

eaglecash867
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Everything posted by eaglecash867
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Although I know that the comfort factor makes it a no-go for you at the moment, you can get rid of the juddering by setting DCS PD to 1.0. It won't decrease the clarity of the Reverb. For setting up motion reprojection in SteamVR for WMR, have a look at this link if you want to give it another shot. https://docs.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/using-steamvr-with-windows-mixed-reality
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When you're using DCS in VR, I would start by reducing resolution to the lowest possible level. It shouldn't have any effect on your resolution in the Rift S. Lowering your cockpit display resolution to 256 will also boost performance, but if you spend a lot of time using your mirrors, you might not like how they look. Also, what is your pixel density set to? If your GPU monitoring software behaves like other executables that autorun when you fire up DCS, you should be able to go to the .exe file for that and set "Run as administrator" in the compatibility tab. That should prevent it from automatically running.
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87 degree FOV, so its a scuba mask inside a scuba mask. :helpsmilie:
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My plastic film was such a faint blue, it appeared clear in normal lighting conditions. It made me think there was something wrong with the lenses until I shined a bright light in there and saw the slight blue tint. Took the film off and its been fine ever since. :D
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And here I am without any popcorn. :doh:
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For the cable limiting movement, I just sit on the cable and leave enough slack at the top to allow for unrestricted head movement. Wish you would give it just a little more time, Wali763, but I also understand that everybody's time is valuable, and that you have a limited window in which to make the decision to return it for a refund. Flying the F-16 in VR though, I have no trouble spotting an F-5 flying on the deck, when I'm at 24,000 feet having fun weaving in and out of the contrail left by the C-17 I'm shadowing. Nothing like VR for getting the actual feeling of flying through a contrail. Anyway, no religion here. You do you. As for me, my HOTAS and TIR 5 were gathering dust before consumer-level VR came along.
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Actually, you're paying a higher cost for "equivalent" resolution with super sampling. Each frame, in each eye, has to be up-converted to the higher resolution, and then down-converted so it can be displayed at the correct size and aspect ratio in the given display. That adds at least 4 extra processor clock cycles to render each frame. The higher resolution headset using no super sampling only has to do it once per frame, per eye. So, in conclusion, a higher resolution headset doesn't take more horsepower to run as conventional wisdom dictates, since the performance impact of super sampling in lower res headsets results in an exponential demand on hardware compared to the linear relationship of just comparing pixels.
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I only bring this up because it happened to me when I got my Reverb, but, did you remember to remove the protective film from the lenses? I forgot about mine and was seeing something similar.
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Of course BFM is going to be easier if you barely have to turn your head to look behind you. But, what I found with TIR and a monitor is that spatial disorientation was a real problem in BFM and missile/AAA avoidance. VR is much more natural for both things, since you have depth perception and no longer have a disconnect between what your eyes are telling you and which way your head is pointed. Just an example I noticed is that, now, I can defeat at least short-range SAMs with maneuvering alone. No countermeasures required because knowing which way I have to turn, climb, or dive to defeat the shot...and being able to instinctively implement that plan is far easier in the VR world. If you've re-trained your brain long enough to deal with the unnatural head movements of track IR, its only natural that VR will take some getting used to. :)
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Exactly right, Don. :D Not only can we use the Reverb without super-sampling, but it appears that the VR portion of DCS isn't capable of producing anything higher than the native resolution of the Reverb. Not only is super-sampling no longer necessary, but it no longer has any benefit. :)
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Another silly question. Why isn't anyone making 16K monitors for that matter? Because the display technology isn't at that point yet. BTW, yes, I was referring to the supersampling required to make lower resolution headsets display a semi-acceptable picture. What did you think I was talking about with up-converting and down-converting? That process is what is happening with super-sampling. I've been talking about this in almost every post I have made recently about VR and the HP Reverb. On the same machine, I am getting FAR better performance with my HP Reverb than I ever did with my Rift CV1. I don't have to use shader mods anymore, and now I am running 4X MSAA instead of 2X. I get a MUCH clearer picture, and MUCH better performance with only rare ghosting. The reason? Because the need for super-sampling and/or higher than 1.0 DCS PD settings has been eliminated by the higher resolution. Being able to produce a higher resolution natively, and not having to fake it through super-sampling is much more efficient. This is actual experience, and not speculation. Now, feel free to get back to your usual business of showing up in every thread like this to tell us all about the myths again. Afterall, speculation and guessing is apparently superior to actual experience and data. :megalol:
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Here is one last thing you need to have installed to get things working with DCS. https://store.steampowered.com/app/719950/Windows_Mixed_Reality_for_SteamVR/
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LOL. Always amused by people who do nothing but speculate, when they have no actual experience themselves. Keep guessing though. :megalol:
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Yeah. I don't worry about looking at FPS counters either. If it looks good, the FPS counter doesn't matter. Typically, the ghosting only comes up with motion reprojection enabled, so that might be why you haven't noticed any. I had just been using it to make everything smoother. I might not even need to do that with SS set to 100%. Definitely gonna try things without it this weekend and see how it looks.
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With ghosting, you'll see double images of buildings and trees as you fly past them. It usually happens when looking to the side. Now that you mention motion reprojection, I turned mine on back when I was following the erroneous advice of cranking SteamVR SS up to 188%. Now that I know better, I might try shutting mine back off to see what things look like.
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Heh. Just get ready for the WMR transition. When you're used to the seamless interface of the Oculus stuff, it can be a bit frustrating at first. But, you quickly get things figured out and then you can run it just as easily. Just takes a little immersion, like learning another language. :)
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The higher DCS PD is definitely what's causing the ghosting. I, personally, haven't noticed an appreciable difference in clarity going above 1.0. But, I know that's all subjective.
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I paid about 50 bucks more than I paid for the CV1 in March of 2016 for my Reverb. But the improvements are a lot more than 50 bucks worth. From everything I have seen with it so far, I could probably even run it on a lesser rig than what I have now, and what I have now needed help from shader mods and lower MSAA settings to run the CV1 acceptably. No such needs with the Reverb. No shader mods, and I'm able to run 4X MSAA now, without a single hardware upgrade. Well, except for the HMD.
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Yup, the "expense" is just a myth when it comes down to it. Along with the now completely disproven myth that higher resolution headsets require more horsepower to run. They actually require less, because you're not wasting a bunch of clock cycles by upconverting and downconverting every frame to make it look good.
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If FOV is your issue, there are other VR headsets available now that have an FOV pretty close to what we have in real life. As far as accelerating head movement to compensate for a limited FOV, its not a question of if it will cause motion sickness, its a question of how severe it will be. If your eyes and internal "gyros" don't agree with each other, the upchuck factor goes way up. That being said, I'm not sure how useful visual information is in your peripheral vision for the purposes of knowing which way an enemy aircraft is pointing. You might be able to detect him with a wider FOV, but you still need to look pretty much right at him to know how to maneuver and defeat him.
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I start my standalone DCS in the Reverb that same way SZE does, except for not using the virtual desktop. I removed my nose seal so I can peek at my keyboard, so I just peek at my monitor and start DCS from there like I would without VR.
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I have a 10 foot HDMI extender, as well as a 10 foot USB extender for my CV1. For the Reverb, I just leave its cable plugged into my machine, and connect/disconnect it at the connector on the HMD itself. This makes it really easy to use one headset or the other, with no hardware conflicts. :D DisplayPort is a really fragile interface, so I prefer not to do my connection/disconnection of the Reverb at my $1500.00 GPU.
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Yes it is. You just have to go to the compatibility settings for the Oculus Home exe file and set it to "Run as administrator". This will keep it from automatically running when you start DCS, and will allow you to choose whether you want to use your CV1 or your Reverb.
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If its the beta version, it will say so at the top of the little SteamVR window. But, whether you have the stable or beta version, you should still not go any higher than 100% SS for DCS. You can try experimenting with that yourself, but I see no difference in visual quality between 100% and 150%. No difference, other than the ever-increasing amount of stuttering and ghosting you end up with as you go higher and higher above 100%. It has no benefit in DCS. To get rid of jaggies, you can start at 2X MSAA, and try going to 4X MSAA. I was surprised to find out that with the Reverb, since it requires no supersampling, that you can now go to 4X MSAA on a rig similar to mine with almost no performance penalty. But, things will look a whole lot better. Some people say that using higher SS and/or PD values will accomplish the same thing, but that's not true. MSAA is a lot more effective, and a lot more efficient resource-wise.
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My experience has been the same. Anything above 100% does nothing but to start killing performance. My theory on that is that the VR side of DCS isn't capable of rendering the VR world at a higher resolution than the native resolution of the Reverb, so going above 100% or above 1.0 DCS PD is just wasting CPU and GPU cycles. I have also found that with SteamVR SS set to 100% and DCS PD at 1.0, that I can crank my DCS MSAA all the way to 4X with only a marginal performance hit on fairly rare occasions. Most of the time its smooth as glass, and increasing MSAA is a hell of a lot more effective at getting rid of jaggies.