

Phantom711
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Everything posted by Phantom711
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@Legs Try with a different module! Might be the Chinook‘s fault. Friend of mine reported performance problems with it as well.
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As far as I know, the laser shouldn‘t be visible at all (not even with NVG) since it only is a laser designator, not a laser marker. If a laser marker has been implemented though, this might very well show up very bright under NVGs. Still should be invisible to the bare eye. Was that with ATFLIR or Litening?
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Zum Landegewicht: Field (flared landing): 39.000lbs Carrier: 34.000lbs (restricted) , 33.000lbs (unrestricted) Wenn man diese Werte einhält, das Flugzeug „on AOA“ getrimmt hat und einen vernünftigen Glideslope (3-3.5deg) fliegt, kann eigentlich nichts schief gehen.
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Missionen starten im Missionseditor - wie komme ich in meine Maschine?
Phantom711 replied to LOW_Hitman's topic in Deutsch
Hast Du die Maschine auch als „Player“ (oder „Client) eingestellt? Ansonsten kannst Du auch im Missions Editor auf das Tab „Flight“ oben gehen und dann „Fly Now“ oder so ähnlich. EDIT: Sorry, ich les jetzt erst, dass das in einer Kampagne ist, dann bin ich mir da nicht so sicher… -
Under Options/Controls, there is a keybind for „VR recenter“. Use that or even assign a HOTAS button to it…it is good to have in any case. should be under the „General“ dropdown option.
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@Qcumber Yes, but still @Tomcat388th is right, the settings in ODT/OTT have zero relevance if you are using VD. I think in that regard, that was just a bit of a misunderstanding though.
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The „—force_OpenXR“ extension is not needed at all. The MT version of DCS uses OXR by default. It shouldn‘t hurt though. The „—force_enableVR“ extension can cause issues/conflicts with the new DCS launcher. You can simply select 2D/VR in the launcher.
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Und Du hast den MFDs in SimApp auch die entsprechende Kennung (MFD L, MFD C, MFD R oder so ähnlich) zugewiesen? Wie muss ich mir das denn in den Options/Controls in DCS vorstellen? Wie sieht die Belegung der Buttons denn da aus? Kannst Du die nicht einfach einmal komplett löschen und einzeln neu belegen?
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@Jive Very good question. I was wondering the same since in the config it only has an [Oculus] line and some others… So should there be a [Virtual Desktop] line also? How would we know how to name it exactly?
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Meta acknowledges bug with OpenXR API layers in v68
Phantom711 replied to mbucchia's topic in Virtual Reality
@DD_Crash After the last update of the Meta PC app, I had a warning that there was no audio to the headset (QuestPro). I checked in Windows Device manager and for some reason the Oculus Audio and Mic was disabled in Windows. Enabled them and all was good. Maybe your problem/solution might be similar?! Headset software is still v67 and there is no newer one apparently. Meta PC App is the hotfixed v68. -
@Maddaawg The issues with the Meta update and OXR layers have been solved by a hotfix from Meta themselves like 1 or 2 days ago.
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F/A-18C Hornet TOT with GDSP Multiplayer problem
Phantom711 replied to Chris54's topic in Bugs and Problems
Since you explicitly state this as being an MP bug, have you checked it in SP as well? I did a test in a SP mission and everything worked as advertised. -
@tarnlicht I noticed, that you run with Asynchronous Spacewarp (ASW) turned OFF. Is that a deliberate decision or just because the friend of a cousin told you that „ASW is bad“? Even though any motion reprojection produces some artefacts/wobbling etc. of its own, I find ASW to be a very at what it‘s doing and it might very well solve your issues of double vision/ghost aircraft.
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Even though that‘s two sentences, it sounds to me, as if you conclude, that the motion reprojection of the Pico4 is bad because of the USB connection as opposed to the Rift‘s DP. Let me state first, that you are also using the term „ASW“ way to indifferently. „Motion reprojection“ is the more general term and the different companies have their own particular versions of it. ASW is Metas version. SSW is the one from VD and I don‘t know what Pico has really. Now several people agree with me, that ASW (Meta) is a very good implementation of motion reprojection and noticably better than SSW. So I would argue, that the artefacts that you observed are rather a matter of SSW vs. ASW and not so much (or at all) due to DP vs. USB/WiFi. You might simply have drawn the wrong conclusion there.
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There is some „classic version“ of VD, that works via cable, I heard, but that‘s not the VD we are usually referring to nowadays. So no, it doesn‘t run via cable. EDIT: Qcumbers answer regarding the above is probably more correct. pros: - QVFR box is less noticable and I would even say a bit quicker - you could use your QP untethered - you are less affected by Meta updates - more codecs to choose from cons: - additional costs for the app and possibly router - you need a WiFi6 router (I use a WiFi6 extender, which works as well) - VDs motion reprojection (SSW) is not as good as ASW
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Meta acknowledges bug with OpenXR API layers in v68
Phantom711 replied to mbucchia's topic in Virtual Reality
@slughead After I had written my post, that thought also came to my mind. And yeah…that is a bit annoying… -
Meta acknowledges bug with OpenXR API layers in v68
Phantom711 replied to mbucchia's topic in Virtual Reality
@ARM505 Hand tracking worked for me in principle also via QuestLink. It‘s just not very pretty, but I think that‘s rather EDs implementation or limitations in general. Passthrough also works with Link. Well, the respective data must get from the PC to your headset somehow. Other headsets use Windows Mixed Reality for that or SteamVR. It‘s nothing different really. Because the power, that a USB socket can deliver is limited. But I would argue, that it discharges much slower when connected and that should usually be enough to play for several hours straight. But don‘t get it all wrong, I understand your frustration about that bug. They said, they‘ll fix it in v69. -
You mean besides the obvious Hornet?
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Meta acknowledges bug with OpenXR API layers in v68
Phantom711 replied to mbucchia's topic in Virtual Reality
@TFS That‘s exactly how I am doing it. I have a TP LINK WiFi6 RE3000x Mesh Extender. My PC is plugged into that via Ethernet and the QuestPro simply connects to my WiFi Network. So my internet is basically on the same WiFi but note, that there is not much other traffic on it at the sane time. (No wife/kids watching netflix or anything). Oh and it‘s probably a good 3meters (9 feet) away from me. -
Meta acknowledges bug with OpenXR API layers in v68
Phantom711 replied to mbucchia's topic in Virtual Reality
I tried that and it didn‘t work great. At least here a PC can not create a WiFi6 hotspot, only WiFi5. -
Meta acknowledges bug with OpenXR API layers in v68
Phantom711 replied to mbucchia's topic in Virtual Reality
You need to buy the app in the meta store in your headset. You need to install the VD streamer app on your PC. You also need a dedicated WiFi6 router connected via ethernet to your PC. (I simply use a WiFi6 extender wired to my PC instead) -
Well but that‘s like saying, you bought yourself a Porsche, but you only go 50km/h because it‘s better for the engine. Just like a car and it‘s engine, your PC should be build to be able to take the stress of the GPU working at its fullest. If heat becomes a problem, the respective components should throttle themselves back automatically (unless you tinkered with those settings). In VR you usually want to strive to match the headsets refresh rate. So unless the Q3 offers a 60Hz mode, 60 FPS will most likely not make you very happy. As far as I know, the lowest refresh rate is 72Hz. Go for that and try to achieve 72FPS in most scenarios. ASW is on AUTO by default. Since you are still new to this, my advice would be to leave it at that. It will provide a smooth gameplay experience, even if you drop below the 72FPS (and it will revert to 36FPS). It comes at the cost of some artefacts or wobbling occasionally, when it kicks in. Google „motion reprojection“ and/or „asynchronous space warp“, if you want to know more about it.
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If you paint a picture, it doesn‘t matter if you show it to one or two or ten persons, it is the same amount of work that went into that picture. As for our use case, the only exception I could imagine would theoretically apply is, if you set the DCS 2D resolution to something higher than your supersampled VR resolution and make the checkmark for „Use DCS resolution“ under the VR mirror options. But this would be really silly.
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What headset are you using? Just guessing but… Sounds like you have your headset set to 80Hz thus you get 80 FPS as long as your hardware can deliver it. If your hardware can not deliver it, it falls back to motion reprojection at half rate. This is why you see 40 FPS briefly. For most headsets there are ways to turn motion reprojection off, but I prefer having it in auto as a fallback option for the exact scenario as you describe it. And it doesn‘t really matter, if it‘s your CPU or GPU that can‘t deliver the FPS…and also even though you don‘t perceive a certain sequence as particularily „graphics intense“ it might still put enough load on your GPU to drop below the desired 80 FPS. Again…a lot of guesswork: If you have set your headset to 80Hz but limit the FPS below that, of course it stutters. I don‘t really know what the motion reprojection logic makes out of this. Maybe it gets borked by this approach as well, otherwise it would simply revert to 40FPS again. Never tried this…because it doesn‘t make much sense.