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eaglecash867

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Everything posted by eaglecash867

  1. If we take into account the fact that oz555 says his friend didn't buy controllers, SteamVR Dashboard has no bearing on the question he is asking, since he can't use the dashboard without controllers. I am showing him how to enable motion reprojection...without the controllers his friend doesn't have. Not sure what "see other replies" has to do with the actual question he asked.
  2. The Motion Smoothing setting in SteamVR isn't compatible with WMR headsets, so you'll need to revert to manually editing the default.vrsettings config file if you don't have controllers. Keep in mind that you'll often have to go back and re-edit that file because it gets replaced with nearly every SteamVR update. On the line that refers to "motionReprojectionMode", you'll need to remove the "//" from the left side of that line. I also like to change the "auto" part to "motionvector". Doing that forces reprojection on all the time, and I have found that it reduces stuttering which can sometimes be caused by the "auto" setting switching in and out of motion reprojection mode. The manual file edit is my preferred method, since I don't always like messing with the controllers.
  3. My opinion on this has always been to leave the FPS counter off in the beginning and experiment with settings until you get an acceptable result according to your own eyes and the things that you value in your individual VR experience. After you get it to that point and want to keep pushing the envelope, then you can turn the FPS counters back on and start chasing the dragon. Comparing settings and results is a good baseline I guess, but people also sometimes compare their results to the results of others and wonder "What am I doing wrong?", which leads to frustration in the end. Benchmarking software is great, just as long as you don't forget to just look out the window and see if there's really anything to be getting frustrated with. Ask yourself "Can I really see a difference of 5 FPS? Is it a showstopper?"
  4. We had the same issues when the G1 first came out. When that was released, you had to set SteamVR SS to 188% to get native resolution to be indicated. Later on in the G1s existence, 100% would get us native resolution. SteamVR eventually addressed that issue, and I'm in agreement that they'll do the same with the G2. Until then, we can all just set it to whatever gives each of us satisfactory performance based on our personal preferences and not worry so much about the "why". The "why" is irrelevant, unless we're the group of programmers responsible for the code in SteamVR. It is what it is.
  5. Just a quick comment on 3D TVs and VR. Watching 3D movies in VR beats any previous 3D movie experience, including the theatres, so maybe VR can be the way forward for that.
  6. Terry, Here is a link that explains getting motion reprojection turned on, and does it much better than I would be able to here. The "motion smoothing" setting you're seeing isn't the same as motion reprojection for WMR headsets. So, this microsoft link goes into that. The video at the bottom of that page shows you the easiest way to enable it. I've gotten used to enabling it the old fashioned way of manually editing the config file, but the way they show in the video is easier for a lot of people. https://docs.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/using-steamvr-with-windows-mixed-reality
  7. The menu flickering is a WMR for SteamVR issue with DCS, so you're definitely not alone there. When you have your FPS counter displayed, is it showing a solid 45 FPS, or does the number fluctuate up and down? If its not locked at a solid 45 FPS, then WMR for Steam VR motion reprojection isn't turned on. Also, for some reason, the default SteamVR supersampling number for the G2 is 150%, which results in a ridiculous rendered resolution. Right now, you have to set the supersampling to about 50% to get a rendered resolution that is around the native resolution of the G2. That will very likely change with subsequent SteamVR updates. Aside from that, DCS is just not a great performer in VR like other titles are, so your other sim may be doing just fine with the higher supersampling.
  8. What's kind of fun is to use the Reverb for a while, and then go back to the CV1. You REALLY see how much things have improved then!
  9. Regarding the sweet spot on the G2, I'm with those who have said they don't see an improvement. If the sweet spot is larger, its not noticeably so for me. I'm wondering if the reviewers who said the sweet spot is significantly larger got G2s with different lenses in them than what most of us seem to have gotten. Overall though, I'm happy with my G2 because of the better tracking over the G1 (although it still doesn't match HMDs with external sensors/cameras). It is also better than my G1 due to the longer, lighter, more reliable cable, FAR better hand controllers, and the fact that so far I haven't had the intemittent, random dimming of one or both eyes that was a problem with the G1s. The eye relief issues that a few of us had with the G1 also seem to have been eliminated for me.
  10. I can do that since I still have both. So far it has been going back to the previous generation of HMD that has made me appreciate how much I have gained with the newer generation, like going from the CV1 to the G1. It'll be interesting to do the same with the G1 and G2 and see if I get a similar effect.
  11. LOL! I think we see that guy post here occasionally under an assumed identity. He often posts as if his last experience with VR was in 2015. That article is great for a laugh, and I think HP is probably laughing the loudest right now. :megalol:
  12. I noticed exactly the same thing in VR today, in the Dog Fight instant action mission for the F-14, in 2.5.6. Jester was calling him out on the merge, and I couldn't see a hint of him. Since I also have a 2.5.5 install, I tried the same mission on that, and I was able to spot the Su-27 just fine, at a normal distance. 2.5.6 is definitely still porked. Also couldn't see much of anything with the TGP in the A-10C in 2.5.6 after a Maverick hit a target among a group of targets. Its like the flash of the secondary explosion permanently blinds the TGP. Definitely glad I have the 2.5.5 install, because it doesn't look like much progress is being made with all of the visual issues that 2.5.6 was born with.
  13. For all but a few of us so far, the relationship between SteamVR SS and render resolution has changed significantly from the G1. As of right now, SS of 50% gets you close to native resolution on the G2. I currently have mine set to 70% and I'm using 4X MSAA. The image is nice and clear for me and I don't see shimmering. Then again, I really didn't see much on my G1 either. For me, MSAA has always had a bigger impact on shimmering than SS has. Others have reported different findings, so YMMV.
  14. When you lose mouse control on the screen you want it on, just hit WIN + Y on your keyboard. That switches it back and forth between the desktop and WMR. The G2 seems to be a little more sensitive to being triggered into thinking you have taken the HMD off, so I've noticed that the mouse-switching thing has become a bit more of an annoyance. IIRC, there is a way to disable that automatic feature in WMR, but I haven't tried it yet.
  15. I should probably qualify my previous post by saying that I'm having the issue in VR, not in 2D. Not sure if the OP meant VR or 2D.
  16. You're definitely not the only one who is experiencing that. Lowering the resolution of the cockpit displays to 256 helps quite a bit, but you'll still have pretty significant FPS loss when in areas that are dense with ground objects like buildings. The only way I have found so far to work around that is to just have only one MFCD displaying video until you reach your target area. You can usually have just the TGP displaying without any significant FPS loss, and if your targets are outside the urban areas, you should be fine if you wait to display the MAV video on the other MFCD until you reach your IP.
  17. You might try playing around with the DCS cross-eyes tool for WMR headsets too. I was messing with that yesterday and it made things clearer than they were at the default settings, but if you take things too far it distorts things and throws the world scale off. Still tweaking to find the optimal settings.
  18. I'll have to look into that. Do you know what it would be called in task manager? Maybe I can get even better performance by disabling that if its running.
  19. Yup. Haven't experienced his issue myself since I don't fly in multiplayer, but there have been several threads posted about this very issue. IIRC, ED has acknowledged the issue and are working on a fix.
  20. Another way you can keep Oculus Home from automatically running is to set Oculus Home to "Run as administrator" in its properties tab. As far as the fuzziness goes, I have managed to significantly improve that by playing around with the "Cross-eyes tool" that comes up in DCS with a new WMR headset. Still not sure what the various settings in it pertain to (would be nice if ED had documentation we could look at that explains what we're adjusting), so I'm still messing with it. Once you get it set right, things are even clearer, and you don't get that weird feeling of your eyes struggling with image convergence. I guess the lenses are so much better in the G2 than the G1 that the cross-eyes tool never seemed to do much with the G1 except throw the world scale off.
  21. As of right now, SteamVR is the only way to run DCS in the G2. ED may some day implement native support, but nobody knows when that will be. For WMR headsets like the G2, you will also need to install another Steam program called "SteamVR For WMR".
  22. Don, I'm sure you probably already did this, but did you double-check SteamVR SS? The relationship between that and render resolution has been known to change from time to time with SteamVR updates. It seems those updates come along pretty regularly, and they're automatic.
  23. Yup. That makes it more like the real deal. In in-cockpit video taken during air combat engagements, the pilots are always straining and craning to keep their eyes on the target. Don't know how they can still do that while pulling Gs. :surprise:
  24. That's where turning on motion smoothing the old fashioned way of editing the SteamVR for WMR config file comes in handy. So far its been really good for bypassing the little quirks and bugs added by each SteamVR update and isn't application-dependent.
  25. Before I got the G2, I was using my CV1 for some things, and the G1 for DCS. I was able to stop DCS from causing the automatic launch of Oculus Home by setting "Run as administrator" in the properties for the Oculus Home shortcut. That causes it to bring up the prompt asking you if you want to run Oculus Home, and it won't launch automatically with DCS anymore. (and before anybody chimes in with "that doesn't work anymore". Yes...it does still work.)
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