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edmuss

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Everything posted by edmuss

  1. What he said ^^^ All working perfectly for me, no commandline switches, VR tickbox ticked, openxr toolkit and QVFR.
  2. To add to the above: - Improvement for actuation of rotary controls and switches would be lovely. Currently it's very hard to accurately click a rotary switch in a specific direction, this may be down to a tweak of the actuation hit boxes. Rotary controls are difficult to judge the speed and direction of the input. Ideally a pinch and twist motion could be utilised for both, if it's a switch then rotate it as far as the wrist is twisted, if it's a rotary then direction and speed could be controlled by the rotational direction and delta from the initial pinch position. Basically pinch the index/thumb in the control hitbox and that locks the hand onto the control until unpinched, whilst locked on any wrist rotation will affect that control only. Hands grabbing the hotas isn't really viable and as stated causes issues, however if the option is removed then the hands must NOT auto hide when there is control input on the stick/throttle to which the hand is normally associated. For example, in the A10 you might need to hold the stick in position with the left hand to make a turn whilst manipulating the right MFD with the right hand; with the current default options, this would be impossible.
  3. It all looks ok from outside but this is the inside
  4. @Taz1004 it appears that the gazelle textures are currently broken, if I enable the core textures I get a load of missing textures. For now I've removed the gazelle folder from the mod package and all is good. Not sure if you were aware or not
  5. But please make it a toggleable option as the blurred rotor effect has quite an impact on VR performance!
  6. To the best of my knowledge, the NVG effect is just a filter that is overlaid on the screen rather than rendered geometry (like the IHADDS) this causes the NVG to show as it does. I believe that if the NVG tube was modelled and rendered as geometry then it would work fine (with the added bonus of being able to look below/to the side of the tube!). Hopefully someone with more knowledge will corroborate or correct me
  7. Freely available from steam? I just bought a pair of v1 HTC base stations for my aero for 58 quid a piece from CEX.
  8. On the G2, the reprojection VRAM overflow was largely alleviated with the advent of open composite removing the VRAM overhead of steamvr. Additionally the WMR runtime changes completely eliminated it. If you have an abundance of VRAM then you'll likely not see the problem, especially with the low resolution of the rift S. It's also possible the the oculus runtime incorporated better VRAM management than WMR did originally.
  9. Witnessing the same thing on my end, perfectly smooth performance graph and 70-80 fps in the aero, open F10 map and bang 40 fps, performance graph frametimes have trippled in amplitude. Non-recoverable from my attempts barring restarting DCS. There is also the light blooming effect every so often after closing the F10 map, I'm not sure if this is related though? edit: This is very reminiscent of the VRAM overflow that was killing reprojection, it was fixed by a change to the WMR openxr runtime which prevented DCS from allocating ALL of the VRAM so much so that there wasn't enough left to perform the reprojection. During testing last night I saw that the shared GPU memory usage rocketed from the normal 0.2-0.4gb to over 2gb, I think this is what's causing the slowdown as DCS is forcing the GPU to utilise system RAM. @BIGNEWY I very much doubt you will be able to replicate this as you have 24gb VRAM.
  10. It's free You can convert steam purchased modules to standalone licenses but not vice versa. It will possibly mean downloading it all again though.... It might be that you can copy the DCS folder to a new location and then tell DCS standalone installer to install in that new location and it might simply verify the files there and download any missing?
  11. Might it be linked to the fact that DCS is installed under program files and it's an access issue?
  12. WMR has no impact on varjo, you also don't need to use the force openxr or force VR switches. MT is openxr only, delete the switches, start it up in 2D tick the VR headset box in settings and close DCS. Fire up varjo base and from the virtual desktop simply double click on the shortcut to the MT executable.
  13. Naturally no, but compared to the monitor I use daily it's not far off. The varjo bionic displays give 70PPD which is supposed to be human eye resolution, but I dare say it's not possible to truely replicate what our eyes see. The advent of higher resolution panels is just the natural progression of technology, Apple has just pushed the boundaries like they always do. Agreed, the higher the resolution the better and the competition / tech trickle down will be amazing for everyone else
  14. I don't find my aero blurry, I could quite happily work in it on solidworks if I so desired
  15. Perhaps bad wording on my behalf, this version clearly isn't a consumer unit You will find though that apple is generally not supported with 3D engineering software though, they can run on macOS via virtual machines (windows installed on mac hardware) but typically don't have correct driver support, especially for GPUs. In my experience, most 3D engineering design is either solidworks/siemens NX/inventor/catia/creo and all of them are windows based software. No company is going to suddenly switch from windows to a macOS supported software because apple releases a headset that is a couple of grand cheaper. No company is going to run critical design software on an unsupported hardware environment. Put it into perspective, a solidworks (mid level design software) license is around 8 grand with an annual subscription of between 500 and 1500 depending on licenses and packages/modules; a corporation of the likes that employs VR for training/visualisation might have a couple of thousand licenses. The cost an XR3 vs a vision pro really is non issue.
  16. The point I made a few posts up is that the XR3 isn't a consumer focused unit, the price isn't really an issue and the vision pro isn't going to be a competitor to it. Apple will have funded the development work for the vision pro via other sales; if apples only product was the vision pro then it would almost certainly be far more expensive to the end user in order to recoup the development costs. The same with the quest2, it was subsidised by meta using funds from facebook.
  17. Suck it and see, if you do experience tracking oddities then it's something to look into. I only have one base station (mounted centre above the monitor) currently and tracking is perfect apart from sometimes when turning right round it does lose it for a second. I've ordered another along with the index controllers and will have both to the side, facing diagonally in and down so that they should capture all possibilities. edit: note that due to my space constraints I physically cannot get my base stations more than a little over 5 foot off the floor, however they are still about 9" above the headset when seated (which is all I use it for) which still ties into the 6.5 foot recommendation for standing use.
  18. Yes, the screens are high resolution, but it's not a new concept or execution which everyone seems to be bleating about. It does exactly the same as my aero/leap motion could do but with a software layer that connects the two together with the OS. Apple has always pushed high resolution displays with the associated costs and this is just a continuation of the trend. The high resolution displays aren't any more ground breaking than the reverb displays over the rift CV1, it's just a natural progression of technology. I'll reiterate my point. Apples software/UX is what makes this work, the display clarity is just icing on the cake.
  19. Ah yes, completely forgot about the reflective surfaces! Try covering them as any reflected laser light from the lighthouse can mess it up. But still check your system is running optimally
  20. I this is happening whilst facing forwards then it sounds more like an I/O issue with DCS reading/paging data than headset tracking; typically if the headset loses track of the lighthouses it relies on its IMUs to guess where it's going and picks up again when the lighthouse connection is made again. As you have one to the front and left then the only time it should lose itself is if you're checking six over your right shoulder. Worthwhile checking that your system is fully sanitised and tuned for maximum performance, check out VR4DCS and follow the guids for system tuning if you haven't already. It could be something stupid like a live desktop image stealing CPU cycles
  21. Absolutely, but the price of varjo headsets is not determined by consumer needs, 10k to the type of enterprise client of which varjo deal with is nothing. I'd hazard a guess that the 10k headset of 4 years ago is still 10k, not because the tech is still expensive but because there is a customer base that will pay it; the extra profits (from reduced tech costs) will go towards software development and subsidising the aero as a consumer product. I bet that what is being discussed (eye tracking guessing which icon you're going to select) could be achieved with a reverb omnicept/quest pro for less than a third of the price. The high resolution is great, but it's still using foveated rendering (like varjo have done for years), similarly hand tracking has been done by ultraleap for the last decade. The magic comes from apples software integration of the different systems into one cohesive system.
  22. But all that said, software & human interation design aside, this was all possible on a varjo headset 4 years ago
  23. Can you imagine trying to drive that many pixels in DCS? Aero is half of that at highest DFR resolution
  24. Apart from the whole tied into Apple ecosystem which to the best of my limited knowledge, none of the design industry uses. I think varjo are safe with the enterprise customer base they have
  25. Not strictly related as now I have an aero, all shimmering is gone.... However, when using the G2, anything much below 2600 wide resolution with MSAA x2 would shimmer. Upscaling will introduce more shimmer and MSAA will help to quell it.
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