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Dogmanbird

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Everything posted by Dogmanbird

  1. The leap motion v2 is significantly more stable than Q3 when used in fairly ideal conditions. It is negatively affected by reflections and nearby objects much more so than the Q3, even your clothing (material used for pants covering legs) can affect the tracking - so unfortunately if you want to get the best from it, it'll require stripping back a cockpit arrangement to just a seat, a throttle sitting on a pedestal, stick and pedals on the floor (no framework, physical mfds, monitor in front of you etc.), keep at least 1m in front of you clear of objects and some IR spotlights overhead (helps with quest 3 tracking too) with monitor off to the side and tilted downward slightly. I'd imagine this would be too much to ask of most people with their existing setup. However, this will give stable fingertip laser-pointing styled control over the crosshair throughout the cockpit, achievable with your hands close to your body at waist / chest height. I could rest my forearm on my body (keeping hand stable) and simply point a finger/laser at a switch with pretty good precision. Keeping the hand a little further away from body further improved it. The leap also adds some weight to the front of the headset. I already found the Q3 front heavy, though the halo strap does help. It also needs it's own USB connection to the PC. It was great on the G2 because the headset is quite light and i used it without the face plate. I made a pvc mount for it and 3m taped it to the front like in pic below. That mounting position seemed to provide the closest IRL hand v virtual hands alignment (without needing to adjust in game) and helped reduce the "hands moving in opposite direction to head" effect. I haven't used the leap in several months as I'm somewhat happy to get by with the bare Q3 and the tablet style tracking linked to wrist, to keep things simple. I jump back and forth between flying and driving (a car setup to the right of the pic) and moving / disconnecting leap cable was a pain. Definitely worth it if you have only the one setup, happy with a bare bones arrangement and a little extra weight on the headset. I'd guess a lot of leap owners are using it in a regular cockpit arrangement with big monitor, keyboard and other hardware fairly close and likely not experiencing it at it's best. nullnull
  2. Do we know the approximate weight of the headset?
  3. Nice Zetikka! It's a slow trip, but we're getting there
  4. Could an update have reset the 'sleep timer' type setting that was introduced back in an earlier headset update? Pretty sure q-pro received the option. I believe turbo mode makes the game/gpu communication ignore some kind of frame sync info, which cures the DCS jitters when GPU scheduling is enabled, but will cause DCS to crash if headset sleeps/wakes The last q3 headset update changed my headset frequency back to 70hz. It's never happened in earlier updates - so I guess anything is possible after an update
  5. meta altering the headset's power requirements over usb-c, almost every software update, has been my gripe. Though I find it a little front heavy, overall I'm very happy with it considering the optics and all the other features for it's price
  6. Hi, what type of tracking do you have, as in a Quest 3 only or a Leap Motion type device attached to Q3? The Quest tracking is not so good. I find it too jittery for relying on the finger to move the crosshairs. You can use some other software to link the crosshairs to the wrist/palm rather than the finger, which will provide a more stable result, but you'll need to move your arm about (which in a way is more realistic I guess) If it's a leap device, I get my best results by removing any unnecessary equipment from around the cockpit area that will reflect the IR light, or cover it with material that is non-ir reflective. IR spotlights fired down from above over your playing area also noticeably improves the Leap devices tracking. This gets the finger linked to crosshair tracking working very well. However, as good at is is, I still find flicking switches / dials too cumbersome this way with DCS as it currently is.
  7. i'm amazed at what meta has achieved with the q3 for it's price when compared to the other headsets. I'd even be happy with a 'display port only' version of a Q3 packed into the reverb g2 housing, for q3 price.
  8. someone mentioned on reddit that the base crystal light is about 700grams. If accurate, it's quite heavy for a pcvr only headset
  9. Thanks for sharing the workaround info. v64 PC app broke it again for me and renaming was the fix
  10. Till now, Oculus link has given me the best results too on q pro and q3 however, my q3 headset finally updated to v64 yesterday/today and I've lost a small amount of fps via link, plus my link cables no longer reliably connect as USB 3 and I now need to flip the usb connectors on all my link cables to connect as USB 3 (very strange). edit- v64 appears be affecting our business headsets in the same way. I think they've tweaked the power settings again. i have a spare PC still on v63 pc app which has the same symptoms as above with the v64 headsets, so might be the headset software causing it edit edit - attempting to sideload v63 (which didn't work) seems to have triggered a later v64 update and I've regained the fps. Unfortunately the USB-C cables still need to be inserted in reverse (several cables tested which worked as usb 3 prior to v64 update) for the connection to be seen as USB 3.
  11. Thanks Qcumber, if it's still the same method as months back, it was scaling down the crosshair as well as the hands. Does that happen for you? does turning off the headset beta updates option allow you to roll back to v63 to see if that helps? I don't recall ever experiencing that. if you are using it cabled, when in oculus link, does the pinch gesture for turning on menu bar or recentering headset follow your hands correctly? (oculus logo in circle that follows hands)
  12. you can use the hand offset settings in the DCS options and see if that helps. I'm using the htcc app which doesn't require pointing with the finger (like shooting a laser beam from tip of finger towards button), instead it requires moving my arm/hand all around the cockpit area like I'm drawing on a giant tablet The hands gets in the way of my vision, so I offset the left hand so it sits slightly to the right of the crosshair, and do the opposite with the right hand (which I rarely use) to keep them out of the way. All I'm concerned about is being able to see the crosshair over the button I need to operate. I wish there was a way to adjust the opacity of the hands (or does it already exist?)
  13. oh? I don't think my system / headset has updated to it yet. edit - still on v63 for both
  14. Hi, this is what I have. I've disabled the bottom one as it causes msfs2020 to crash for some reason when entering VR and I'm not sure how it got installed. null
  15. I'll check once I'm home and let you know, but i guess no harm in temporarily re ordering them to see what happens maybe try disabling quadviews and oxtoolkit within the stack just to test. if you can't re order them, i think fred has a utility for changing the stack
  16. any chance it's been disabled in the Open XR api layer stack? (can get to it via steam VR's settings/open xr/manage open xr layers) I've found that the order of the stack can affect things too
  17. ^ It's a very nice looking button ring . I'm not aiming to rain on the parade - just wanting to share my learnings after experimenting a little bit a while back with a similar ring setup (much more crude) and what I got from it; - as small as it was, it was still getting in the way - harder to place pointer finger on collective buttons / accidentally bumping buttons when grabbing throttle or grip on the collective. Using a regular throttle was ok for most things. - for speed and accuracy, it needed a "scroll wheel" and a "shift" button to increase the scroll rate when needed. I tried with buttons only but was too slow. - scrolling and pointing on the same hand with precision is very tricky Trying to keep it simple, I set it up as game device, with buttons mapped as mouse buttons in game and with a rotary encoder. However, under certain conditions in some DCS aircrafts, the buttons sometimes wouldn't behave as mouse clicks, where the buttons on the real mouse would still work correctly. I also couldn't find a convenient way to activate the shift and scroll from one hand, to speed up the rate. I ultimately ended up mounting a similar thing (modded version of Firefox's finger mouse) on the joystick which allows me to use multiple fingers for scroll and button presses simultaneously. I glued an extra button onto it, wired down to an arduino on the floor as keyboard emulation for the "shift" button. I point at everything with left hand and button/scroll with the right hand. With the quest 3 and HTCC, with quite good stability, I can get right around the full cockpit with just my left arm even if the switch is in my peripheral vision, provided I use IR spotlights over the cockpit area. Without the IR spotlights, it can get a little jittery for stiches behind the seat if I can't turn my head all the way around to fully look at the switch/dial I don't need it to be wireless, but just need it light weight and easily detachable when switching between joysticks
  18. Qcumber - i completely forgot about bringing home a qpro over easter.
  19. i posted some stuff here about using one a while back
  20. its a $15 finger mouse modified to fit on the stick. operates with middle and ring finger
  21. If not for flipping switches, then what do you use it for? For pointing at the switch i want to operate and use mouse buttons/wheel on my stick to do the flicking and turning. it always works and it's quick
  22. .. can we have a nam map next ...... please : )
  23. i guess the bug has given an indication of how many use just a meta headset alone
  24. I think one of the two "Textures" options, set to low, medium or high, made the difference to the cockpit labels.
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