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Phantom711

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Everything posted by Phantom711

  1. @Dogsbd Point is, SteamVR shouldn‘t start at all. At least it has never done that for me with VDXR.
  2. Also try without the —force_enableVR extension. Read somewhere else, that it causes issues since you can now decide in the launcher if you want 2D or VR.
  3. Aus irgendeinem unerfindlichen Grund hat ED den Namen in OXR von „DCS World“ auf „DCS“ geändert. Daher denkt OXR toolkit jetzt „Oh….muss wohl ein neues Programm sein, dann stell mich mal neu ein“. Davon abgesehen sollte sich das Problem des OP wohl, wie schon erwähnt, durch Zentrieren der VR Sicht beheben. Wie man dafür keinen Button belegt haben kann, ist mir aber ohnehin schleierhaft.
  4. Haha...I also just measured. Same!
  5. You don‘t need the —force OpenXR extension. The DCS MT version is OpenXR by default. Are you sure you have VDXR set as the runtime in VD. (It‘s on the PC App of VD)
  6. I can measure tomorrow evening.
  7. But you can extrapolate from that…
  8. Can‘t measure right now…not at home. Have you checked their site? Maybe the dimensions are in some manual…?! it should have pretty much the same dimensions as a warthog base.
  9. The DCS_updater launches the MT-version for a while now.
  10. muchhia has explained this ad nauseum in this thread now. I will try in my own layman‘s terms: QVFR is not „native“ to DCS. But it uses OXR and DCS runs on OXR. But DCS does not adhere to certain OXR standards which is why mbucchia implemented a fix (workaround) specific to DCS in his QVFR app. Since ED now, for no apparent reason, changed the name of „DCS World“ to „DCS“ in OXR, QVFR no longer recognizes, that the workaround needs to be executed. To again fix this in QVFR, mbucchia would need to sign a new license (or something along the lines) which costs money, takes time and then only fixes something which is a fault on EDs side in the first place….
  11. I haven‘t personally tried this, but there is this OpenXR API Layer management tool, so you don‘t have to uninstall/install quad views every time you want to enable/disable it. One can also enable/disable it in the SteamVR options REGARDLESS of if one uses SteamVR or not.
  12. Are you using Quad Views Foveated Rendering in Fixed mode? Because to me it looks like also the resolution is different in the 2 parts.
  13. @Dos I think the OP means, that when you join a mission, that the aircraft parked there on an airfield should not have the wings folded right from the beginning. I think there is an option somewhere in a lua file or something…but I don‘t know exactly.
  14. So despite the title of this thread, I guess anyone using QVFR is affected, no matter which headset? I am asking for a friend... ("He" has a Quest Pro) Jokes aside...I also have some weird flickering...
  15. To whom it may concern: I ended up trying this mod which a guy from my virtual squadron recommended to me. Problem is gone. https://www.digitalcombatsimulator.com/en/files/3332639/
  16. Hello, I don´t want to double-post, but I posted this under the VR subforum, but during my testing it showed, that this issue also happens in 2D. So if any admin would be so kind to actually pull it here and rename it...
  17. @LucShep @TFS Thanks both of you for your answers. I can very well imagine, that things like shadows or textures and objects in general are processed/rendered at a lower quality when further away, but in my given example, I am not changing my distance to that carrier isle. I just turn my head left/right and up/down and can see the quality of the shadows on that structure change from "really nice" to crappy. And all that in a way that makes no sense: nice shadows in my peripheral vision, but crappy in the center and actually the most part of the screen. As if someone reversed the logic there of how on might want to do if one would want to save some processing power and still have nice graphics for the most part. (Kinda like Foveated Rendering...but reversed) What´s the benefit of high quality shadows if I literally have to "side-eye" them? I will check out the mods. Thanks.
  18. !!! I just tested in 2D and the problem appears there as well...so in that regard, my thread is not at the right place, but maybe someone has an idea anyways, what is wrong here. I am more than happy, if it is just a stupid setting on my part somewhere.
  19. Two more pictures. Pic 4: shows the boundery from poorly to crisp shadows (righ/left) going through that golden wing on the carrier island (vertical) Pic 5: this also works on the top and bottom peripheral vision. Boundary again going through the golden wing there (horizontal) When I move my head around, I can see, that there seems to be a round part in the center of the screen, which covers the most part of the whole image, where the shadows are rendered poorly. I tried this now with Quad Views on initally but also turned it off. I tried with Oculus Link, SteamVR and Virtual Desktop (all with the OXR runtime). It happend in all of them. Everything else looks equally good through the whole screen...it´s only the shadows that seem to have a reversed logic. If someone wants to replicate the conditions: Marianns, CV heading ~030, Time 09:30ish, Date: 10/5/2024 (if that is the 10th of May or the 5th of October, I don´t know).
  20. An issue that bothers me for while now is, that some shadows in VR ar blurry or sometimes flickering. At least for the blurry ones I have screenshot now. But the funny thing is, that this is not even consistent. If I move my head, so that said shadows are in my peripheral view, they become absolutely crisp. Just as one would want them. Pic 1: blurry shadows on the carrier island. Pic 2: shadows now very crisp in peripheral view Pic 3: my DCS settings (which I think could not be better with regards to shadow quality, right?) Specs: i7 13700 / 4090 / Quest Pro via cabled link at 500mbps
  21. I am not very familiar with how it works in the other jets (i.e. F-16, A-10), but once you got the hang of the logic in the Hornet, it makes perfect sense. EDIT: Just watched a video how it works in the F-16. It´s not that much different from how it works there.
  22. I just did some tests. As far as I can tell, if you designate a target via another sensor (i.e. HUD...thats what I tested at least), the MAV is uncaged automatically. This is also indicated on the MAV display top right corner. So maybe you have designated a target with HUD already and now pressed the CAGE/UNCAGE button agin and thus accidentially caged the missile again, which would look like it moves uncontrollably. Or also, if there is no heat source to lock onto it will go crazy. Another thing I´ve noticed: If you have designated a target with another sensor, and you now switch to the MAV screen, you have to UNDESIGNATE (NWS button) in order to be able to move the MAV reticle. Now I think the MAV should not be used as a poor-man´s targeting pod. You should acquire the target by other means first and only finetune the seeker head if needed. So, if you acquire the target with your own eyeballs: Assuming you are A-G mode, MAV selected, Master Arm ON - SCS forward to make the HUD TDC priority - make sure MAV is still CAGED, so the MAV triangle is on the boresight line on the HUD - point the triangle on the target as good as possible - TDC depress to designate target (missile is now automatically uncaged and more or less slewed to target) - SCS left to make MAV TDC priority if MAV is not perfectly locked on target: - NWS press to undesignate - use TDC depress slew to move MAV crosshair on target - closed crosshair on target -> SHOOT I have not tested this now, but the principle should remain the same with other sensors (TGP, HMD).
  23. Uhmm...no. Turbo Mode might interfere with motion reprojection, it doesn´t disable it.
  24. You are correct about the number of cores. I read somewhere, that disabling the 8th core helps. But it could also be, that it doesn´t matter which of the P-Cores to disable. In any case, it worked for me. What I can not recommend is to disable all E-cores as some videos on YT suggest. Severely decreased performance for me. You can do all that with just the Windows Task Manager, but then you have to do it every single time you start DCS. I use Process Lasso, so it is automated.
  25. 64GB RAM is certainly better for DCS but it is no guarantee to solve your issues with frequent stutters. There can be various reasons for those. I have a 13th gen i7 and for a while I had some serious issues with the game freezing for several seconds. What solved that for me was to disable the 8th core for DCS. As far as I know, 14th gen sometimes has imilar problems. Or maybe you have some conflicting settings somwhere between NVidia, OXR, DCS, Oculus.... Turbo Mode comes to my mind....
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