

HoBGoBLiNzx3
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Everything posted by HoBGoBLiNzx3
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I'm getting your logo on the F-18 module but no aircraft. I tried with OVGMe and Manual. Not my only mod either.. Also, the liveries... where do you want them put? In what specific subfolder location.. Inside the mod or in the liviers section saved games or main.
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I figured it out, it was skatezilla's launcher. If I run the app from the shortcut it launches just fine. Something I'm sure will get fixed in the near future. For now I'm okay with this. I'm seeing much better performance and can actually run high textures, med shadows, and cockpit illumination
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I wasn't able to get it working with skatezilla, just use the shortcut icon and put in the command line there. It will load you in like it always has. I'm seeing really big performance gains personally. People my as well start figuring out how to get their systems to run right on OpenXR because it is what will be used going forward, not just for DCS either.... It's a really good thing they made it native, and while no one likes when things aren't as perfect as they were the day before, it will ultimately end up better in the long run. Just takes some retuning.
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my openxr toolkit wont launch, nor will any other overlay with and without the launch options (quest 2) nvm got it, I couldn't launch it though skatezillas updater
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I'm on a quest 2 and my toolkit won't load in. Tried with command line and just oculus as it's chain target (which should be OpenXR anyways) Can someone confirm the target line command please?
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Correct. You do not need to trick DCS anymore by launching through steamvr (opencomposite) for Openxr to work. However, you do need to add this line in the launch options until they add it back into the launch chain properly. --force_enable_VR --force_OpenXR You can still use everything you had before nothing changes except now you're using their .dll file in the bin. You'll have to redo your settings. Make sure you don't have steamvr as your launch option anymore either to load into opencomposite. I have a quest2 and had to change it back to launch though oculus api.
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You need both WMR and OpenXR Tools from Microsoft Windows Store. (you already have it downloaded as you said) <--- this is where you will find your motion reprojection. If you have Openxr toolkit companion, the option will show up there as well but it is changing the Openxr tools option when you change it in game. They should be one and the same. Two different ways of accessing it. So you did it right. Once they patch it you can turn it back on in game or out of game in those two locations. It works really well for me, I'm not using any motion reprojection to start with, it causes ghosting in fast moving objects. So it didn't bother me to start with.
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I believe WMR is the software that runs the G2.. Quest and Rift owners use Oculus app.. Each headset has it's own software where you can select the resolution, refresh rate, and motion reprojection. Only with the G2 I believe because you also needs windows openxr tools (not the tool kit, it's on the microsoft store) This was the weird thing about Windows headsets, you need both but I believe the openxr tools is more of a driver with software and options, while WMR is where you connect windows to the headset.. Windows reality headsets natively run OpenXR as does Oculus headset devices. Openxr toolkit is optional for ingame features and designed to be changed within the headset. I have a quest so I don't know the in's and out's of the WMR system but I've used the software before. Especially with opencomposite. If you have a WMR kit you don't need to change anything, you just don't have to run opencomposite to get openxr to run anymore. As for toolkit, if you change motion reprojection on it, it changes the openxr tools settings too. Quest users don't have the option of changing it in toolkit.
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Does the foveated rendering work now that openxr officially supported?
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No worries.. I find it runs much better this update in VR than the previous version. At least for me. I did turn on options.graphics.stereo_mode_use_shared_parser = true so I'm not sure if that added to it but I don't see any downside to having it on. If it still works as intended the lights and everything are fixed.
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From the looks of it, this doesn't include MT. Unfortunately.
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New Kneeboard display/control functions are outstanding
HoBGoBLiNzx3 replied to streakeagle's topic in DCS 2.9
This is the way. (It works fantastic in VR btw) I believe he's working on more features for it too. -
Hey zilla. Not sure if there is a fix for this...but if there is, let me know how to fix it. It really isn't a huge deal but when I first load the game after a PC restart, the first load in under VR ON is always just default settings. I exit, start it again the exact same way and it loads my settings. This might have nothing to do specifically with the app and more so maybe left over configs from the past. I dunno, but if you got any ideas I'm all ears lol.
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There are other combinations of that like ctrl f4 and alt f4. They change the type of chase view...
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LOL yes. The A-10. Bought it and flew it once. I was in the middle of learning another module though and just never bothered to dive into that one..
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The once famed RIO finds himself in the news again after he lied to investigators about any past incidences relolving "premature ejectulation". As his former co-worker and Ex-F14 Tomcat pilot refers to the anomaly. Jester's recent performance had him in hot water, but as of lately the US Navy has gave him his wings back, and has been performing flawlessly. We hope this news doesn't end up hurting Jester's career in the future more than it already has. NBC Nightly News, signing off. https://theaviationgeekclub.com/us-navy-f-14-pilot-explains-how-he-was-able-to-land-his-tomcat-without-canopy-after-his-backseater-erroneously-bailed-out/
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That is how life goes. However you do understand the confusion when post come out in late 2020 saying that multicore is in the "final stages of testing" and will hopefully be available Q3 2021. It's now Q4 2022 and we are getting a update about "If testing goes well"... Haven't you been testing it for the last 2 years? I'm genuinely curious and NOT trying to throw shade. Updating people on your work doesn't seem to be the issue as much as the updates being misleading... purposeful for not.
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5.2 is already available. You can download it and use it yourself... No one said anything about a day 1 launch, or anything of the sort. Just showcasing new technology. I don't think anyone here would want to wait 4 more years for them to try and port DCS World into UE. By the time they did that it would be UE6 or something anyways. A lot of UE4 games never bothered updating either for good reason I'm sure. That is why I said, in the future, it would be nice to see them adopt a newer commercial engine that wouldn't take so much internal attention, and they could focus more on the sim instead of having to constantly fight an aging engine, only to be outdone by it's release again. Ever game will have a shelf life for the most part I'm assuming. You can update it but at some point, like we are seeing now, the entire game is almost having to be reworked to get key features to work. I'm guessing Prodigy is the Engine that NOR could possibly be using? I'm not entirely sure because I can't find a list on what sims are being developed on it. It definitely is combine with UE5 though.
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Yeah then you hit 2:00 on when he explains what I meant...
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It's a graphics engine, why would it NOT work? If they can build 40,000,000 km detailed worlds, with realtime raytracing, shadows, lumen, and all the features that come with it at refresh rates that we currently have... why would it NOT? Unreal has 200x more support and is constantly updated.. If an aging DCS engine that doesn't even have multicore support or vulkan can run it.. there is absolutely no reason why UE5 can't.. That wasn't really my intention in the first place. It's the technology that is available and the quality they are achieving.. It would be nice to have.. but instead we wait for mc and vulkan lol. DCS isn't the only simulator in the world lol, in fact it's one of the smaller simulators on the market... in fact it almost never makes top 20 sim lists (not because it's not good by any means) but to assume that DCS is somehow special and engines that AAA studios use just couldn't handle a small market, small developer, simulator doesn't seem right to me... However, Like I said. I don't work in the field, so if you do. Please share why this would be, I'm all ears and always willing to learn... However if it's just some opinion you read on the forums then, I'll continue with my doubts.
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Yeah no doubt. That's why I said if they ever do.. At some point, older hardware wont be able to run the newer games and the content you bought has to be able to be played somehow. I'm guessing use it as a free legacy build maybe? I seriously wouldn't be opposed to purchasing the actual game with 4-6 maps for like 120 bucks if it had something like UE5.2 and onward. Mostly because I know that whatever hardware I buy, will have a real world effect on the quality and performance. Small limitations aside. I'm not a programmer but at some point these technologies will have to all be made available because the way technology moves, we could end up with something that is 15 years old while every other new game is getting brand new modules that plug right into the engine.. Which seems to kind of be the reason why a lot of companies use these main engines. They have so much support... It would free up so much time I'm guessing for the developers to come up with content.. Also, a sandbox editor so that custom maps could be made, downloaded, and shared. Though I think this is more of a business decision more than a logistical one. While the switch would take a couple years, everything post release would be much faster, easier, and sellable content would come out much quicker. But hey, that's just my perspective from someone who doesn't work in the industry..
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It's still DCS WORLD version 2.8 I meant DCS WORLD 2 vs 1.0 etc.
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Thanks, I've always wondered what it did and prior it definitely effected my performance so I turned it down as I didn't notice much of a difference. Definitely have to mess around with it now. Does this apply to NVCP MSAA features like MFAA as well?
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This isn't a proposal to change graphics engines, so chill. Imagine DCS implementing a version of this for it's own engine.. If they ever drop a new game title from scratch, they will have so many awesome features to draw from. No more LODS?? No more constant shadows changes.. This is crazy. However if they do release a DCS World 2.0 and decide to go with UE, and port over all their physics calculations somehow.. It will be insane. As stated in the video the recommend environment in 5.0 and prior was 22KM.. Now, it's 88,000,000km. This is absolute insane. You can put this where it needs to go admin, I didn't really know where to post it. VR