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GayCavalier

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Everything posted by GayCavalier

  1. Would it be possible to increase the "up-down" placement adjustment slider from +/-10cm to +/-20cm? (maybe even forward-back too!) I have a perfect 1:1 f18 Sim-pit dimensionally, but Ultraleap places my hands in the "0" default position far too high, and -10cm just isn't cutting it.. Thank you!
  2. About 6 months ago, the Ultraleap Tab in "Special" used to have an adjustment range +/-10cm. Would it be possible to modify this so that we can have +/-20cm? I have a 1:1 scale F/A-18C cockpit, but the hand-tracking module on the Pimax Crystal places my virtual hands about 15cm higher than they should be.. so I struggle now to get my virtual hands to align with my real-life hands and real-life cockpit..
  3. I came here to request exactly the same thing. If ED could integrate the QuadViews extensions into DCS natively, that would be fantastic.. similar to what they did with Ultraleap's handtracking! mbucchia's source code is under a MIT license, and i'm sure he'd be happy for it to be integrated directly into DCS - that way updates wouldn't cause conflicts, and QuadViews Foveated can live happily in retirement.. You could have a new option under the Special tab to enable eye-tracking (if available), and the settings slides could be similar to QuadViews Companion (TallyMouse)...
  4. Once you're using QuadViews, best practice is to 'reset' the settings for DCS in OpenXR Toolkit's On Screen Display. QuadViews settings take precedent over OXRT OSD's settings, but you don't want to end up in a situation where your OXRT settings conflict with QuadViews... for that reason, I now leave my OXRT OSD settings within DCS all as default.
  5. What command line arguments are you using to start DCS-mt?
  6. So.. Firstly, thank you for adding "Z" distance slider, i.e. towards-away from the pilot's head position. However, it appears that during the 2.9 update, the default position of the hands (or origin) has been moved, and the 'world scale' of the hands has changed. I cannot now align my hands with my real-life (1:1 scale) F18 cockpit. The +/-10cm slider for both Y and Z are simply not enough range to get good alignment since the origin appears to have been shifted. Is there any way to revert to the 2.8 code while keeping the "Z" slider. (The move left-right slider is OK, but I cannot see that many would have that issue, especially with HMD mounted leapmotion trackers)
  7. ..no AA.. just QVFR - super-sampling the foveate region means that you are, basically, performing a similar process to AA, but just in a much smaller region of the whole display (that you can actually focus on)
  8. You'd only really need to render the arms/hands when at LOD1 or LOD2 - as you cannot see your wingman's body/helmet anyway beyond that..
  9. I've found that running the foveate region in QVFR at >150% means that you can turn off MSAA completely - and yes, the shimmering goes away. The fps boost that you get from turning off MSAA goes into running the foveate region at higher super-sampling. However, at least you're only super-sampling a smaller portion of the screen rather than applying MSAA across the whole thing..
  10. I've been noticing the same thing - driving me nuts! It's like something is wrong with the LODs model for the prop-cone!
  11. Currently, the pilot's body's hands stay glued to the throttle and joystick. I understand it would take some effort regarding more dynamic animation (i.e. inverse kinematics etc), but it would be great if, when tracked hands are detected/enabled, that the pilots arms/wrists are connected to the tracked gloves.
  12. The "Y" height setting slider for the position of the pilot gloves in the Ultraleap tab is excellent. It would be incredibly useful to also have a "Z" position slider, i.e. towards and away from the pilot's head datum. I have built a 1:1 replica F18 cockpit, and my Leap-motion hands are always about 5" inside the UFC when my real-life head position is matching the virtual head position.
  13. Basically, a convoy looks up and sees a AV8B drop a line of small parachutes. In real-life the tank commanders would close their lids and close-up while attempting to move. Anybody stood on the back of anything less would jump and run away as quickly as possible, rather than just all standing/sitting watching death float down from above..
  14. Yes - that's what i'm doing, done for all except the final string writes, so I'll fix that this evening.. v1.0.6 on the way! Thanks for confirming that it's still and issue.
  15. Is this still happening on v1.0.5? If so, I'm going to have to force a string replacement to point decimals while the text file is being written.. not a big problem, but worth knowing, otherwise everywhere from Norway to Syria is going to have decimal issues..
  16. Sorry for this - it's now been fixed with v1.0.5 posted to User files this morning. Thanks. Is now fixed with v1.0.5 released this morning.
  17. comma decimal issue resolved with v1.0.5 released this morning. (Thanks for finding the bug)
  18. Download here: QuadViews Companion (digitalcombatsimulator.com) V 1.0.2 (updated) - NET5.0 support Quadviews Companion makes modifying the settings within mbucchia's implementation of QuadViews a breeze! mbucchia's QuadViews is an essential download if you fly in DCS, and you have eye-tracking capabilities. However, for many, the settings.cfg file setup and modification can prove difficult when trying to find the best Dynamic Foveated Rendering settings for DCS. This handy utility not only automatically creates the initial QuadViews user settings file, but lets you load, modify, and update the settings without needing to open the config file at all. See https://github.com/mbucchia/Quad-Views-Foveated/wiki for further details. Works with Pimax Crystal, Pimax 12k, and Varjo Aero, Varjo XR3.
  19. Yes - note that Pau1us seems to have been using the 'default' Quadviews settings, rather than really experiment with the settings, which is why I included my settings.cfg file in my post. I want to take the scientific approach of giving others the opportunity to recreate my findings by disclosing all of the necessary information. I've found a significant improvement - in fact, i am beyond delighted with the result. Note that i'm running my focal region at 200% super-sampling, rather than the default 100%. Here's the standard settings (i.e. if you do not make your own settings file as per my post): # Common settings for all headsets (unless overriden below). smoothen_focus_view_edges=0.2 sharpen_focus_view=0.7 turbo_mode=1 [PimaxXR] # Dynamic Foveated Rendering settings (for Crystal) horizontal_focus_section=0.33 vertical_focus_section=0.31 Note that there are no specific settings for DCS.
  20. Summary: A new software update to the Pimax Crystal is arriving in September. System: 11900kf (OC to 5.1 GHz), 64gb ddr4 3600Mhz, 990Pro SSDs, MSI RTX 4090 I have been testing the pre-release version of the upcoming firmware beta that adds eye tracking functionality, along with auto-IPD, wearing location reminder, and lighthouse tracking mode, along with firmware updates for the controllers that dramatically improve tracking performance. As a disclaimer, I paid full price for my Crystal, and have never received anything free from Pimax. Software Update In the middle of September, a new version of Pimax Play will be available for download. This will be version 1.15.01.01 or newer. Firmware Update The headset, once turned on, will be subject to firmware upgrade from 1.3.0_au0807 to 1.3.0_au0829 (or newer). Remember to plug the side USB-C port into the PC as per the instructions. I would recommend that people are asked to set their "screen off time" to at least 30mins until after the update completes. For me, after starting the firmware upgrade it took 187 seconds the update widget returns a prompt to "Continue", if you press the button, the update proceeds, after another 183 seconds it completed successfully. 6m 10sec total. Pimax Play will most likely shutdown the headset after the firmware update is reported to have completed successfully. It’s prudent to reboot your PC. Upon reboot, in Pimax Play, in the General tab you’ll be alerted to a controller update from V0.8.21 to V0.8.22 (or newer). I turned on the controllers and the update went smoothly and took around 2mins. In Pimax Play device settings, new features were now available: "Lighthouse" mode, still awaiting my faceplate, so cannot test yet. "Eye Tracking" "Auto IPD Adjustment" "Wearing Location Reminder" Also note that the PC/Standalone mode is now unlocked with this update. “Eye Tracking” There's a calibration utility that is activated by a button next to the "eye tracking" selection that takes you into a calibration utility. Ensure that you have one of your controllers with you, as you'll need the A and B buttons available. When you're in the utility you can already see that your eyes are being tracked, as there are a number of targets that look like radio buttons that you can look at, and the radio-buttons light up as you look at them. Hitting A on the controller will take you into a calibration utility that makes you watch a circle as it moves in cardinal directions around with screen with a black background, and then in diagonals against a white background. Once completed, the Calibration is saved for good, and can be updated at any time. That's the only calibration required. I’ve been testing the eye tracking implementation over the past few days, and I have to say, it’s probably the best functioning eye-tracking system I’ve ever used. Its accuracy and repeatability is beyond what is actually required to perform Dynamic Foveated rendering – so I’m sure there will be additional applications of this technology in the future. "Wearing Location Reminder" I took the headset off, and put it back on again. While looking at the default 'moon surface' in the Pimax Crystal a box pops up that tells you how to move your headset around on your face to achieve the optimum position for clarity, along with simple indicators. The box disappears once you’ve got your pupils where they need to be compared to the lenses. You can then use the dial-handle on the back of the head-strap to firm-up the HMD against you head. It's actually really well done, and uses your pupils' averaged up-down position to calibrate as you look at the indicator in HMD. "Auto IPD Adjustment" After the Wearing Location Reminder box disappeared, a new box appears with a segmented green cross-hair. You’re reminded to focus your gaze at the middle of the crosshair, while the Auto-IPD activates and the motors whirred until my measured IPD was dialed in (65mm). This happens every time you put the HMD on – on each time you’ll hear the motors whirr for a shorter and shorter time. You can go into the Device Settings of Pimax Play at any time and see the IPD measurement being used. If you’re the only person using the HMD, you can turn off Auto-IPD and just sent the value manually once. "Stand alone" mode. Standalone permits you to unplug your cable from your PC and use the headset more like a traditional standalone HMD. Standalone mode as its own menu, not dissimilar, but better looking than the Meta-Quest’s. A number of games are available, but this is not why I personally purchased the Crystal. Hand Controller improvements. The tracking on the hand controllers had definitely improved. You can now flail around in Beat Saber with wild abandon, and the controller behavior is now smooth and maintains tracking. The controllers also do not twitch anymore, so they’d be useable with first person shooters. Battery life improvements. As long as you're sure to actually turn the headset off, then the Headset charges through the cable attaching the HMD to the powered USB hub. You typically run for 6 hours while plugged into the PC, turn it off for the night, and by the next morning the battery is fully charged again (as long as you leave the USB-hub powered). This means that the second battery that you receive with the Crystal is only really needed if your primary use is standalone mode. Hot swapping can also be performed when plugged in, without having to take the HMD off (if you're prepared), so you could run the headset continually indefinitely, if that was your thing. Digital Combat Simulator I switched the Crystal into 120Hz mode (also greatly improved) using device settings in Pimax Play. The headset reboots when you switch between I took the Crystal off and started the process for modifying OpenXR, PimaxXR, and some new software to be able to use eye tracking in DCS. I followed the Quad Views setup (post OpenXR/PimaxXR add on the lets you run Dynamic Foveated Rendering in DCS): https://github.com/mbucchia/Quad-Views-Foveated/wiki including running OpenXR Toolkit in Safe-mode and going into the VR menu (OXRT in HMD) and resetting everything to default, then turn off safe-mode. It's recommended to follow every instruction on that page. Part of the Quad-views setup that isn’t necessary, but recommended, is that you create your own settings file for Quad-views in DCS. This is done by creating a folder called Quad-Views-Foveated In C:\Users\<YOUR_USER>\AppData\Local\ Or %LocalAppData% In the folder you’ve just created you create a text file called settings.cfg I did the work for you, so, below is what I’ve found to work the best for my system. This is with all DCS settings on Max, except MSAA which is set to 2x. Pixel Density of 1. Make sure “Allow use of eye tracker” is enabled in PimaxXR. Also ensure that “Fixed Foveated Rendering” is set to off in Pimax Play. Contents of settings.cfg: # Common settings for all headsets (unless overriden below). smoothen_focus_view_edges=0.35 sharpen_focus_view=0.75 turbo_mode=1 # Fixed Foveated rendering settings for fallback when eye tracker is not available. horizontal_fixed_section=0.5 vertical_fixed_section=0.45 [PimaxXR] # Dynamic Foveated Rendering settings (for Crystal) horizontal_focus_section=0.35 vertical_focus_section=0.35 peripheral_multiplier=0.28 focus_multiplier=1.44 # debug_eye_gaze=1 # debug_focus_view=1 [app:DCS World] # The settings are specific to the app "DCS World". vertical_focus_offset=-0.1 Note that, when you start DCS (must be in Multi-thread mode), and go into the OpenXR Toolkit ‘in-VR’ menu, do not play with the foveated rendering or turbo mode settings, as they conflict with the Quad-views settings from the settings.cfg file that you’ve just created. With these settings, with my setup, the central focal region is being super-sampled to 200%, while the peripheral region is down-scaled to 9%. With the focal region being set to 35% of the FOV, you still cannot see the heavy pixelation outside of your focal region. On the deck of the Abraham Lincoln in a F18, in the South Atlantic map, with a very heavily populated deck (i.e. 20 aircraft and helicopters), SARHelos, and a carrier group surrounding, I now achieve 70-75fps, with an extremely sharp and Crystal-clear (no pun intended) image wherever my pupils were pointing. If you set focus_multiplier=1 then your focal region will render at 100%. The will mean that you’ll be seeing around 100fps in 120Hz mode. With the 200% super-sampled focal region, after launch I am up above 95fps. Above the clouds I am at 110-120fps. In the F16 in the South Atlantic map, I see 80-90fps flying through the mountains, and 120fps at altitude. With my system, the 200% super-sampling in the middle of my focal region makes the buttons, dials, and displays of the cockpit look incredible (though they already did with just the Crystal at 100%) - and the odd pixelation that you'd normally see in VR with Ultra clouds at a distance has completely gone. I can see details on the side of mountains that are over 15nm away. I also spotted a missile the other day, one of mine, turning at about 3nm away, without a trail, I could see the actual missile. It was, without doubt, the best visual experience I’ve ever had in VR, period. CONCLUSIONS With this upcoming software and firmware update, Pimax are about to deliver on their promise for the Crystal. With the limited testing i've performed with the beta, I've found the whole system it to be very stable. There are a couple of little niggles that need to be ironed out before the release, but Pimax are aware of them, and as with all firmware and software, it is continually being developed and improved.
  21. I've had this issue since MT launched. The main menu is fine - once in sim everything is fine too. However, upon game load (before main menu), I get between 3 and 15 loading menus spawned atop each other like Agent Smiths regardless of head orientation or keeping head still. The main menu runs at a solid 90fps, then when entering a mission (i.e. going into simulator), the menu is either missing, or a frozen frame of the initial loading screen appears. All I have to do is wait, and eventually the simulator will load and run without issue. However, the freeze/choppiness of the whole thing is somewhat nauseating. I wondered if anyone else has noticed this?
  22. Tried this out last night and it worked perfectly - thank you!
  23. Remove the HARM OVRD box and keep the GBU32s boxed? I shall give it a go.. thank you!
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