

Vullcan
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Everything posted by Vullcan
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Its really personal preference. I jack everything up to 100 :D I don't think I will be happy until my seat physically moves (shakes).
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I find 2x relieved shimmering which while bearable high up gets real annoying when trying to land on a boat.
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It seems like you fly with your head down in the pit a lot, if that's your style man you do you, no one is forcing you to use VR. But make no mistake, for most people VR makes you feel like you're almost there, sitting in the real plane. Having to lean in to read a MFD more clearly, or to see a gauge on an aircraft that wasn't designed with VR in mind from the ground up is a temporary minor annoyance to most. While we wait for VR to improve in clarity and resolution so that we don't have to deal with these annoyances anymore, we will wait happily, because for the first time in flight sim history were practically sitting in the real aircraft and how cool is that?
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You have to really look for the SDE, its there but not like on the CV1 where its obvious. Its something you forget about when you're not trying to see it. Revelation is right, everything is so clear now. This thing exudes quality, with all the issues with the Reverb is having I'm glad Valve chose to focus on build quality and clarity with this.
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DCSFlightpanels (DCSFP) thread. Saitek Pro Flight Panels & DCS
Vullcan replied to a topic in DCS Modding
Any videos demonstrating the radio panel + SRS integration? Just wondering if it will make it easier to control SRS / radios in VR (primarily the F-14) before I drop $140 on it. Saw a video of using it in the huey and was confused by all the frequencies changing when pushing the button on the right... I don't want to pre-program frequencies, rather just be able to use the left knobs to change which radio I'm talking on and the knobs on the right to change the frequency of the currently selected radio. -
Upgraded to i9 9900K from i7 8700K and can see no difference in VR
Vullcan replied to imacken's topic in Virtual Reality
Yeah that makes sense then, I'll try it your way to give it a spin this week, I haven't used steam smoothing yet and you're not the only one to say its improved a lot. Whenever I get a new display (1080p->1440p->4k->vr gen1->now vr gen 1.5) I usually turn everything down to get the best performance (while still being able to see targets and textures in high detail) then slowly enable eyecandy / other options as they patch the game and new gpus/cpus come out. -
"Simple server" says the guy with a 7700k, 64GB and a NVMe drive!:lol:
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Upgraded to i9 9900K from i7 8700K and can see no difference in VR
Vullcan replied to imacken's topic in Virtual Reality
Why not force all the re-projection off completely? Should gain a few FPS there and as long as you can maintain a decent framerate (assuming 5.0ghz CPU, 2080ti and medium settings with extras like shadows off) you'll be better off without the patchwork guessed frames. -
Whats the best *cheap / used* hardware path for setting up a dedicated server currently? Running complex multiplayer missions (lots of units / AI, scripts) over LAN kills FPS on my gaming PC when its also used as the server. If I go on craigslist and grab a cheap used server some business would otherwise throwaway (for example, Xeon 2.50GHz (x2) 48GB RAM) for $50 (maybe throw server 2016 on it?) will that perform admirably with the dedicated server executable and --norender? Or would any "affordable" old server CPU be a huge bottleneck, just like running an standard DCS server/client where the extra cores and ram dont matter at all? In that case maybe I'd be better off waiting until my gaming PC gets an upgrade so I can use the current i7 @ 5.0 Ghz and 16 GB of ram as the dedicated server. I want to ensure my client PC's connecting experience butter smooth performance so the only thing holding them back would be their own hardware.
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First shipments are starting to get sent out, should have some feedback from DCS users next week. Looks like valve is having Fedex schedule all shipments for arrival on the 28th, so if you live close to where its getting sent from you get sent yours last.
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This is a tech subforum for enthusiasts pushing the envelope in an niche simulation, were all fairly educated or we wouldn't have made it past the 670 page A10 manual. Yes we're speaking technically, screw marketing BS. There is no outside tracking being done by the lighthouses.
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Yes, but thats all being done by the headset, the headset is using the lasers and the timing of their pulses to calculate where it is realitive to the base stations. The base stations are not tracking anything "outside in", like for example the oculus rift cv1 cameras.
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The Index is inside out tracking as well... base stations have lasers inside that project a invisible (to the human eye) grid into your room. The headset sees this grid and it uses it to make precise calculations of your movements, as opposed to say WMR which sees your furniture only and has to go off that. The tracking is spot on with no issues. The index headset does all the work with that in mind, the base stations aren't hooked up to your PC and telling it where the headset is, hence its aided inside out. You really only need one base station if all you do is seated play, assuming you never duck your head out of view of the base station. 2 is essential if you ever intend to stand up and play 360 degree "roomscale" games. 3 is a complete waste of money unless your room has serious obstructions or is larger than the recommended play area.
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But its just WMR and doesn't impact Oculus, steamvr, etc?
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Seems like maybe that piece of dev hardware was a little rough around the edges, nearly every preview rates the Index higher than the Rift S in several categories (visuals, ergonomics, audio, controls, etc). Specifically they go on to state that while it doesn't have the best specs in every category on paper, together they combine to make the most polished and enjoyable VR experience to date. And its not a WMR headset... are you sure you tried the Index? Oculus home is a better experience, yes, but having Facebook spyware on your PC + purchasing games in their walled garden is hardly ideal. Steam VR isn't difficult to use at all (its just not as polished and user friendly as Oculus Home) and I'd wager a lot of people already have a library full of steam games anyway.
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Maybe for the time being in DCS (maybe re-projection will feel better at 120hz?) but, I'd wager a lot of people dropping $1000 on a headset will be playing other games and plenty are able to hit 90-140 FPS. The smoothness of 144 FPS @ 144hz vs 60 fps/hz is not marketing, firing up DCS on even a 1080p computer monitor that can do both will tell you that in a second.
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A better comparison is reverb vs index IMO. Run reverb at its native res 90hz, with medium graphics, what FPS do you get, how does the cockpit look, how do targets in the distance look? Run index at its native res with medium graphics at 120hz. Repeat same tests as above. Can you still read the cockpit, spot the same targets at the same distances? The decide how the two experiences compare. I think its important to load up a mission thats representative of what you usually fly and select graphicial settings you use in current generation headsets successfully.
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Yep, and what happens during intensive multiplayer missions with lots of ground units, scripts, etc? If it gets anywhere near slideshow territory its a nonstarter. Having to set everything to low is a huge downer but if its not a slideshow I'll entertain it to see the resolution for myself and make my own decision.
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It makes the best choice for almost everyone on a budget. And budget doesn't mean poor, maybe you just had a kid, maybe you're using a crap HOTAS and need to upgrade that first. Whatever it is, budgets are responsible. If your budget is less restrictive... -The index sensors give it superior tracking, that's indisputable. Spending a few minutes setting them up is a one time event. When the sun goes down or if you game in a basement, theres no need to make the room bright if you don't want to. -The ergonomics and comfort on the index are superior, thats important for long flights. -The audio is better -The IPD is tailored to you, dial in your sweet spot (using all those ergonomic features) and *bam* the FOV is HUGE. Having edge to edge clarity is important when flying a combat simulator... not sure why anyone would disagree with that. The Rift S has better integration with DCS (currently), Wags confirmed they didn't have index to develop with, and Oculus home is a slightly better experience compared to Steam VR (currently). The only time I would recommend anyone get a Rift S is if they cannot afford or are not willing to save for an Index (or reverb) AND the PC hardware to take advantage of it. We may not be able to drive 90FPS constantly today, but thats the goal, and I'd rather be ready for it when it comes. High FPS with a refresh rate to match flying is much more pleasant than being locked at something low like you're on a Playstation or Xbox.
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There is a commercial seat with center stick hole?
Vullcan replied to Maverick87Shaka's topic in Home Cockpits
Do you have basic tools (hacksaw or dremel, needle and thread, bread knife)? Its not that complicated to make one out of a normal seat. I'm working on one right now thats been going smoothly (knock on simpit) out of this seat I scored cheap on craigslist: https://corbeau.com/fx1-pro.html Its been fairly easy to mod. -
Why not? Did you make the center stick cutout? Just cutout the same size hole in this device, push sensors aside carefully if necessary and sew back together.
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No that is an average IPD but plenty people do not have an average IPD. While this is exaggerated, its practically like if car manufactures made it so short people were too short to climb in the car and tall people were too tall to physically fit, so only average people could get in. How stupid would that be if you intend to sell cars to most people? I'm lucky enough to not need glasses, but I went to an optician/optometrist when the rift came out to have my IPD measured. They actually got mad at me telling me they weren't in the business of measuring peoples IPD's just to have them go buy glasses online from someone else! My IPD turned out to be 69. My wife who does wear glasses has an IPD of 58 and she needs to be able to use the headset too (how do you think I got the huge price tag past the wife approval board!?). I cant imagine having such an expensive headset that wasn't able to be dialed in to make it as clear as it can be when using it. But thats no fault of the reverb, its aimed at enterprise for a specific purpose. The index is aimed at enthusiasts for gaming. The reverb resolution is really going to have to be a major game changer to be worth sacrificing all the features a gaming oriented headset brings to the table. It cant just be a little better, its going to have to be a lot better. I have a Rift CV1 now and if the index makes the gauges not blurry anymore, allows me to spot targets better and runs smoothly the Reverb is really going to have to blast me into another dimension of quality to make up for all the things I'd be missing out on (such as playing roomscale games with the knuckles controllers at 120fps/hz).
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The controllers are worthless for DCS. Using a trackball/mouse and/or button box is the way to go until something revolutionary like gloves with haptic feedback come along. The real joke is Oculus being headed towards becoming the "facebook rift", this is not the same direction the founders of Oculus had in mind (which is what a lot of us supported them for when we bought DK1's, DK2's... even though were not developers... and then the CV1). Going to the Rift S is very much a sidegrade with some functionality actually being lost (the inside out tracking isn't going to be as good for example). They totally have the $$$ to put up and deliver a budget friendly experience for the everyday Joe, as well as an enthusiast version. So yes, support Valve who has shown an interest in the enthusiast crowd. If its not affordable for you then get whatever is, some VR is better than no VR (that's for certain). Price aside, Valve is the current company paving the way forward where Oculus left off. Yes Oculus home a better experience, but IMO, headsets and controllers should just be a standardized display device with a driver that just works, similar to a monitor. We have to put up with these BS software packages to drive sales for the associated stores and maintain syncing of all the devices until that happens. I have steam running often for most games on my PC when I'm not flying in DCS (as do others I imagine) so its not a big deal to fire it up to run DCS. The less applications running however, the better. If ED cant partner with Valve to add native support for the index then hopefully the next wave of devices will have it, until then I'll run Steam.
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Any idea how this compares to the Jetseat? The company said they were looking to make this one a better product. The control box looks like it might have a better design and connector that is less prone to breaking than the cheap DIN connector on the Jetseat. Is that all it has going for it?