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Everything posted by Bazz_Mulder
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You need to be more precise with your question. If you mean another damper on the other side - then no, it will be another anchor point with all it drawbacks. But if what you meant was solid brackets on both ends of the damper - then yes, it will reduce any play between damper and pedals base.
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SSA
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Well, it's not pretty to be honest, but it works. I've just removed Seeger lock from the back end of the arm pin. Also, I've cut the rubber bushing at the bottom to let zip tie be flush. I will change the top zip tie for a proper extended pin when I will get back from the sick leave, and maybe make a bracket for the bottom mount. I like how it gives some tactile, mechanical feeling at the moment.
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I've done it without drilling holes and with zip ties, it's great.
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Do you lunch it from "oculus link" shortcut or in link you're enabling "desktop" and lunching from shortcut on desktop? First way is no go, doesn't work.
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QP uses h.264 for cable and h.265 for air link. Maybe he was on air link and was not aware of this difference.
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High Digit SAMs - A community asset pack for DCS World
Bazz_Mulder replied to Auranis's topic in DCS Modding
Here's quick patch fix, I just edited name of shape file to have _hds and in corresponding luas. Go to "Savedgames\DCS\Mods\tech\HighDigitSAMs\Shapes" and delete file 5v55r.edm mods_fix.zip -
MSAAx2 All DLSS, DLAA, TAA combination give me just worse picture clarity. \ I was waiting for DLAA to finally get rid of shimmering clouds, but the picture is too blurry for me with it.
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Do you try to use Link cable to charge base station on which you put headset and controllers? Link Cable should be used only to connect the headset to PC, and then it should charge your unit. Default USB-C cable from QP box is for charging base station, not for connecting to PC.
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https://www.asus.com/support/FAQ/1042220/ something like this for other brands. But if it's not charging when connected to PC then it looks like this second setting is already disabled. It can be enabled if you want to have power on USB port when PC is off. Check first one "ErP" and set it to off. Also, double check if you have current drivers for your chipset stuff. Problems with charging usually are caused by energy saving features or misconfiguration on mainboard level.
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Lower "Encoding bit rate" to 500 or 0 (default) if you have audio cutouts, I'm fine on my system with my setting. Charging over OEM cable is somewhat hit-and-miss. Some people on Reddit have similar problems with no charging. For start you will need to check your bios settings and disable any “green” settings for usb. But as Yoyo said, maybe your front port is not charging when in link mode.
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3.0Gbps is fine, mine speed is at 2.2Gbps per Oculus cable speed test.
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Oculus Debug Tool and Oculus Tray Tool do the same changes but from different app. ODT seems to “forget” FOV and SS setting every reboot, where OTT remembers them. Also, in OTT you can setup profiles for different games with different FOV and SS settings. I was messing a lot with settings posted here and on reddit and came to some conclusions: 1. Set headset refresh/resolution in main Oculus Home app for 72hz at 1.3x resolution. 2. Open ODT as administrator (exe under C:\Program Files\Oculus\Support\oculus-diagnostics) and set a) main settings: - Distortion Curvature to Low (better clarity around edges) - Encode Bitrate to 960 | 500 in case of audio dropouts (you need to paste that number from some text file and hit enter) - Link Sharpening to taste - I have it on Quality - leave the rest as it is, on 0 or default b) then you can experiment with: - Pixel per Display Override (SuperSampling multiplication) - 0 is default. I have it at 1.25 so I'm adding 0.25% Super Sampling over default resolution. - and with FOV Tangent Multiplier for Horizontal and Vertical FOV (value to not see black bars will depend on your headset position on you head), start from setting both at 0.85 and go lower/higher to set FOV for you. I also use (PC) Async Spacewarp (reprojection) on auto but see what's good for you. That will get you on the right track for nice picture quality. Then you can mess with DCS settings, OpenXR (i have CAS enabled at 75%) and "Eye Tracking FR (QVFR)", but baseline will be there. After you will get a grip of ODT you can install OTT, it will save your changes for FOV's and SS values. In ODT you must enter them every time Pc or Oculus Home app is restarted. Also, after setting FOV's, I need to close "Link in pcvr desktop" in headset and go back to "Home VR room" and fire up "Link connection" again to see FOV changes set. I hope is clear somewhat clear Good luck!
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Yes, sorry, my bad – What I've meant by DFR should be stated as FFR (Fixed Foveated rendering). I've misunderstood the post that I was referring too. I will delete mine to not confuse anyone.
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It will not help. You are most likely CPU, not GPU limited with your frames. QVFR helps only when there is a clear GPU bottleneck. In case of CPU limit, it's causing stutters and lower fps, try to uninstall it and test same scenario with 72hz at res on 1.3x For more, check vr4dcs discord for Quest Pro https://discord.com/channels/610534461456777257/1029725611662524566 and QVFR discord https://discord.com/channels/933220354401398785/947051902913376318
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It would be ok if the pod operational status was reset to off and stowed but it's not.
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It's a bug. Try switching tpod off and on, that worked for me
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Meta Cancels Quest Pro along with work on Quest Pro 2.
Bazz_Mulder replied to dburne's topic in Virtual Reality
Yeah, I though these will be just rumors and a scarcity tactic for clicks. Thanks for update. -
how its working comparing to SimShaker?
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This is... unbelievable
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[Official] SimShaker for Aviators
Bazz_Mulder replied to f4l0's topic in PC Hardware and Related Software
I'm not sure if it's just me but I can't feel flaps "thump", just "moving feeling" which I can feel only on runway, when in air and switching flaps up, I can't feel anything, even with effect on 100%, probably because of ab effect but I have it at 50% but I think flaps should add to that(?) @f4l0 Is it possible to make flaps effect end with "thump"? I think I felt that in other planes when switching flaps positions.