Jump to content

nikoel

Members
  • Posts

    544
  • Joined

  • Last visited

Everything posted by nikoel

  1. RX 6650XT or 7600 (technically $15 out of your pricerange but close enough) - forget everything else at that price-point
  2. I have found this to be true as well When it works, I have headroom of 100% and then all of a sudden BAM! -4ms I believe this is due to CPU utilisation. I also have a 4090 and 5800X3D I haven't dug too deeply into it as I can just make the GPU work harder without DFR
  3. Just wanted to say thanks for fixing this issue and putting it into the latest changelog (and letting us use the F16 backdoor to get it done)
  4. There is a log file (%LocalAppData%\Quad-Views-Foveated\Quad-Views-Foveated.log) There is a OpenXR Explorer application that can tell you (I have not used it) There is a mirror on my screen that shows 4 renders of the scene. Like 4-way session of Mario Kart 64 on one screen You can very quickly move your eyes from top right and top left and back again. The DFR is fast, but not that fast I did not know that one could activate DFR via OpenXR Toolkit. I am going to stay shy of calling this out as false as things could have changed, but I lets just say. X X X X X X XX X Doubt! Also FYI - Copy and paste from Mbucchia himself Be mindful of the settings you enable in OpenXR Toolkit! Several settings are incompatible and should not be used: 'Foveated Rendering' - You are already doing this through Quad-Views-Foveated, and better!. 'Field of view' override and 'Zoom'. 'Turbo mode' may only be used if it is not already enabled through Quad-Views-Foveated's configuration. Finally you must have completed these additional steps on the Quest end for Eye Tracking to be working: https://github.com/mbucchia/Quad-Views-Foveated/wiki/Meta-Quest-Pro
  5. Without your specs you're not going to get meaningful answers as people will be guessing - here are the generalizations 1) The FOV is increased. It's significant but not mind-blowing. The 'usable FOV' is increased by multiple factors. I don't know what the number is, but if it's 500% I wouldn't be surprised. You get to see the pixels you're rendering through the entire screenspace 2) It's difficult to say if you will like it or hate it. The local dimming (which can be turned off with a toggle switch) can give blooming as it tries to light individual stars. I don't mind it, but I know some people who dislike it 3) G2 OpenXR Motion Reprojection is waterboarding for the willing. Quest Repeojection is getting slapped across the face with a frozen fish. It's better. I would definitely prefer the latter if given the choice 4) Clarity is improved dramatically 5) Sharpness is slightly less in the center but it's across the entire view spectrum 6) Yes it's noticeable. 72hz is still the way forward if you are going for smooth. We are trying to beat refreshrate of the headset 7) Meta has a 30 day return policy, I don't think I have read of anyone on the forums has taken them up on it so far... P.S. Old CRT's have actually quite [relative] high refresh-rates with cheaper models running at 75Hz, and many mid range models going for 89HZ all the way to 100's. Due to interlacing they look much smoother at lower frame rates than their new flatscreen counterparts
  6. Eh, you get used to the shimmer. Once you realise it's the way of the lands, its quite okay actually - also the HMD has a lot to do with it too. For instance the Quest Pro has it's screens counter-rotated by around 21` - but yes, the pixel density of even a 1080 screen is far higher than any HMD as it presents across a far smaller real word view spectrum PointCTRL is what you're looking for. Unfortunately the guy who manufacturers them does it more as a side-hustle than say a proper business and the waiting line is rather long. At least it gives you a perspective of what it was like waiting for a car in Soviet Union. With that said, I have one and it's far, far superior to mouse. I also have a full WinWing suite including the screens and can navigate them all including the MFD buttons all by touch. (It also helps that I can also blink down through the small opening below my vision line to see the physical buttons if I need them) I am not currently playing DCS as ED have butchered my two favourite planes into unusable realm, but according to the bug reports they should have them fixed on the next update. So I am looking forward to jumping back in again
  7. Yeah I agree with your assessment of super-sampling. It's annoying that there is no true industry standard when it comes to reporting of resolution. For instance with Reverb G1 100% resolution in SteamVR is 2160 x 2160px even though it uses exactly the same LCD panels as the G2 - which reports it's 100% resolution as 3100 x 3100px (1.4x corrected). My Quest Pro has two screens with resolution of 1800 x 1920px - Oculus software combines the two screens but gives me 1x resolution of 4128 x 2096 I have always found it best to figure out what is the "native" resolution of the screen(s) and then calculate the barrel distortion from there and then do whatever you need to do to get there, preferably in one place. Say the 1.4x resolution to overcome the distortion and use that as the general guide for what to aim for with a caveat that the pancake lenses and different optics will give different results In the end those are just numbers to keep in mind, knowing the inner workings of how resolution works within the VR space avoids these pitfalls
  8. So unfortunately Pimax makes it very difficult to understand resolutions. I suspect this is by design, they are after-all lying about having 8K resolution. One way to muddy the waters is just to throw enough numbers around First lets start with the resolution of the screens. There are two displays that are 2880 x 2880 per eye - aka 4K resolution. Some outlets and pimax in their software report this resolution as combined across the entire view spectrum. Which becomes 5760 wide and 2880 high. This is where the confusion comes from. Their 8K is actually a sliver over 5K From there on you can apply your super-sampling rates. In the past with fresnel lenses 1.3-1.4x was the point of diminishing results. Take Reverb G2 with 2160 x 2160 displays, which at 100% Resolution had the 1.4x multiplier pre-applied giving us around ~3100x3100px (cant recall the fully exact number) Unfortunately my friend returned the headset before I could figure out if the same multiplication ratios applied to the crystal - not that it mattered as the performance at those resolutions was not good. He "only" had a 3090ti
  9. No that’s not what I meant [or wrote]. The global and per app settings was in regards to OTT. But anyway, good luck
  10. Just humour me. Close Oculus Tray Tool. Open the Oculus Debug Tool (The official meta one) select ASW - OFF and from the dropdown menu select restart Oculus Service Try that out in a dogfight of whatever floats your boat. When you're done with that. With DCS still running go back to the Debug Tool and select 45hz ASW - Now you should have ASW locked at 45hz no matter what. Open a dogfight [or whatever floats your boat] to confirm. There is an other menu item that selects 45hz no ASW, to just lock you to half refresh-rate. Try that too, you should see ghosting but no performance dipping NOTE: "45hz" is not quite right. It should say '1/2 Refresh-rate' as this setting works by locking you to 40 in 80hz, and 32 in 74hz etc... I'm sure you know this already, but just in case - OTT has global performance settings, however it has per-app settings that over-ride the global settings. I have seen before with a friend of mine. He was changing the global settings within OTT with no result because he had custom DSC settings which overrode those
  11. You can use Oculus Debug Tool to disable all forms of ASW. Without that setting it will default to on It has nothing to do with OpenXR, DFR or DCS
  12. You be sayin’ that the aforementioned dirty, disgusting hack works…?! I’m not even remotely surprised; Mbucchia coded it. Of course it works
  13. It’s right inbetween the lenses. Only some surfaces trigger it. Just hover your finger over it and you’ll be able to pinpoint it. For me tape did nothing, but black-tac worked. I used insulation tape, so maybe masking tape would have worked YMMV
  14. @Sile and everyone experiencing this bug is the “disable proximity sensor” trick inside debug tool working for you to counteract this? It does nothing for me and I’m suspecting that it’s an other dead feature but thought I’d ask first
  15. Thank you I will post a bug on the Meta forums
  16. Absolutely not taken. He does talk about it, its you who has not looked at the video. I have time stamped it for you If you don't have the time, he says about Pimax in much eloquent way what I say, which is below A company that over-hypes and under-delivers time and time again with - whilst not technically illegal - but very questionable business decisions, a company that is so focused on stats and specs that they forget to deliver a good product, oh and seriously sub-par binocular overlap/ stereoscopathy due to screen canting in the pure pursuit of FOV. The 8KX headset only works well for people within the narrow range of IPD's - this is why we often see posts praising the headset and people who do the opposite
  17. I have the same issue my processor is 5800X3D with a 4090 and 64GB Ram i believe there is someone else with the exact issue with the same machine what specs do you run?
  18. I suspect, Quest Pro should come down in price when the quest 3 gets released. So ironically if you have your sights set on that headset, wait for the Q3 and see…
  19. I hate to be the partypooper but the chances of Quest 3 being that headset are rather slim According to the information out there, Meta Quest 3 utilises a single LCD, splitting its resolution to 2064 by 2208 per eye. It has [stated] identical field of view to QP. This gives a lower pixel density of 19.8 PPD on the Q3 compared to Pro's 22.6. The reason the numbers don't match up is because the single LCD wastes more pixels as it goes across the width of the entire screen as the IPD adjustment moves the lenses but not the screen[s]. Unlike, QuestPro and some other headsets have 2 screens and thus fewer "wasted" pixels DFR wont be part of the experience as the headset doesn't have eye tracking. Therefore it's likely to have a lower PPD and also more difficult to run than the QuestPro It's not possible to release something for 33% of the price and make it superior without reasonable amount of time passing in-between the two products, especially in the world of inflation that we're currently in When you launch QuestLink, it becomes obvious that PCVR is a second class citizen within Meta's vision for the VR space. It's still called Rift in the menu, and hell, they can't even be bothered to copy and paste the hand tracking code to be used inside QuestLink Menu which has remained unchanged for years. The debug tool is littered with options which no longer do anything Finally, talking about resolution as 'be all', 'end all' thing for headsets is downright wrong. Photographers and cinematographers have known this for decades - Optics are the true king, Resolution and Dynamic Range second. Look at the parallel work of Digital Cameras and see this for yourself. Take the best 'prosumer' camera on the market Sony A7R Mark 4. I can have the body of the camera with all of its innovation for $3900 kangaroos... with a G-Master 18-110mm F4 lens for 5000 of those same puppies. Even the likes of Pico 4 with their terribly dim panels and below average software stack knew this and put out the headset with good optics There is no "killer headset" out there as there is no "killer car" out there. They all try and balance feature-set, software, price and build quality. It's true that Meta is positioned the best out of all the manufacturers to create the most amount of meaningful change within the PCVR space. They are concentrating their efforts elsewhere - Here is a video by Lukas who within the DCS community is perhaps only behind to mbucchia in his knowledge of VR
  20. In theory, GPU scaling is not a bug For instance if DCS has settings that can utilise 8gb all the way to 24GB of ram I would argue that this is a good thing A 3060 is a low end graphics card and is not suited for high settings in VR. The issues you're experiencing are appropriate to the settings that you're running Some issues which disguise themselves as VRAM can also be BUS Width (or both), which for your card is 192Bit. In comparison a 4090 with 24GB which currently is the best card money can buy is 384 Bit wide. So not only the memory size is double but also the throughput (not to mention a much faster architecture) Whilst indeed there are reports of memory leaks for some players; ignoring those, DCS is a power hungry game if run at high enough setting can even max out a 4090
  21. And for me too F/A-18 is completely broken and unusable. Even if by a miracle it locks the plane for a few fleeting seconds, the firing solution is often not correct and I have to use the tracers to get it on to the target F-16 is "better" - it can hold lock for 3 (5 if I am lucky) seconds before it loses the bandit even when he is directly ahead of me 100m away Edit watched @Default774 video - my dogfights are exactly the same
  22. nullObviously I am doing something wrong. But the idiot checks have revealed nothing, Command Prompt - Yes, Admin - Yes, Copy and paste the code without the quotes and in it's entirety - Yes. Filepath checks out null
  23. DCS: F-16C Viper by Eagle Dynamics Improved target hold mechanism in STT. Does dis mean it fix'd?
  24. I believe it’s because of the number of local dimming zones. It’s trying to light up the stars individually but as a result we get this kind of blooming/bleeding effect
  25. @mbucchia I recall you replying to my bug report in one of the pages on this or one of the other three threads (which has now basically blurred into one thread split into 4) saying that you were no longer sure if it was DFR or something else causing the CTD I had turbo off to correct for this issue, but would love to turn it back on again as the experience for me is better with Turbo. Do you happen to know if it's DCS, Toolkit, Meta or DFR yet?
×
×
  • Create New...