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Everything posted by nikoel
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It’s fast. I reckon you’re 45FPS AWS - which is by definition twice as slow
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Great Elevator Music Also ~35-40% uplift according to FPS counter (30ish to 50ish FPS)
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What hippo said The one thing he did not mention is that the QP is now easier to run with 37% higher pixel density than the quest 2 because of DFR the reason for this is becuase our eyes are only sharp within an extremely small range. Like a G2 but our sweet spot moves - for instance I am typing this on my iPhone and I have to chose between looking a the keyboard or what I am typing even though they are a tiny distance from each other. So DFR is amazing because it renders like a around your periphery all the while being sharp in your focus area DFR can’t be implemented on the Quest 2 because of the lack of eye tracking Quest 2 utilises only a part of the the stated resolution because it uses one long screen. QP uses two = fewer “wasted pixels” Quest Pro has - thus the pixels you render all around you are not going to ferens lens waste With this said, we all chose QP because we felt it was the best headset for our budget and feature-set balance. Ask the same question over at the Pimax thread and you will get the same recommendations from them for their headset (even though I personally can not stand them as a company; they have to release something universally acclaimed for me to even consider them)
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We might - might - see a benefit in quality of stream as the headset uses the processing power to display the incoming frames Higher bandwidth might be possible. Difficult to say where the bottleneck lies - for some it’s definitely the USB speed. I doubt people who can afford a QP have issues with processing and encoding on the PC-end
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Turbo?
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Under vertical focus bias you put in '0.25DD' What does the 'DD' do?
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No, bloom and the lens effects are off This is what I am experiencing. Only in some specific lighting conditions eg. First Mission of Eastern Friendship
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So I also get the crashes if I take the headset off - I believe Turbo has something to do with it based upon this. Do we just blue-tac the sensor...?! EDIT: After turning Turbo Off I can confirm that the crash is no longer experienced I also get the rectangle (a different kind of Fridge) under some lighting situations that follows my eye tracking. A reported DCS issue from what I remember reading Meta needs to get it's life together. Through this process I kept asking myself, how many times and in how many places do we need to enable eye tracking and developer tools. One toggle which syncs to settings inside the headset, phone app and oculus app on the PC should be the way If you haven't calibrated eye tracking (inside the VR Quest Pro Settings, then I highly recommend it) I don't have either one of the folders... Did you guys just create the directories and then opened Notepad and saved it inside the folder as settings.cfg?
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I'm going to make this short and sweet. For those out of the know. There is a guy who created OpenXR Toolkit, Quad-layer support for various headsets and much more. Some of these tools are developed for DCS specifically in mind. Not only that, but those applications were created in spare time out of the goodness of this man's heart. His name is Matthieu Bucchianeri known as mbucchia on the forum One thing that struck me is that he always declined any contributions for his work. Has never asked for anything in return and actively continued donating his time for the benefit of our niche [within a niche within a niche] I feel he is far too humble to mention it, but I thought it would be of interest to some within our small community that this page now exists: https://github.com/sponsors/mbucchia
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It does not work with OpenXR Toolkit. It must be disabled for DCS to work and the instructions make you do it However... @edmuss puts it best:
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3090 would be slightly stronger than 6900XT in higher resolution render and slightly weaker in lower resolution render (With the median around 1440p) You will be up for a treat. I'm just going to leave this, *checks notes * 46% reduction in render resolution with a better image quality here. Your GPU load will basically half. Or an other way of putting it, congrats on your new 4090
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It does work. But I don't like it. I don't like it on Nvidia cards either though so take that for what it is - the whole point of DFR and low resolution (that looks better) is that with a 6900XT you can run it at 72FPS/72HZ giving you the best ASW in the world. You can have "2 Frame frame-hold" reprojection (aka 1/2 refresh rate frame rate) if you want to crank the settings higher, the ghosting was there but better than with WMR
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No point running FridgeVision™ with DFR - the render resolution around periphery is quite low and won't affect you and your 4090 in a meaningful way If some settings are not applying check that they are not being overriden by something else eg. OTT DCS settings - but I wouldn't bother altogether
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I have never used the Pico 4. But I had 6900XT like yourself and bit the bullet and got QP. It's agnostic to AMD and I had fair improvement in performance compared to G2 Quad Layer Dynamic Fov Rendering is supported on AMD as of today as well. The picture is miles ahead of the G2, and the sharpness is close except there is no wasted periphery pixels as it's sharp across the entire field of view Dare I say it, you will be able to get 72hz/72FPS parity and have a picture that is much better than before without the spyware the is Bytedance and CCP If you don't like the QP you can send it back no questions within 30 days
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Have you tried the slow clean/repair via Skatezilla utility followed by the shader folder clean? That song and dance usually solved a lot of issues after updating
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DFR Test - Set the resolution to maximum in Oculus @72hz… it… it… it still performs better I am blown away. I always felt like DCS in VR did a low-poly bait and switch. I never quite understood why 2D looked so much better than VR even with the resolution dialed up to the moon and MSAA cranked to the tits. The shimmer in populated areas of Syria felt like FSR 1.0 Ultra Performance at 1080p This is now a thing of the past. I am no longer sacrificing anything in VR. It looks just as good as ; once immersion is accounted for it's miles ahead. Only Meta can post 13.78 Billion Dollars of losses in VR Space and still get outdone by a talented, passionate, knowledgeable guy on a couch Not much else to say, except for the obvious @mbucchia is a god amongst men
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I'm sorry mbucchia but I have abandoned my AMD Thug-Lyf and as of yesterday I am now part of the 4090 Society. I got it for $500.00 off retail price brand new and needed to run LLMs and couldn't say no - It has cost me a Hackintosh partition, a wifi card and a NVME Raid card which no longer fit , it was a sacrifice @TZeer I can't recall anymore, are you still part of the AMD Meme Team or have you moved on?
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Quest Pro vs G2 Impressions - 4090/7950x3D
nikoel replied to DirtyMike0330's topic in Virtual Reality
Thanks mate I couldn't do the last step (where you go into the setting of the headset with your phone) unless I had my headset on. Otherwise went smoothly -
Quest Pro vs G2 Impressions - 4090/7950x3D
nikoel replied to DirtyMike0330's topic in Virtual Reality
You're damn right it aint good, IT'S GLORIOUS! I have mine set to 0.95 x 0.95. At the settings you guys run FOV (0.85 from memory) I had what I'm going to coin as 'refrigerator vision' - felt like I was looking through 2 vertical rectangles - fridges. When those posts were going up, I didn't want to crap on the parade so didn't say anything. My IPD is 63 which is slap bang in the median. Maybe build tolerances within the headset? However we know by watching Lukas' video that the panels in Quest Pro are not the same ones found in the cheaper headsets which only utilise a fraction of the actual screen - don't know https://github.com/mbucchia/Meta-Foveated/wiki pre-compilation code for Dynamic Foveated Rendering for Quest Pro via Quad Views has been posted 4hrs ago. No release (compiled code yet) but instructions are now live and I'm sure the full release is imminent. Its a good idea to go through them whilst we wait nullThe gains seem very high for us even more so than our Verjo Counterparts. Look at the % reduction in render which isn't a slouch either -
Quest Pro vs G2 Impressions - 4090/7950x3D
nikoel replied to DirtyMike0330's topic in Virtual Reality
My comfort was okay-ish at the start but now is excellent. Just make sure you're not over tightening the headset. Mine is "almost" loose in comparison to the G2. The surface is ever so slightly sticky which means I can lean into it a little for optimum comfort. It basically disappears for me (except for the slightly sticky feeling from friction taking over what clamping once did). The cushions also bed in I feel (I don't have any evidence for this, feeling alone), but the more I wear it the better its getting -
Quest Pro vs G2 Impressions - 4090/7950x3D
nikoel replied to DirtyMike0330's topic in Virtual Reality
Update: Bought a 4090 New settings are as follows: 72hz ASW Off All sliders to the right I now use the OTT because settings are sticky. If ODT had the same it won't be installed I'll see ya'll when Eagle Dynamics Updates graphics engine and we need a A100 to launch into the main menu P.S. If you have an AMD card, don't listen to the fools who tell you that the colours are better on the NVIDIA cards. A red pixel is still red with both cards, there is no image difference with the same settings. Only performance. -
It's a rather good question. Meta has tickets on Facebook, the Meta website and the oculus legacy website, on top of that there is business support, developer support and customer support. I just went here: https://www.meta.com/en-gb/help/support/topic/quest_software/ selected the bottom "other" and clicked on email and submitted a ticket that way. Hell knows if it's remotely correct way of doing things The forum seems to be more of what DCS forum is like, it's mostly bunch of bitchin' and moaning among the die-hards about issues that have plagued for a while, new bugs and staff closing threads with 'can not reproduce' with an occasional helpful post (hits close to home...?) AMD only supports DFR in DX12 - DCS is DX11 (with bolt-ons) therefore any AMD graphic card holders (like me) will be left on the side of the road on this one. Regardless if it benefits me, Im glad for those who have paid the nvidia tax and getting something for it This is what I wrote, since I am far from competent in the topic of VR Development it's as closely based on what Mbucchia wrote in his post as possible: "Folks you need to fix your fundamental approach to development. First, hiding your features behind this very unreliable developer mode which is causing a lot of people coming to OpenXR Devs with their issues (while it's a Meta issue) Most importantly you are the vendor in the best position to make a positive impact to the PCVR gaming industry, yet you seem to create more barriers instead of taking them down. For example, the eye tracking data as a vendor-specific API is a great example of how you discourage developers from implementing these technologies VR will continue being a mess as long as you keep segregating technologies. OpenXR exists and is supported across all respected vendors for a reason. Developers have better things to do than to code for every seperate API out there"
