

eaglecash867
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Everything posted by eaglecash867
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I like the new A-10C cockpit. Its not as cartoony as it has been for such a long time, and the placards are all much higher resolution now. Its got a few things that need work, but I expect that with a constantly-evolving/improving flight sim. One error that has made it into the new cockpit is that we're still rotating the knob on the standby AI to cage it, instead of pulling it like it is in the real world. Small detail, I know...but it drives me nuts. LOL
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Crack kills. :D
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Why don't Wags create a VR map for better fps?
eaglecash867 replied to Crunchy's topic in Virtual Reality
I definitely saw a boost between 2.5.4 and 2.5.5. Not sure if it was an improvement over 2.5.3 though, because they definitely broke something in 2.5.4. -
You'll need to shut down and restart Steam VR for WMR, and possibly Steam VR each time the file gets changed. As far as I can tell, the defaultvr.settings file only gets run when the program is initially started.
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Yup. On my HOTAS Warthog, I have assigned VR zoom to the forward position of the little, silver switch on the outboard side of the left throttle, and VR re-center to the back position.
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+1. 150% used to be necessary to get close to native resolution with the Reverb, but Steam has made some major changes, so 100% now will get you native resolution. Also, TWC_SLAG, make sure that you're not confusing motion smoothing and motion reprojection, motion smoothing currently does nothing with WMR headsets.
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Exactly. I didn't come here to sell anybody on anything or argue about who's way is better. You asked a question, and I answered with how I approach things. Its not for you, and I'm fine with that. :thumbup:
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Very cool! Didn't take a detailed look at this before. So, it looks like we have 1.2, 1.6, 2.0, 2.4, 2.8, 4.8, and 7.2 KHz; all multiples of 400Hz, so it looks like the 400Hz inverter is generating lots of different harmonics. Thanks for posting that spectrogram! Now I know where the extra frequencies are coming from. :D
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Again, all academic if it doesn't look right. If I was monitoring FPS all the time, chances are that I wouldn't notice some of the occasional visual anomalies caused by reprojection switching on and off. Anyway, its a personal choice, and I'm very much about living by the KISS principle.
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That's what CPUID is for, and I've never been interested in overclocking anything (except for a mild OC on my CPU) or messing with processor affinity. I just experiment with normal settings until I figure out what is causing the visual anomalies, and which approaches appear to be the most efficient.
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And at the end of the day that's all academic. What matters is how it looks and feels. :D
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I wouldn't know about that. I don't really ever look at FPS counters, just go by how it looks and feels. :)
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It means SteamVR will now produce the Reverb's native resolution with no SS. You can now set that slider to 100% and get native resolution, instead of having to crank SS up to 150% and higher.
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Glad you got it figured out, Waistcat. Its usually the simple oversights that bite us in the rear. :D
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In my experience, the on and off switching of motion reprojection when set to "auto" can cause more stuttering than having it forced on all the time with the "motionvector" setting. Not everybody experiences that, so I think its just differences in peoples' rigs. I have mine set to "motionvector", although it only makes a small improvement in start-to-finish performance in a DCS session.
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Me neither. I'm actually happy to hear that noise to begin with. Makes it feel more real. :)
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Just another question to start with the simplest things first. Do you have both SteamVR and Steam VR for WMR installed?
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Here's my post on this very subject from a few pages back, so I had the same issues with the update after being away from it for a while. The only thing I can suggest is that you double-check your SS settings in SteamVR. One of the more recent updates changed that as well, so 100% SS now shows right around the native resolution of the Reverb. 150%, where I had it set in previous versions of SteamVR, now shows some crazy-high resolution, so I dropped it to 100%. If you have yours set higher than that, it might be the cause. For the refresh rate, I see a lot of people having success with 60Hz, but I personally can't use 60Hz. For some reason it quickly makes my eyes feel like they're being pulled out of their sockets. https://forums.eagle.ru/showpost.php?p=4167430&postcount=4576
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It is 400Hz, which is the main hum, but there is a higher frequency component to the real sound too, which pretty much sounds like the CRT TV that Chris described. I'm one of the last of the dinosaurs in my shop who knows how to do bench repairs, but inverters aren't on our capabilities list, so I've never had one opened up to know what the higher frequency component of the sound comes from. Since it sounds a lot like the high voltage (1500 volts) transformer in a transponder, my guess would be that its noise from magnetorestriction in the transformers inside the inverter, or possibly the rotor windings in the AC servo-driven instruments in the cockpit.
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Just checked to make sure nothing has changed since the last time I played weeks ago, and its still nearly 100% accurate. The only reason I say "nearly 100%" is because you don't hear the changes in pitch that you normally hear when doing things like caging the standby gyro and rotating the baro knob on the altimeter. Other than that, it pretty much sounds like a real cockpit. :D
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Yup. It also makes it much more difficult to stay awake if you didn't get enough sleep the night before. :smilewink: Its a constant in most western cockpits, but sometimes the avionics work I'm doing in there doesn't require inverters so I can shut them off. Eastern aircraft don't have that issue because their inverters generally run at 50Hz, which is far less noticeable.
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You know what I meant though. :smilewink:
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Its also really easy to forget to shut everything down and restart it after making changes to that file, which will make it seem as if your changes had no effect. I've done that before. :doh::D
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I just got back into SteamVR after a long break while recovering from major surgery, and I have confirmed that the latest SteamVR Beta ends up resetting the default.vrsettings file to defaults. It had never done this before, but I think it did it this time around because they have added a bunch of extra lines to the code that weren't there before. I have also confirmed that the menu-based settings for Motion Smoothing still do not work with WMR headsets (same as it was when Steam had disclosed that on their web-site back when they added the Motion Smoothing setting, that it was not compatible with WMR), even though they specifically now show an individual application setting for Windows Mixed Reality that offers Motion Smoothing as an option. So, maybe they're planning on making that work somehow in the near future? Until then, we can just turn Motion Reprojection on and off the way we're used to doing so. The display resolution indicated in the SteamVR SS settings has changed to be pretty close to the native resolution of the headset (at least the Reverb anyway) when set to 100%. Mine now shows 2196X2153 when set to 100%
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Yup. Its definitely a personal choice, but renaming an executable could end up having unintended consequences, so I'm staying away from it as well.