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Burner_Tbird2

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Posts posted by Burner_Tbird2

  1. I'm currently using a GTX 1080 with the Reverb. My experience has been relatively good. I'm able to hold 45FPS during all non combat flying and in the F-5 defend the base instant action mission. Pixel density is set to 1.2. That's what I've tested so far. I'm still learning WMR quirks coming from the Rift. So there's likely a better way to have this thing configured, I've done no tweaks beyond pixel density.

     

    Note these tests were on Win 10 1803. I'm upgrading to 1903 tonight which in theory should yield a little performance bump.

     

    That said I'm still saving the pennies for an upgrade. It works, but its not as smooth as it should be and there are still hitches.

     

    Also FWIW I too have the screen flicker issue in the right eye. Made my girlfriend want to puke first time she put it on. The flicker goes away with a light bashing of the headset.

  2. I am also having this issue along with all the DCS pilots I know. This stutter is the worst kind of performance hit because we can have 80-90FPS or locked at 60FPS with Vsync and still this stutter degrades the experience. The only way to combat it that we've seen so far is to attain really high frame rates sacrificing almost all graphic quality for smoothness.

     

    It seems to mostly relate to the loading of new assets. Things such as vis-distance, and tree population, shadows, and the moving of the current view angle (more stutter when loading new assets).

     

    I look forward to solving this issue as the DCS 2.0 engine is clearly capable of a smoother experience. Let me know if there's anything you'd want tested specifically.

  3. I have the same problem, have seen a couple suggestions searching the forums. The most often mentioned answer is an under volting or overheating problem. Not that DCS makes much use of a modern vid card, but precisely because it does not make good use the of the vid card the card bios ramps down the voltage and fan speed. Then a quick spike in needed vid card processing power from DCS and the thing has a stroke. (A sure sign of top of the line programming on ED's part)

     

    I'm going to try a little TLC on the interior of my case, blow out dust, reseat my vid card, and force the vid card fans up to max.

  4. It just doesn't work currently.

     

    According to the manual there is a drop tank fuel shutoff valve on the left aft console, currently that is absent. Its also unnecessary, when the valve is on drop tank fuel is forced into the forward fuselage tank before being consumed. Its only has one mode that consumes drop tanks first.

  5. If you will love the Elite: Dangerous on Oculus for exactly the same reasons why it completely ruined it for PC.

     

    I was expecting something in style of X3: Rebirth - instead everything is big, chunky with focus on keeping the detail low and everything sooo simple (not in a good way), all the fonts are over sized so everything can be easily recognized on Wide FoV and low resolution. The cockpits, all systems and even dialogs are so simple that's feels like they are assuming everybody is completely dumb or blind.

     

    On PC monitor it feels incredibly shallow and cheap (imagine playing iphone game on PC). Sure - it will make the rift experience excellent and whoever is on the Oculus bandwagon will have a great time because of the 3D effect but I wouldn't advertised it as a PC title, spectacular, awe inspiring or beautiful because it is none of it ... it is a rift title with all the consequences

     

    It will have 100B star systems and 400B stars. All procedurally generated and unique. Here's their latest video of a main sequence star.

     

     

    Say what you will about art style and interface, elite isn't a simple game.

     

    Art style is following current VR resolution capabilities. Once those capabilities improve we'll quickly return to more engaging UI.

     

    Looking forward to CV1 desismileys_6667.gif

  6. I had a private talk with those folks some time ago and their tech is simply very impressive. They also added small handheld controllers to their systems as an upgrade from their first Kickstarter attempt, so the system will be usable in small rooms even if you don't have an omnidirectional treadmill. The only thing I'm not quite sure about yet is how you will use your fingers, which will be of major importance when trying to click cockpit switches. Perhaps we can use this in conjunction with a Myo band or an Emotiv Epoc or Insight.

     

    In the early days of space flight the middle glove finger was straight while the other fingers curved. You don't need to be able to articulate your digits to slap buttons.

  7. Shouldn't matter as long as they adhere to the Rift SDK with calibration via the Oculus Config Util.

     

    This.

     

    I'm betting once the ED devs get a chance to mess around with the Rift basic support will be right around the corner.

     

    SBS is implemented and can be streamlined after basic support, so its applying the oversized render area plus barrel warp. Then pulling the Oculus SDK header files to grab the sensor fusion data directly. The polish of mouse cursor, 3D menus, etc. can be added over time.

     

    Also with the current firmware/sdk, Rift detection is possible, so DCS menus, mission editor, etc. can remain on our main HD screens, with a selection menu after the Fly button is pressed but before the 3D world is loaded- 'HMD Detected, would you like to use the Oculus Rift'. See iRacing for the same implementation.

     

    But for DCS to really do VR they'll need to up their frame rates and render efficiencies considerably. That will come later; for now we'll have to settle for tight head tracking but detrimental moving-image quality (in VR its a moving image most of the time).

  8. So this is actually a bit different that what I was attempting to do.

    I wanted to make DCS render once and use the view twice. I'm not sure why you'd want a left and right view without 3d since your taking the hit of rendering both. My lua edit was using Center twice and shifting it to split the screen. I wanted DCS to render once and use 2x. Left and Right would be two render passes. The Center Center trick does not work. It renders it once and moves it 2x and you only see it in the final position.

     

    Did it back before eye shift was implemented. Doubt there'd be a DCS based work around for doubling a single render.

  9. I'm going to try to make a new camera.lua that uses the same camera and places it side by side. I'm hoping this new lua file will show up and render a camera once and place it side by side for the rift.

     

    This would be much faster but 2D. This would solve any issues people are having with crosseyed issues and double fps. Headtracking could still be used.

     

    If this works it might be a nice way to play until they release a native oculus demo.

     

    Also this would solve cockpit clicking issues.

     

     

    Anyone know if this is impossible before I mess with it?

     

    -michael

     

    I did it a few pages back.

     

    http://forums.eagle.ru/showpost.php?p=1759390&postcount=327

     

    From testing I came up with a similar eye_shift amount, the variable looks to be eye offset from center in meters. The default value of -0.06 or 60mm and by extention an IPD of 120mm looks to be completely wrong. I'm looking at both sides of the gun sight in the P-51. It just needs to be halved.

     

    DCS users should adjust this variable according to their individual IPD, but I didn't see best results at my correct IPD offset, so YMMV until official support goes into the Beta. eye_shift=-0.032 is a good place to start.

     

    Enjoy your Rift :thumbsup:

  10. At 1080p the consumer rift will not be the last rift you buy- down the road 4k will get it done at the current FOV.

     

    But gauge reading will not be a show stopper for BVR combat. With low latency 6DOF and a virtual cockpit that is around 18"-24" from your head, you wont have to lean much to get a bigger picture. This can already be done with DK1+Hydra and higher res means even less lean-in is required.

     

    Now tallying small ground vehicles or bandits visually, that's going to be a handicap compared to screen users with the initial consumer rift. Fidelity of FLIR screens also will likely be compromised.

     

    VR is about the cool the aviation. Rolling downwind, base, to final and turning around in your seat to pickup the runway. Or looking straight up as you pull down off the top of a split-s. Keeping lead aircraft in your peripheral while you scan the instruments. And getting speed rushes watching your own shadow bounce off near mountain terrain passing alongside at 500knts. If that kind of stuff doesn't blow your skirt up stick with an HD screen, it will give a better picture in a numbers, best way to be a stone-cold-sim-killer, sense.

  11. My $0.02, DK1 is not useless for DCS. Its useless for combat but I have successfully flown multiple aerobatic demos as #3 on the Patriots Jet Team. The Rift allows me to look around the formation and have general 1:1 head tracking. Its the most immersive flight sim experience I've ever had, can't wait for a higher res screen :)

  12. This has been available for a while. There's several posts about it a few pages back. The IPD and convergance are difficult to get right without a lot of experimentation.

     

    While the frame rate is much better than using tridef, oulus overlay introduces alot of latency to the point I thought the setup was junk.

     

    Perhaps in your write up you'll be able to show how to get oculus overlay working well.

     

    I have faith we'll see an offical update from ED any day now :)

     

    Happy rifting.

     

    From testing, the MonitorSetup->EyeShift setting only works in 1.2.7 and up. It does not function in 1.2.6, maybe I had something wrong in 1.2.6. I didn't see the posts you referred to.

  13. Heads up to all the DCS Rifters out there. 1.2.7 update adds a new function to the monitor setup LUA. It allows you to shift the view left and right, rather than just rotational.

     

    With this addition it is now possible to fly DCS in the Rift with full 3D. No special drivers required.

     

    Just go to options, set monitor to 'Stereo'. You'll need to manually adjust the IPD in the same monitor setup LUA file. Then use Oculus Overlay or similar program to handle the barrel warp. And OpenTrack for head tracking of course.

     

    I did a quick P-51 flight in 3D and it blew me away. I'm hoping to do a formation flight tonight, get a wing tip right in my face.

     

    I can write up a guide later if anyone is having difficulty with implementation.

     

    Oh and in other news the latest build of OpenTrack, coupled with the Rift 0.18 firmware update has completely fixed the recentering/drift issue for me. If you're still rocking an old copy or haven't updated your Rift firmware, now is a great time.

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  14. There is a new tridef beta out that almost works with DCS.... Only trouble I'm having is the FOV is jumping around and I think it is on their side. I played with all of the FOV setups and cannot make it stop.

     

    Flying in a 3d pit with 6dot is pure awesome. One other issue, the mouse pointer does not match up in 3D... I'm sure this will be fixed with full integration.

     

    That's great to hear Flim! Please keep us all posted on Tridef working out the bugs. I want to be able to replay our VFAT 6-ship demo with the Rift in 6 Dof 3D!

  15. Just to throw my own experience in the mix, I've tried many Rift demos including Riftcoaster and have never gotten motion sickness.

     

    The worst experience is if the head tracking is suddenly stopped or disconnected from your actual head position (poor game design). The loading screens in HL2 are a good example of this. It throws my brain for a loop but doesn't make me sick. Most people on the Oculus forums report that the more time spent in the Rift the less sickness they feel. They term it getting your VR legs.

     

    Not everyone gets motion sickness from the Rift, a small percentage gets none ever, most get it initially but get used to it and another small percentage get it and it never goes away.

  16. Where about do I set the IPD for Half Life 2 and how? Also, in reply to the others about sickness. I really thought people where exaggerating it, but boy was I wrong after playing Half Life 2. I am not somebody who normally suffers from any form of sickness, but I turn green playing Half Life 2 and just rush to the toilet. I really wanted to play this game and hope this IPD thing can work if someone tells me how to do it. Thanks!!

     

    https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=499

     

    The Oculus Developers Forum has the answers you seek.

  17. You can see the keyboard, or you can use in game clickable pits, or you can use a keyboard screen overlay. And that's just the solutions available right now- sensors gloves are coming, hand recognition hardware already exists. Let's all be 'why not' thinkers here. Mature VR is going to be the best thing for the flight sim industry since the personal computer.

     

    Looking forward to any and all updates from ED on Rift implementation.

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