

JMW
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PSVR2 - now works with Eye Tracking and Quad Views!
JMW replied to proxlamus's topic in Virtual Reality
Thanks for this, I’ll check it out as soon as I can. -
PSVR2 - now works with Eye Tracking and Quad Views!
JMW replied to proxlamus's topic in Virtual Reality
Thanks for the kind proposal, but I suspect there’d be the same problem. I have disabled SSAO for now, hoping it will be fixed somewhere in the future. Until now, I continue to be amazed with the FPS gain like you. It enables you to up the resolution, which adds great detail. Lights on the carrier, stars at night look just fantastic. -
PSVR2 - now works with Eye Tracking and Quad Views!
JMW replied to proxlamus's topic in Virtual Reality
Do I understand correctly that you have enabled SSAO and quadviews together? Do you have any graphical glitches regarding the quadview rectangle resolution boxes? Because I isolated SSAO to be the primary cause of the glitch on my system. 5600X and 4070ti. It’s a pity because I love SSAO. What about you Morat? Do you have SSAO enabled? Attached a video of what it looks like through the lense of the PSVR2. IMG_8479.mov -
Reshade VR Enhancer Mod (VREM)
JMW replied to lefuneste01's topic in Utility/Program Mods for DCS World
Dear lefuneste01, I have recently activated the new PSVR2 eye tracking mod together with quad views and it works great, as it is for others: However, I've discovered that quadviews is not really working with SSAO because of a graphical glitch where the inner square is visible. This has been experienced apparently also by other users with other headsets, like the PIMAX. I've installed reshade to try to enable a SSAO shader through there, but although I can make other shaders to work in VR, just like you show in VREM, specifically the SSAO shaders do not work. I can't really make out from the first post or the rest of this thread if SSAO shaders through VREM are working in quadviews. So my question is: can I enable SSAO with quadviews, using VREM? Thanks for all your work man. -
PSVR2 - now works with Eye Tracking and Quad Views!
JMW replied to proxlamus's topic in Virtual Reality
Just wanted to say thank you mbucchia and whatdahopper for making all of this possible. You guys increase the value of the psvr2 for us users immensely ! -
PSVR2 - now works with Eye Tracking and Quad Views!
JMW replied to proxlamus's topic in Virtual Reality
I locked it to 60 and love it. The oled does it for me in this headset. There are some caveat’s though- it needs quite some tweaking (refresh rate, resolution vs field of view which are a bit strangely linked together) to get right, but once you do it can’t be beat imo. -
PSVR2 - now works with Eye Tracking and Quad Views!
JMW replied to proxlamus's topic in Virtual Reality
Do you guys also notice the graphical glitch that I mention in my post above, which is a demarkation of the high resolution box ? It is only visible in some viewing angles, most prominent when looking down in the cockpit when the lighting is darker. -
PSVR2 - now works with Eye Tracking and Quad Views!
JMW replied to proxlamus's topic in Virtual Reality
Just tried it. Performance gain is huge - awesome! However I do experience a slight color / lighting difference between the various "resolution boxes" because of the quad view rendering method, which I rembember was already present back when I tried the quadview mod when Eye tracking wasn't available yet. It's not that obvious though and I'll take the massive FPS boost anytime over this small graphical glitch. -
Inspired by this thread and others on the internet I’ve built my own force sensing stick. I’m not much of an electronic tinkerer so I have used a second hand Wii balance board for 8 bucks and have taken out the four pressure sensors including the electronics. Using software called Wii balance walker by Shachar Lieberman you can connect the balance board to pc easily by bluetooth. The only thing that was needed was to resolder the connections of the pressure sensors to the printboard, which is a 3 minute job. I’ve mounted the pressure sensors on two table legs. Furthermore I made some 3d printed parts to assemble everything. I only need to install a teensy for the f22 stick and attach the stick more firmly, but the overall result is impressive- like others have experienced it is a different feeling of control but very natural and precise.
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Hi guys, first post here. I wanted to inform you with my recent discovery that finally allowed good results with my PSVR2. I have a Oculus DK2, Oculus RIFT CV1, Oculus RIFT S and recently purchased a PSVR2. The DK2 had the best OLED screen of the bunch I had before, but it lacked resolution. The RIFT CV1 had slightly less OLED screens but was better in resolution. However it had quite bad god rays and the tracking is old tech. The RIFT S was much better in usability and clarity but I can't stand the lack of contrast of LCD screens- only OLED for me. So I had great expectations of the PSVR2 being OLED but also with high resolution. I was really impressed with its image quality (best I've seen) but utterly disappointed with its performance, because when set it at the exact same resolution of the RIFT S, I was getting abysmal frame rates, much worse than the RIFT S, but at worse image quality! I searched the net and encountered many posts with the same complaint, some explanation of extra computing power that was needed for the PSVR2 resulting in comparably bad frames and what else not... Laid it aside for some time and got back to my RIFT CV1. BUT today I wondered to what the actual increase of FOV of the PSVR2 was versus the RIFT S. So I set up a flight in the F14, using the RIFT S and noted that when looking straight forward, I could just see the upper part of the altimeter. I launched the PSVR2 and adjusted the FOV in STEAM VR so that I would get the same picture in the RIFT S, with the upper part of the altimeter just visible. Now here's the discovery: for me to have the same FOV in the PSVR2 as the RIFT S, I have to set it at 67% of it's original size! That is a huge performance cost saving. Even better: there seems to be some kind of interplay between the FOV and resolution in the STEAM VR settings, because if I set the PSVR2 at the same resolution as the RIFT S at 150% (somewhere around 2050/x2050, which corresponds to about 35% for the PSVR2), I get a much clearer picture than the RIFT S. I move the visor a bit backwards so I get nice soft edges around my FOV and I hardly notice I've decreased it by 1/3 of the original size. All in all I now have the same FPS as my rift S, same FOV, slightly better resolution (about 2400x2400 set in STEAM VR), but a much clearer picture. And the image quality in the PSVR2 is just astonishing! Especially at dusk/dawn/night.
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