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eaglecash867

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Everything posted by eaglecash867

  1. Yup. I'm also questioning at this point why the trend seems to be toward Display Port. Display Port is far less forgiving of any extra resistance in the connections than HDMI is. I can run my Rift CV1 all day long on a 10 foot HDMI extension, but the Reverb's display port won't run at all on a 10 foot extension, and is crappy at best on a 6 foot extension. Kind of strange that DP is being chosen more and more for VR, given its cable length constraints. "Room scale" VR is apparently limited to a 6 foot radius from your computer with DP. Still trying to figure out how to deal with the "seeing the lens edges" problem. I have the side straps backed all the way off, and I still see lens edges. I found that if I put a towel between the facepad and my face, it FINALLY gets me far enough away from the lenses to not see the edges in the lower portion of my vision. Also, when I can no longer see the lens edges, the focus of everything is improved. Without the extra spacer, everything is still really sharp, but still a half-step out of focus compared to its full potential. The question at this point is how I add more of a permanent spacer pad, without voiding the warranty.
  2. LOL! I like the "2800X1700 combined resolution" part. In other words, 1440X1700 per eye. In the words of Chris Farley, "Whoopdee friggin' do!!" :lol:
  3. That's all true, but you really don't even need to be in the cliff house. I just start DCS, put the Reverb on, and the cliff house starts automatically. It shows for a couple of seconds, then the screen goes black with kind of an exploding pattern of white triangles. After that, SteamVR starts, and DCS comes up in VR.
  4. Your alternating black screen between the HMD and your monitor, along with the whole system just locking up sounds like an issue I had while I was experimenting with the display port connection. Are you plugging your Reverb directly into an actual display port connector on your GPU, or are you using any extensions or adapters? I also see from the motherboard connector diagram you posted that you might be plugging your Reverb's USB connector into one of the existing USB ports on your motherboard. I've never had much luck running an HMD on a motherboard port. I also didn't have much luck with a self-powered USB hub, because of all the things I have plugged in while simming. What I found that works reliably is a USB card that plugs into a PCIe slot and has a direct connection to my PSU. HMDs like my Rift are notorious power hogs, and I imagine my Reverb is even more so, since it uses more conventional methods of backlighting, as opposed to LEDs that draw a lot less current.
  5. Having the Reverb plugged into a USB port on the motherboard is a possible suspect. These HMDs really need a 3rd party USB card with a PSU connection to function reliably. They eat up a lot of bus power. https://www.amazon.com/gp/product/B00FPIMJEW/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&psc=1
  6. Thanks Secoda. Still wouldn't give my money to a middle man though. One thing that's important with a lot of electronic items is whether or not an on-line vendor is an authorized dealer. A lot of manufacturers won't honor warranties if you purchase the item from someone who isn't an authorized dealer.
  7. It also says "Mfg Direct Ship". If the manufacturer is out of them, you'll be waiting until they get them back in stock. I'd also be a little bit suspicious of a place that shows a picture of a Reverb, but calls the headset the VR1000, which is the first generation HP headset. Better to buy directly from HP rather than paying a middle man to hold onto your money for you while they wait for the manufacturer to have more stock. You'll also know for sure that you're getting a Reverb.
  8. I wonder if one of those cheap little USB endoscopes you can buy on Amazon would work well for that. I have a couple of them I use at work for getting part numbers and serial numbers off of things in aircraft that I would normally have to remove from the panel to read the data plates. Those endoscopes get right into the small spaces and focus really well on things that are really close.
  9. Self-powered hubs aren't always enough to run a VR headset, depending on all the other stuff you're running with a USB connection. I was having all kinds of intermittent issues with my CV1 on a self-powered hub, so I tried installing an Inateck PCIe USB card with a direct connection to my rig's power supply and it solved all of my issues with USB power. Not a hiccup since then. Found the suggestion in the Oculus forums.
  10. Pretty sure you can't go wrong with StarTech either. You should be fine. :D
  11. Sorry guys, faulty memory. The card wasn't made by StarTech, its made by Inateck. Here's the link for it. https://www.amazon.com/gp/product/B00FPIMJEW/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&psc=1
  12. Way back when I first started using my Rift, I found that the self-powered USB hub I was using still didn't provide sufficient power to run the Rift and my HOTAS. I was getting random disconnects and all kinds of weirdness, which was discouraging because I had always thought a self-powered USB hub would eliminate issues like that. That thought turned out to be false. Installing a StarTech PCIe USB card that has a direct connection to my rig's 1200W power supply solved the problem for good.
  13. I'm not absolutely sure about this, but I think that's just a WMR/SteamVR thing where the default rendering (100%) of external applications is below what the Reverb is capable of. I have mine set to 180%, with 1.0 PD in DCS and all is well. I just bumped the slider up to get a resolution value that didn't exceed 2160 in either dimension, and that ended up being 180%.
  14. From my perspective, the "diminished 3D effect" problem is a phantom. If anything, the higher resolution, at least on the Reverb, enhances the 3D effect, because now you're able to see depth in tiny details that weren't even visible in headsets like the CV1.
  15. Yup. Here's the link for the Windows Mixed Reality for SteamVR app. https://store.steampowered.com/app/719950/Windows_Mixed_Reality_for_SteamVR/
  16. Still playing around with graphics settings, but I'm really liking the much higher resolution compared to my CV1. Flew the weapons practice mission in NTTR last night, and at first I thought there was something wrong with the Mavericks. I could clearly distinguish 3 targets on the MAV screen, but the range bar wasn't coming up. That was when I looked at the TGP and saw that the point I had everything slaved to was still 15 miles away. Couldn't do that on the CV1. :D As for the cable issues, I have noticed that mine gets pretty warm at the HMD connector, so there's definitely not a solid connection. The weight of the cable doesn't bother me though. In fact it adds to the immersion for me, since I drape it over my left shoulder. Just feels like the headset cable I'd normally have resting on my left shoulder IRL. Not crazy about the idea of tying mine off with ty-raps, since I'd rather not be connecting and disconnecting a display port cable from my $1500.00 GPU. Hopefully the shorter, higher quality display port extender cable I have coming will work and I can go back to plugging the HMD in that way. Until then, I'm unplugging the cable at the connector on the HMD.
  17. The only issue I've had with mine so far was the problem with seeing the edges of the lenses in the form of dancing blue halos when I moved my eyes. As it turns out, I hadn't quite gotten proficient at adjusting the straps, and it was just squeezing the hell out of my face. That was stretching the edges of my ocular cavities too and causing things to be a little blurry. No more problems there. I have already found out that the extender cable I bought (so I can watch 3D movies on my couch) doesn't work with the Reverb, but I remember different HDMI versions being sensitive to whether or not the cable itself was certified for that version, so this is probably something similar to that. On the subject of the flickering. So far I haven't had that, but I did find that switching the WMR refresh rate from Auto to 60Hz produced a really annoying flicker. I have it forced to 90Hz now and everything is fine. Since the default setting is Auto, could the flickering people are seeing maybe be induced by WMR intermittently switching back and forth between refresh rates? Not sure. Just throwing that out there as an idea. If that possibility has already been addressed a few pages back, forgive me, the thread IS over 160 pages now. :D How about Windows power management settings for things like USB power? I have all of that stuff set to never turn off or go into a low power mode, so maybe that's what's causing problems for others? So far, this is great in DCS. I just have to tweak the in-game IPD to make things look right again. :)
  18. Definitely not an IPD issue. Its more of a vertical angle issue. If I get the right vertical angle on the HMD, I don't see the halos from the upper and lower edges of the lenses. The problem is, that perfect vertical angle never stays for very long. Its not affecting the clarity of the display, or the size of the sweet spot, I just keep seeing the edges of the lenses and its annoying as hell. Its almost like the foam in the face pad isn't rigid enough so I'm sinking into it just a little too far. I can also make the halos go away just by pulling the HMD away from my face by mere millimeters. Other than that, the cockpit of the A-10C is nice and crisp. Haven't had much time for tweaking or enabling motion reprojection, so there's smearing of the image if I move my head too fast, but it actually seems to be less pronounced than it is in my Rift with ASW turned off. I think its definitely a keeper, just have to learn all the ins and outs of WMR and SteamVR. I might even figure out that the halos are caused by something I overlooked. Kind of had an embarrassing moment yesterday when I was bummed by the fact that the right eye seemed to have damaged optics right along the vertical center of the lens. That was when I took the HMD off and discovered there was protective film on both lenses. DOH! :doh:
  19. I just did the Run As Administrator trick on the shortcut for it on my desktop, because that's what a YouTube video I found said to do. I was doubting it would work for anything other than clicking on the shortcut, but somehow it translated to keeping it from automatically running. When I want to run DCS on the Rift now, I have to manually start Oculus before starting DCS. If I don't do that, it doesn't autorun when DCS is started. :)
  20. Did you try my suggestion of setting Oculus to "Run As Administrator"? I'm doing that on my rig, and Oculus doesn't automatically open when you start DCS. Just got my Reverb yesterday, so I'm working through all the clunkiness that is WMR. A major issue I noticed right off the bat is that the inside of the HMD doesn't seem to be recessed far enough from the face pad. The spot it seems to want to settle into naturally on my face puts the lenses way too close to my eyes. It doesn't seem to affect focus much, but I can see the edges of the lenses, which makes a rectangular blue halo around each eye. Anybody having the same issue?
  21. Same here, and I get that better performance without even having the shaders mod installed like I did with 2.5.3 and 2.5.4. One thing I have noticed, however, is that there now seems to be this random sun glare issue, usually with the right eye.
  22. If it stopped working at one time, its back to working again, at least on Windows 10 1803. I found that method with a Google search yesterday, tried it, and it works. I wanted to try to get ahead of things, because I'm planning on keeping the CV1 after the Reverb arrives.
  23. Which version of DCS are you running? Regarding the Oculus client running automatically, you can stop that pretty easily as it turns out. Right click on the Oculus executable, select properties, and then select the Compatibility tab. Put a check mark in the "Run program as administrator" box, and then click the Apply button. After you do that, Oculus should no longer run automatically. From now on, when you double-click the Oculus executable to run it, you'll get one of those "Are you sure..." type of dialog boxes.
  24. I hadn't noticed a big improvement in the ghosting and jittering when I switched from the 1080ti to the 2080ti, so I did a lot of troubleshooting and found that most of the issues I was having were in one aircraft only (the A-10C) and only when I had images displayed on the MFDs from the TGP and MAV. As of the 2.5.5 update, that issue has all but been eliminated. Its still there, but once things get loaded into the VRAM on the card, it gradually goes away and stays away. Must be that VRAM memory leak that they fixed with the new version. If I knew back then what I know now, I probably wouldn't have upgraded from the 1080ti. Granted, the quality of the image and sense of distance seem to be improved with the 2080ti, but I'm not sure its worth $1500.00. Oh well. Hopefully I see that difference in other games.
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