMR when you start up WMRP it should give a warning and a "fix it" button if WMR isn't set to be the current openxr runtime. Might be worth checking through your steamvr settings to check what is assigned as the openxr runtime in there; if it's set to steamvr then open composite won't work. Assuming oculus then I believe you need to set it to use steamvr runtimes (as opposed to oculus) in the oculus settings, this then tells the headset to use the openvr (steamvr) runtimes which open composite then translates to openxr.
×
×
  • Create New...