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f14billy

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About f14billy

  • Birthday 06/29/1980

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  1. The bigger motors would definitely allow you to keep the force in a dogfight pulling G's without it overheating for longer but like you said.. it would be very bulky and impractical in my setup. I'm very happy with the way it performs as it is in DCS. If it overheats it gradually drops the force to about half and it can handle that force indefinitely in my testing. Still useable and once it cools down full force is restored. In MSFS since I'm not pulling G's it performs flawlessly without any overheating. The configuration software and the extra telemFFB program are excellent.
  2. In my opinion it is the best consumer grade option for FFB right now in a relatively compact size. My advice would be to get in the waiting list as soon as possible. It will take months before you get one but it is totally worth the money and wait. Mine took 8 months of waiting. You don't have to pay for it until yours is almost ready to be shipped. The queue currently is over 500 people but many drop out so the wait isn't as bad as it may seem.
  3. I wouldn't try to change anything else in that file. That just tells the options what values you can set on the screen. Entering a value that the sim can't handle could either just disable the option or even cause a crash in the sim. Value 5 of the shadows was proven to work. This just enables it to be selected from the options screen instead of having to change a config file.
  4. Another thing you can try is in the NVIDIA Settings, set pre rendered frames vr to 4. In my case it got rid of the stutters I was seeing when a nearby aircraft was deploying flares during a fly by at the merge.
  5. Have you checked if the Hardware Accelerated GPU Scheduling HAGS setting makes any difference? With Pimax Smart Smoothing on having HAGS enabled reduces the microstutters in my system. And seems like others using the Reverb G2 had the same experience:
  6. I'm assuming you meant DFR instead of DSR. To check if it is working correctly you can create a settings.cfg file in C:\Users\<your user name>\AppData\Local\Quad-Views-Foveated and set the parameters debug_eye_gaze=1 debug_focus_view=1 as explained in the quad views online documentation. Then you will only see the high resolution area and the surroundings will be black. If it follows your eyes then you will see it is working correctly. Here is an example of my current config file: Those two settings are commented there, remove the # in front and they will be enabled. These settings work great with DFR and DLAA with the crystal and a 4090. ***** begin of file ***** # Common settings for all headsets (unless overriden below). smoothen_focus_view_edges=0.35 sharpen_focus_view=0.75 # 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=0.3 vertical_focus_section=0.35 peripheral_multiplier=0.25 focus_multiplier=1.25 #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 ***** end of file **** With DFR enabled you can pretty much max out all of the other settings in DCS and get acceptable performance then tweak to your own preferences. About of PimaxXR settings of the crystal, it is a matter of personal preference. Some people prefer having it locked at half the frame rate and others would rather get as much fps as possible.
  7. Yes 1.13 will fix it and you can just run the installer and it will replace it. Your settings should remain. DLSS and DLAA can't be used together. You chose one or the other. I prefer DLAA because I have the pimax crystal for it's visual clarity and DLSS reduces the quality significantly. Also make sure you set sharpening around 0.6.
  8. @mbucchia I've been testing version 1.1.3 with the Pimax Crystal. This enables the use of DFR with eye tracking again with DCS 2.9 however it does have performance problems. Even in the DCS menu the loss of FPS is noticeable. Here is the Log: 2023-10-27 14:44:24 -0500: PimaxXR - v0.4.4 2023-10-27 14:44:24 -0500: Pimax Client: 1.16.01.01.15 2023-10-27 14:44:24 -0500: PVR: 1.25.1 2023-10-27 14:44:24 -0500: Application: DCS World; Engine: 2023-10-27 14:44:24 -0500: Device is: Pimax Crystal 2023-10-27 14:44:24 -0500: Parallel projection is enabled 2023-10-27 14:44:25 -0500: Pimax Client: 1.16.01.01.15 2023-10-27 14:44:25 -0500: PVR: 1.25.1 2023-10-27 14:44:25 -0500: Application: DCS World; Engine: 2023-10-27 14:44:25 -0500: Requested extension: XR_EXT_eye_gaze_interaction 2023-10-27 14:44:25 -0500: Requested extension: XR_EXT_hand_tracking 2023-10-27 14:44:25 -0500: Requested extension: XR_KHR_visibility_mask 2023-10-27 14:44:25 -0500: Requested extension: XR_KHR_win32_convert_performance_counter_time 2023-10-27 14:44:25 -0500: Device is: Pimax Crystal 2023-10-27 14:44:25 -0500: Parallel projection is enabled 2023-10-27 14:44:25 -0500: Recommended resolution: 4312x5102 2023-10-27 14:44:26 -0500: Pimax Client: 1.16.01.01.15 2023-10-27 14:44:26 -0500: PVR: 1.25.1 2023-10-27 14:44:26 -0500: Application: DCS World; Engine: 2023-10-27 14:44:26 -0500: Device is: Pimax Crystal 2023-10-27 14:44:26 -0500: Parallel projection is enabled 2023-10-27 14:44:27 -0500: Pimax Client: 1.16.01.01.15 2023-10-27 14:44:27 -0500: PVR: 1.25.1 2023-10-27 14:44:27 -0500: Application: DCS World; Engine: 2023-10-27 14:44:27 -0500: Requested extension: XR_KHR_D3D11_enable 2023-10-27 14:44:27 -0500: Requested extension: XR_KHR_visibility_mask 2023-10-27 14:44:27 -0500: Requested extension: XR_EXT_hand_tracking 2023-10-27 14:44:27 -0500: Requested extension: XR_EXT_eye_gaze_interaction 2023-10-27 14:44:27 -0500: Requested extension: XR_EXT_eye_gaze_interaction 2023-10-27 14:44:27 -0500: Requested extension: XR_EXT_hand_tracking 2023-10-27 14:44:27 -0500: Requested extension: XR_KHR_visibility_mask 2023-10-27 14:44:27 -0500: Requested extension: XR_KHR_win32_convert_performance_counter_time 2023-10-27 14:44:27 -0500: Device is: Pimax Crystal 2023-10-27 14:44:27 -0500: Parallel projection is enabled 2023-10-27 14:44:27 -0500: Recommended resolution: 4312x5102 2023-10-27 14:44:29 -0500: Using D3D11 on adapter: NVIDIA GeForce RTX 4090 2023-10-27 14:44:32 -0500: xrBeginFrame failed with XR_ERROR_CALL_ORDER_INVALID 2023-10-27 14:44:32 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED 2023-10-27 14:44:32 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED 2023-10-27 14:44:33 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED 2023-10-27 14:44:34 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED ... 2023-10-27 14:44:35 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED 2023-10-27 14:44:35 -0500: Maximum number of errors logged. Going silent. Any Idea of what could be causing the 'xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED' error happen multiple times a second?
  9. That's exactly how I move to look behind me during BFM in VR. In the F-18 now the head appears and gets in the way. Hope they can make the pilot head optional, for now I disable the pilot body during BFM. Also if they decide to remove the pilot head... it would be nice if the shadow of the head in the cockpit still shows just like it is in the F15E now.
  10. If you want to enable ultra shadows without having to change the config file every time try this: In the file \DCSWorld\MissionEditor\modules\Options\optionsDb.lua add the ultra option as shown below. graphics('shadows') :setValue(2) :combo({Name(_('OFF')) :Value(0), Name(_('FLAT ONLY')):Value(1), Name(_('LOW')) :Value(2), Name(_('MEDIUM')) :Value(3), Name(_('HIGH')) :Value(4), Name(_('ULTRA')) :Value(5) }):low(1):medium(1):high(4):VR(3) This adds the ultra option in the shadows menu in the options tab. Not sure if this will break the Integrity Check in multiplayer. It works perfectly in my PC in single player open beta 2.9. @BIGNEWY could this simple change be added to the code? Thank you
  11. I haven't quantified it but in a dogfighting scenario in the Caucasus map it allows me to consistently hit 90hz for 1 v 1 encounters with a central resolution set to 1.2%. Very sharp and clear. Without it I would not be able to hit that fps consistently and would cause stutters. When I used a Reverb G2, the only way I could achieve 90hz was to lower the resolution in the OpenXR toolkit, so instead I decided to set it to 60hz and the flickering was evident. I don't think I could ever go back to a headset without eye tracking and dynamic foveated rendering support.
  12. That's unfortunate. With a 4090 and the Pimax Crystal DLAA works great using Quad Views Foveated rendering. DLSS definitely affected quality so I decided to stick with DLAA. I tested spotting and it is definitely better. However that bigger spot looks weird using DLSS.
  13. You may want to try DLAA without DLSS, in my experience it looks way better than MSAA4x with better performance.
  14. In the new open beta there seems to be a gun pipper lead calculation bug. This only happens the first time a mission is run in DCS. After that first mission ends when loading the mission again the bug is not there. Steps to reproduce: 1. Start DCS and load the track attached. The gun pipper lead is off so when placing it in the target the bullets will go in front not hitting it. In order to be able to hit it I had to place the pipper behind the target. (in the track you can see me trying to place it in front first, only when placing it behind it I achieved a hit). 2. In the same DCS session. Load the track attached again. The gun pipper will now show the right lead calculation. (it could also just be a bug in the Y axis of the pipper placement instead of a lead bug). I am also attaching a couple of screenshots, both taken at the same time from the attached track file. The first one shows how the pipper is displayed the first time the mission is run. The second one shows how it is displayed the second time the mission is run. F18 gun pipper bug.trk
  15. F18 v F14 STT.trk Here is another example with the F-18. At the merge I am above the F-14 and the STT lock gets lost constantly, then I proceed below and the track is steady. When doing 1 circle turns with him I position myself above and below to show the difference in STT tracking.
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