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Mk1_Trebuchet

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Everything posted by Mk1_Trebuchet

  1. Just jumping in for clarification on this one. Can you use the dials as rotary controls (axis?). i.e. dial the JHMCS up and down, or NVG Gain? Thanks! (about to pull the trigger on one of these and I want to make sure the dials can actually function as dials in game)
  2. Depends on the person. Some people can get used to it, others never will. I fall into the latter category. Pretty much an instant-headache for me... I can last about 5 minutes and then I need to shut my eyes for an hour to recuperate.
  3. I like my Reloptix lenses. I initially got one of the press-on designs (VR-Rock) but they were horrible. The press-ons fell out at least once per session, and trying to clean them was a PITA as well. The Reloptix lenses are more expensive but well worth it IMHO. The lenses are flat and are held in place by a magnet on a mount that snaps over the VR lenses. I've never unintentionally dislodged a lens, and cleaning them is super easy. Also only takes a second to pull them out if someone else uses the headset.
  4. Sounds like a driver conflict to me. Try turning off Wifi and going over the wire to see if the same thing happens. (you don't explicitly say you're going over the air, but 24 mbps doesn't sound like copper) If the wire doesn't give the same symptoms, search out new/different drivers for your wifi adapter. (and/or try a different Wifi adapter i.e. a USB NIC) Long shot, but it's something to try.
  5. Seeing the same with HP reverb G2 - Not using Steam, so that's out as a suspect. I'll verify it's still in the ST version when I can get to my desk, but I'm pretty sure I saw this happening before the MT version was even released. I interpreted it as some kind of disconnect in the binocular calculations as it seemed to me that it was only visible on flat surfaces that would have a lighted vertical plane. It would look natural if the lighting effect was applied to both eyes - but there seemed to be some offset when the light was applied. - Hope that made sense
  6. Tried "Tools for WMR" but as soon as I enable MR, DCS just crashes, and refuses to run. As a general rule, I set the DCS Pixel Density to 1.0 and the scaling (SteamVR and OpenXR Toolkit) to 80% - Selecting either NIS or FSR in the Toolkit gives me equal results - Have Foveated rendering set to Quality/wide in the Toolkit. Otherwise, everything else is default settings. Moving the Pixel Density up, or the scaling up doesn't have any discernable impact on the visuals, but it's enough to trigger a dip below 90fps. with PD at 1 and scaling at 80% - I maintain 90 very consistently. So far the only time I caused noticeable frame issues was buzzing down the Vegas strip at Mach 1.0 and 100 feet AGL Just to throw this out there. Running OpenBeta MT. Have not tried it in "single thread", nor have I tried it in a large Multiplayer scenario. This time of year is busy, so I haven't had a lot of ME time lately. Very interested to see what Mbucchia has foreshadowed.... (edited for clarity)
  7. Thanks for the clarification Rifter, the pieces are starting to come together. I read the in-depth MR explanation that mbucchia posted in the MSFS forums (I believe you linked to it in another thread) and that was dense but helpful. MR Explanation As I'm understanding it, there is no 'tweaking' any of the MR variants, just on/off, and the performance of MR is dictated by what it is given, and how it's programmed to employ. So your individual experience with it will be dictated by the system and settings you have. (And the more MR interpretation frames your system generates and relies on to hit your fps goal, the more wobbly artifacts you will see.) If Steam VR and OpenXR Toolkit have MR 'on'... it won't matter because they are both just turning the feature on. (correct?) But the Runtimes (SteamVR for OpenXR or Native OpenXR) each have their own MR code and may produce different performances on different systems (VR ecosystems) but it's still just on/off. (?) In the Toolkit, is there a difference between choosing FSR or NIS with MR?
  8. @GCDV31 You can still choose whether to run OpenXR natively or through Steam. Just open Steam VR and go to SETTINGS --> DEVELOPER and choose "SteamVR as the OpenXR Runtime" I'm seeing some VERY curious results as I've been experimenting with all these setting options. I'm truly not sure what is happening. For reference, I've been running the Native OpenXR and XR-Toolkit for as long as it's been an option. (Used Opencomposite before that) Last night I changed over to Steam as the OpenXR Runtime - in the SteamVR settings, adjusted the scaling to 80%, and Turned ON Motion Smoothing.... unintentionally leaving OpenXR toolkit active.... and POW - 90Fps, clear as a bell with zero frame drop, and less than 1.5% reprojection. Then I disabled OpenXR Toolkit.... 50-70 Fps Fluctuating and dropping frames - a total mess. Re-enable the toolkit - Back to 90Fps.... (Not other changes or reboots, just restarted DCS) I have had Toolkit also set to 80% and MR on via NIS... So I was intending to mimic those settings in SteamVR. So is it that the Steam version of OpenXR is that much better? is my system scaling the render stream twice? (80% x 80%) ...and somehow making the visuals FASTER and CLEARER? I just can't wrap my head around the logical flow here. (edited for spelling due to low caffeine levels)
  9. Just trying to wrap my head around which actors are responsible for Motion Reprojection. I have a G2 and have been running OpenXR (Forced in the DCS Shortcut - No Steam whatsoever). I use OpenXR Toolkit to enable (ON) Motion reprojection (unlocked frames). It works pretty well, I get a decent and smooth experience at 45 FPS (jumping to 90 in open skies). As an experiment, I disabled OpenXR Toolkit and installed the Windows version of OpenXR tools... and forced ON Motion Reprojection. With no other changes, I got about 10 glorious minutes of super smooth, 90fps at ground level with very minimal, but still noticeable MR artifacts. About 10 minutes into the flight, DCS hard crashed. And since then, I get a hard DCS crash every time I try to run it with the Windows Tools and MR forced on.... reverting back to OpenXR Toolkit, I can force MR on with no issue (FSR or NIS selected) but the frame rate is back down to 45 (acceptable) and there is slightly more noticeable MR artifacts. So if it is just WMR reprojection being used by OpenXR Tooklit and OpenXR Tools... where is the hard crash behavior likely coming from? (Seriously, I'm curious because I'm pretty sure I don't fully understand which components/software is responsible for which functions)
  10. @Baseline_ You and I share very, very similar biographies. Although I never got Pong, the family got a Ti-99/4a (with the cassette tape drive) for Christmas. Otherwise, yea same path. All the way up to the current, freshly built rig... I had the same mind-bending experience when I put on a VR headset in DCS. I ended up going with the HP Reverb G2, and have had an overall good experience with it. Looking at the landscape of upcoming headsets I can't say I'm overly excited about any of them really. Understanding the current limitations of the DCS engine, I think I'm getting about as good performance as I could expect. From the hardware perspective, the only real gripe I have with the HP (and other contemporaries) is that the fresnel lenses create such a small sweet spot. Pancake lenses are the only real innovation I look forward to trying, just to get the best clarity with eye movement around the field instead of having to turn my head to the clear spots. Understanding that you don't have a point of reference, what's your experience been glancing outside of the center of view? Can you look 45* off bore and still read the text on instruments? Also, what is the method of connection to the PC? (HP uses a proprietary Display Port and USB combined cable)
  11. While DCS is now running OpenXR natively, I'm pretty sure you'll still need to install OpenXR Toolkit to access the settings referenced above... Specifically the "OpenXR Companion App" - That's what the R-CTRL+F2 opens (It can be remapped) I'm also running a reverb G2 & WMR and I can confirm that the tweaks in the toolkit can make a world of difference. Quickstart | OpenXR Toolkit (mbucchia.github.io)
  12. Sorry to take up space with another one of 'those' posts.... Not sure if this is the right place, but it seemed appropriate since I'm looking for advice specific to VR. I'm in the process of building a new DCS rig, specifically for VR. Currently using a Reverb G2, but definitely interested in some of the high-res stuff coming down the road. I've got everything on hand, or on the way.... except the GPU. Z790 Motherboard, i9 13900K, 64GB DDR5 etc, etc.... What I have not been able to really get my head around is if shelling out for an RTX 4090 over a 4080 is really worth it for DCS. I understand that the game engine is pretty much the limiting factor at the moment, and that changes are on the way. But right now, what hardware factors/limits are actually important with DCS? Is 8 more GB of VRAM going to make enough difference to justify the price differential? Will I go from a GPU bottleneck to a CPU (or even a bus) bottleneck? I know, I can hear you saying "If you've already shelled out that much cash for those components, why are you so worked up about spending a little more for a top of the line GPU?" First, 4080's are readily available and at MSRP, and second... I hate scalpers and have zero interest in feeding that beast... even if I have to wait a while to pick up a 4090. Your thoughts are appreciated.
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