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Dogmanbird

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Everything posted by Dogmanbird

  1. unfortunately i don't have a qpro here at the moment, otherwise i would check and test in dcs. tomorrow ill see if i can take one to try
  2. version 63.0.0.400.363 runtime 63.0.0.397.363 which has been the same for at least a week been flying for last hour with no issues
  3. 63.0.0.216.361 is what stops dcs vr on this pc. ive replaced the two client and runtime folders with my earlier v63 folders
  4. So you guys say it is not very practical other than it works? I love it and wouldn't play dcs without it just not for flipping the switches with fingers
  5. Ill try and post it once i get back to PC
  6. Permission error might be because the Oculus Service is still running in the background. Type services into the windows search bar, scroll down through the list of services till you find Oculus Service, select stop, copy the folders over, start the Oculus Service then re open the Oculus App. Yesterdays Oculus link v63 works fine for me after replacing the specific folders from v62 or the older v63 I had a v63 on both PC and headset for a couple of weeks with no probs but yesterdays newer v63 did the breaking btw I'm using win 11
  7. from the release of q3, any link bitrate over 500 gives me glitchy audio. Some values are better than others. 960 has been better than 800 etc.
  8. a substantial performance improvement for me with the last update (testing with quest 3)
  9. I can get the Q3 pretty close to G2 distant detail, but it needs in game supersampling set to 1.8 or higher (or which ever method you desire for increasing it). Also needs the link bitrate at about 500 (or maybe higher) to minimise smudging by the compressor. I get best results with H264. It also seems to have slightly lower latency, helping controller input, should you be flying choppers
  10. I'd read somewhere that the Quests are now running most of the ASW reprojection processing within the headset's chip during PCVR gameplay, but still requires some frame info from the PC. I wonder how much load this frame info is on the PC, versus everything be processed on PC?
  11. Yes, I had the same issue with the Kuject and a cheaper ebay clone of it back when I was using one. Are you on the latest q3 software for headset and PC? it might help with reducing the need to restart. I've since changed to a 4 port USB C hub and a USB-C to USB-C link cable (One of the 4 ports supports 22 watt 9v) With the Q3 v62 software, it seems to maintain about 80% of charge during gameplay though it used to get to 100% in older firmware. However, since the update I rarely need to unplug replug / restart anything to get it to detect the headset or charge correctly. Meta appears to be tweaking the power requirements each update, making it a bit hard to predict how things will behave
  12. Thanks Qcumber
  13. yep that's it, but I can't quite get it to just the right position because the front of the headset moves downward onto my nose. Flipping the rear padding upside down helps a little but I've got to remember to prop up the back of the headset while charging on the dock otherwise the pins don't make contact. I wish it pivoted at the front end of the straps
  14. never done anything for me, but some swear by it
  15. yeah, qpro is ok just resting on forehead, but i wish the displays/lenses could tilt downward a bit further
  16. i reckon by the time it's fully working as envisioned, some other headsets will have caught up / new comparable models released. It's probably unfortunate for apple that they couldn't get it released 6 months earlier. Quest now supporting spacial video might steal some of the market. I wonder if apple will cripple the support on competitors headsets somehow? for me, the q3 is too already heavy, especially with the stock head strap. I can't imagine wearing 650 + grams with just a band around the head for lengthy periods, regardless of the facial padding and stock strap design @supmua - how does the weight feel compared to your Q2 or other headsets? thanks for the feedback on it
  17. I think I'm having similar issues when using IR mavs on multiplayer servers, where I need to be within about 4 miles of the target before they'll release and sometimes won't pass the target from the tpod to mav, regardless of my altitude or speed. If I create a single player mission, or use an existing mission part of DCS etc, I can be 9 miles out and they'll release quite reliably. Is there a server option that sets the minimum target distance they can be transferred/released?
  18. Hi LuseKofte, Can I please ask - when making very tiny inputs with the rhino (just 1 or 2 millimetres of movement at the grip) is there any kind of stiction or break-through force required, before the stick moves? Thank you
  19. rotorheads server can be fun too. Some of the 4ya servers are great when there's some teamwork happening. I haven't flown anything for a couple of weeks as well. i'm sidetracked by online tandem drifting again for the moment. it's a lot of fun with the right crowd and arguably as difficult to do as a flying a chopper if your gear and car are setup fairly realistically and trying to stay close. it's great to have a couple/few different things to jump between
  20. painful to watch
  21. it's interesting that there's only a handful of us who seem to notice the lag
  22. aha! I wasn't aware, thank you
  23. Have bobo updated the battery to work correctly with the q3? last i saw it wouldn't maintain charge in the q3 and produced some hum/buz from the battery if used on the m3 headstrap
  24. Yes I've made several from that handbrake and still using one for myself. can I suggest - if you want to keep modifications minimal, turn the brake 90 degrees clockwise to how it is in the pic, so that gravity is pulling all the moving parts downwards and keeps the parts together (minimises slop)
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