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eaglecash867

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Everything posted by eaglecash867

  1. Hi Sirrah! Congrats on the Reverb! Here's a good link from Microsoft about working with WMR and SteamVR for WMR. The VRsettings file is a bit different now, but the main settings you would change for enabling Motion Reprojection are covered in pretty good detail. If you want to delve into editing that file to turn Motion Reprojection on, I highly recommend getting Notepad++ to do the editing if you don't already have it. If you're nervous about messing something up, you can always create a temporary folder in a safe place and make a copy of the original VRsettings file in that folder. https://docs.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/using-steamvr-with-windows-mixed-reality The important thing is to make the backup first, then just take baby steps in changing the settings. You don't have to do everything on the Microsoft page all at once, just take small steps until you get more comfortable with how the changes you make are affecting things. Don't forget, each time you make a change to that file and save it, you have to shut down SteamVR and SteamVR for WMR and let them restart so they can run the modified file. Just for extra safety, you may also want to shut down and restart WMR itself each time. Its all going to be about what you find works best for you, so don't pay too much attention to dogmatic statements about what the "best" setup is. :) Oh...I just remembered another thing that changed from when that Microsoft article was posted. Supersampling now has a different relationship with headset resolution. At the time the article was written, you needed about 188% SS to reach roughly the native resolution of the Reverb. With the latest version of SteamVR, you only need 100% SS to get close to native resolution. So, I'd start by setting that to 100%, and then gradually increase the SS to a point where you are happy with the clarity and performance.
  2. No, actually its not false at all. You can't get it to work, so you insist that it doesn't do anything. :megalol:
  3. From my perspective when I tried 60Hz, it was the same feeling as walking into a room that was lit by a bad fluorescent tube. Dimmer than 90Hz, and strobing so badly that it made my eyes feel like they were being pulled out of my skull and I almost instantly got a headache. 90Hz doesn't create those problems for me. I guess it doesn't affect everybody the same way, but for me 60Hz was a non-starter.
  4. That's what makes it more realistic. You have to twist your whole body in real life too, since depth perception suffers the further you move your eyes to either side.
  5. HAHAHA! I did the same thing with those lens covers! :megalol:
  6. Same. No difference for me either.
  7. Understood. Just trying to elaborate on my point that chasing the FPS counter dragon in VR isn't the best way to evaluate performance. People getting upset over the counter not going over 45 are sort of like the glass cockpit pilots I deal with fairly regularly who spend so much of their time staring at the screens that they forget to look out the window. :)
  8. Yup, and don't forget those horrible God Rays on the CV1 that are completely gone in the Reverb.
  9. I just have my keyboard and mouse on my right side and use the mouse to click switches. Its a little clunky at first, but you quickly get used to it. Every mission that I fly in the A-10C I edit to have a ramp start in the beginning, so I've trained myself to be able to look around the cockpit and flip switches really quickly using the mouse.
  10. Heh...for me, its just the opposite. The monitor looks good, but she's flat as a board. :D To each his own though, and you're not going to find me going to TIR-related threads and telling everybody there that their way is wrong. Seems to be a lot of that coming the other direction though. Just sayin'.:smilewink:
  11. Don't think you'll have any issues running a Reverb on your rig, sirrah. The PD is the main performance killer, and you can lower that to 1.0, and still see an amazing improvement in not only image quality, but, ironically, you should even see a slight performance boost. Artificially generating the illusion of more pixels with PD is more costly than actually producing real pixels natively. The only thing you might cut down is to turn shadows completely off. That may or may not help things a little bit.
  12. I just went for the highest output available at the time (1200W). Better to have extra power and not need it, than to need it and not have it. :D
  13. Running things on the edge of tolerance causes all kinds of intermittent issues. The whole system is only as good as its power supply, and 650W isn't enough. I'm running a 1200W PSU in mine. If your PSU is being run with no headroom, things are going to start dying little by little, and 2 -3 months of trouble-free use won't matter. Just a suggestion, but I'd start with the power supply, its under-rated for the hardware you're trying to feed.
  14. I think I remember you mentioning once that you have a 650W PSU. That could be a possible issue. If I'm remembering incorrectly, disregard.
  15. Simply matching scan rates isn't enough. They have to be synchronized or you get destructive interference which introduces recorded visual anomalies.
  16. Heh...I think you're missing the point about a common frame of reference though. You can't judge today's VR tech by your extremely limited hands-on time with the previous generation of VR hardware. :smilewink:
  17. That config all looks good. Just a question that I'm only asking because I got bitten by it myself: After you made the change to the file, did you shut everything down and restart? SteamVR for WMR only runs the config instructions when it is initially started. Just something I found out the hard way, and then kicked myself afterward for missing something that should have been obvious to me. :doh::D
  18. Ahhh...got it. :) It'll be interesting to see if that reveals anything, or if it shows things that aren't even there. You might be right about a direct recording re-constructing things, and the smartphone method might introduce all new variables by not quite syncing properly with the scan rate of the HMD.
  19. I think this is where we're having our collective communication breakdown on this never-ending subject. If we go to much higher quality, we're going to get the same results you're getting. That's why we're not going there. What is the point of exceeding the known, current limitations of the system? Its not a direct, apples-to-apples comparison if you're doing that and the rest of us aren't.
  20. I'm on non-Steam DCS with my Reverb, and reprojection works just fine. When I have the indicator turned on though, sometimes I have to pull the HMD up a little on my face to see it.
  21. I think that might be the problem. The new updates to SteamVR (new to me anyway, since I was away from everything for a few weeks) changed the relationship between supersampling and resolution. You can now set it to 100% and get native resolution for the Reverb, you no longer need to run it at 180% to get that resolution. Try setting it for 100%, and then go from there. I'm happy with mine at 100% now, and I had it set to 150% before, which caused a lot of ghosting after the new SteamVR updates. Running at 100% now, I'm actually getting better resolution than what the 150% setting was giving me in the old version of SteamVR.
  22. As much as we both loved our CV1s, they don't even come close to the Rift S and Reverb, so he's definitely going on outdated info.
  23. Really? I thought he said that he tried it once on a friend's computer or something. Definitely the definition of a thorough, objective study. :lol:
  24. And 20 years from now, you'll still be telling everybody how much VR sucks because of that one time you tried it in 2019. BTW, DCS in VR on my Reverb looks nothing like Falcon 4.0 or FS2000. Not even close.
  25. Did you recently confirm that MotionReprojection is still turned on? The recent updates over-wrote that file with a completely new one, so the changes you made to it in the past might not be there still. I also found a few months ago that I was having severe performance issues that suddenly materialized, and what that ended up being was my Windows Update service downloading an extremely large update package in the background. So, take a look at Windows Update too and see if its in the middle of downloading a large file.
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