

lefuneste01
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How to completely disable reprojection (HP Reverb G2)?
lefuneste01 replied to PicklePicklePickle's topic in Virtual Reality
You can use graphic hints of WMR settings (blue and red boxes on upper left) to know when reproj is triggered. -
Hello, unfortunatelly, that's difficult to solve if not easilly reproduced...Do you have a scenario that create the line often ? For example I did not have issues with the cursor in the last missions I flew...But I already noticed it in the past... I take some elements (as screen size) from shaders, so if they are not used in the right ordrer some problem may occur. Some specific combination of scenary/weather/time may create this kind of issue... Finally, I found a bug with label masking when default format is not used. It's solved and will be available in next version.
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How to completely disable reprojection (HP Reverb G2)?
lefuneste01 replied to PicklePicklePickle's topic in Virtual Reality
Hello, you can use OpenVRSettingsUX.exe, which is in [your steam install]\Steam\steamapps\common\MixedRealityVRDriver\bin\win64 to set reprojection option without using setting screen in VR. (Tips from https://vr4dcs.com/2020/12/24/how-to-nail-reverb-setup/ given on C6 forum by loulou la loutre ..) -
Please allow "seeing around/under" NVGs in VR
lefuneste01 replied to Blackdog's topic in DCS Core Wish List
Hello, for information my mod allows also to change NVG size, but you do it in game interactivelly by pressing keys to make them larger or smaller, and you save your setting at the end. You can also modify convergence in NVG view, as they are slightly zoomed by default, it may help with some HMD... -
Hello, I received it some days ago and just migrate my old jetseat to the new cover. Quality of new cover is far better, foam is thicker and more dense. Anyway, I replaced the upper layer with 30mm high density foam, in which I made holes for motors. So I do not feel their shapes anymore, just the vibrations. Very confortable. Maybe a bit expensive upgrade, but it is worth for my point of view.
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I do not know, I did not test this Pimax installer...
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TEW A10C-II - Mission 3 TOT
lefuneste01 replied to zildac's topic in A-10C The Enemy Within Campaign 3.0
Hello, thanks for your answer. Unfortunately, there is few you can do for AI, except hinding its flaws with smart triggering or actions. I just wanted to report that maybe you should made WP1 optional (and inform it can be bypassed) to help to have the flight joining up and keep timing. And are you creating the WP on target automatically or did I create it double time without caring ? -
I just test it one hour (I moved to Reverb, and tested it to sell it with my Pimax 5K+). It works quite well with DCS Leap : https://www.digitalcombatsimulator.com/fr/files/3306533/ I did not spend too much time to fine tune it, but I was able to switch and turn anything in cockpit. I think with a few more time and training it will work OK. Do not try to use controller emulation for DCS, it's not working well. I had to use an old version of https://github.com/SDraw/driver_leap, the last one was creating 2 second delay for virtual controller actions !
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TEW A10C-II - Mission 3 TOT
lefuneste01 replied to zildac's topic in A-10C The Enemy Within Campaign 3.0
I just finished the mission, it was great even if a bit long...I really like the way you did the campaign, with difficulty slighly increasing, painting the context mission by mission, radio messages,...All is well done, Some remarks, flight start rolling just when I asked the takeof clearance (I had a mission message just before, near entrance of runway 25). So finally they were late, and never managed to really join up. As there is great time margin, and I did know if WP 1 was really important or not, I passed all WP and so did not have the time to wait them...I passed above stadium at 12:00, but alone. Anyway, I had the greeting message... When wingman send a message after wp 5 he was quite behind, so I did not see what was to be seen. I had to confirm and get coordinate from radio to be able to find the place...Maybe it should be possible to have waypoint created only if asked by F10 ? I created a WP with coordinate and discovered that a WP was existing on same place...Or maybe I did a mistake and create it two time ? Otherwise, it's a bit unrealistic...but welcome if you are in VR, don't have my mod and can not memorize coordinate or type them quickly enough... Last thing, when I asked the flight to engage my target, they simply flew away, I had to do the job alone...SPI was in good place... -
Hello, I did not check for last beta, but it was the case in the past, I loose time because I worked on it without understanding it was not displayed in HMD ! Fine ! At least it's logical. The mod is not compatible with anything that change the way the game display things...If the other mod is acting on different part than my mod both will works, otherwise not.And as the 3dmigoto is not modifying anything in gale, it will always ne broken by the others... Try to keep all but Mustang mods, shadows, grayscale. Add one by one except Mustang shader mod, because I know it changes game shaders I use. Menu is displayed only in one eye, because otherwise I would have to handle convergence. I do not know how to find it by default. I may try to put it in the same display than menu messages, but will it creates a lot of side effects...so for the moment it will remains as this.
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I do not understand what's going on with your config...You do not have the same shader reference than me, and if I use your graphic settings my mod is working. So something is changing your DCS vs mine (and other users, as other can use my mod). The only logical explanation should be a mod...Unfortunatelly, I can not find the shader reference on your config, and moreover I can not do a mod version for each user with differences... Can you give here your config : CPU, GPU, VR HMD, windows version, ... ?
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Ok, that's a good way. So you should use in all of these Pixel shader (they will be used regarding of MSAA option) MSAA global rendering PS 4x 8b2720269b2fef03-ps_replace.txt 2x 35bd8a65f8e600a3-ps_replace.txt 0x c766164a4e2c8c2e-ps_replace.txt the resource "ResourceMapCopy", as done for the 7288416414f5fa50. To do that, add in d3dx.ini the command "pre ps-t27 = reference ResourceMapCopy" for each shader, and in the shader itsefl, a line like "Texture2D<float4> ResourceMapCopyText: register(t27);" Then you can sample the texture ResourceMapCopyText and put is where you want, as the 3 PS are global screen rendering, if you draw something at 0.1,0.1, it will be on left upper of the screen whatever you look. It will be visible in mirror view but also in VR. If you want to avoid it, another way should be to identify the PS used only for mirror view, I do not have its reference. To find it, set "hunting=2" in d3dx.ini, once in game, press NUM0, then cursor up or down. It will cycle all PS one by one, making the PS output pink. Once you will have the mirror view pink but not the view in HMD, you will have find it. Press NUM3, a dump of the shader will be done in ShaderFixes. You can now add entries in d3dx.ini to inject the ResourceMapCopy to this shader, and modify it to handle it.
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good ! that means the 3dmigoto lib is loaded. Can you replace your d3Dx.ini file in DCS bin directory by the one attached here, then lauch the game, go to instan t action / Su 25T / free flight at... Once in cockpit, press num0 then F8 => you will have a flash, and a quick message. Quit the game, and post here as a zip the contain of the directory FrameAnalysis-2021-01-* that should have been created. Can you also post here your graphic settings ? And finally : save "option.lua" in savegame/DCS.openbeta (or DCS if you are using the stable), modiy it with notepad++ and replace the "graphic" section by this one : ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 0, ["MSAA"] = 0, ["SSAA"] = 0, ["SSAO"] = 0, ["SSLR"] = 0, ["anisotropy"] = 2, ["aspect"] = 1.7777777777778, ["chimneySmokeDensity"] = 5, ["civTraffic"] = "low", ["clouds"] = 1, ["clutterMaxDistance"] = 0, ["cockpitGI"] = 0, ["effects"] = 3, ["flatTerrainShadows"] = 1, ["forestDistanceFactor"] = 0.6, ["fullScreen"] = true, ["heatBlr"] = 1, ["height"] = 1080, ["lights"] = 2, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.3, ["preloadRadius"] = 100000, ["rainDroplets"] = false, ["scaleGui"] = true, ["shadowTree"] = false, ["shadows"] = 2, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["treesVisibility"] = 5000, ["useDeferredShading"] = 1, ["visibRange"] = "High", ["water"] = 1, ["width"] = 1920, }, Theorically, with this settings the mod should work. If not, do the same operation with F8 and post also here the second directory FrameAnalysis-2021-01- as a zip. d3dx.zip It is possible, but honestly it will make me do a specific feature just for ony I people...I put it in 3D window because at first that's where radio messages are displayed and otherwise I have to handle convergence, and I do not know how to get it...
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No, and it's not possible to do a special version for shader mod, because changing any setting in it (eg mask size) will break the compatiblity. And it multiply my work by a factor 2 at least, because I will have to maintain two versions with and without shader mod compatibility. And I also modify some common things: reflect on cockpit glasses, for example. Morevoer, I did not see anymore fps improvement with this mod, so I'm not motivated to support it, because I'm not using it.
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Hello, I'm afraid I can not help. I copy rendered frame from a shader, that is a bitmap, to another texture for another shader. But 3dmigoto has no output channels. Even if you managed to put an OCR into a shader, you won't be able to send anything to game than display changes...No way to write files or send data to a port... But the lib is opensource : https://github.com/bo3b/3Dmigoto/releases
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It's not wanted...I forgot to have a look on it. I will fix it for next version. Only labels are masked by cockpit frame by default, All other things should remain as in standard game, except bugs. copy / paste of radio message will also work by default, but you will have to press the keys to activate the function. You should have a look on NVG scaling, it's also nice.
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Or see here :
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I messed around with my mod and released a new version that allows sharpening HUD. And that's really cool, especially for the A10C ! I'm so happy of it that I advertise it here, in case of you never look in mod thread... Of course, all other features are also interesting, as described here: