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Lange_666

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Everything posted by Lange_666

  1. I have never had it fail in the middle of a game. But... Previous PC + my 1ste Rift-S: USB connection problems after almost each startup. Solution, unplug-re-plug USB and connection OK. Went through the entire USB solution mic/mac, power management, powered USB hub, 2 separate PCI USB cards. The last one solved the problem for like 80%. For the other 20% the headset came with a USB connection problem i found that cycling the Oculus service on/off (through OTT for example) would let it re-connect without unplugging the USB. Simple solution. New PC + 1ste Rift-S: No USB connection problem at all!! Worked flawlessly on each boot. But the Guardian would sometimes have to be redone after a startup, at a given point even after each reboot/startup and then that problem stopped again without any software updated. While that was happening i checked the camera lenses, these where not dirty of had fingerprints on them. Then early april my 1ste Rift-S suddenly wouldn't pass the sensor check anymore. Most of the time this came together with a USB connection error message, unplugging / re-plugging fixed that connection error but it still it didn't pass the sensor check. Tried everything i found, no joy. Everything pointed to the cable. Device manager needs to see 2 Rift-S devices under USB or it doesn't work, always had only one. Went for a Pico 4 after a month of getting the Rift-S back to work without any succes. Returned the Pico 4 after 29 days, not good enough. It only gives good quality when the FPS matches the native refresh freq. New PC + 2de hand Rift-S (bought one in mint condition): Works fine but... unlike my first Rift-S almost each time i reboot, come out of sleep or boot from a cold start i now have to unplug / re-plug the USB cable with this headset. Just once unplug / re-plug and then it's OK. If i don't, only one Rift-S entry in device manager is visible, unplugging / re-plugging creates the second one and then all is fine. So there's definatly a difference between these 2 Rift-S headsets when it comes down to USB connections. However, cycling the Oculus service like i did with my old PC and 1ste Rift-S doesn't always work with this PC/headset. Sometimes unplugging re-plugging is the only option to get the Rift-S going again. But just as the my first Rift-S, it never disconnects while running a game. Powered Hub gives the same problem. Power cycling the hub is not enough, the USB has to be unpugged / re-plugged before it works? Then went for a powered PCI USB card for a little PCIE slot. No joy there either. Same problem. Then replaced that one with one that goes into a large PCIE slot. This worked, Rift-S doesn't loose connection anymore, USB doesn't need to be unplugged / re-plugged anymore... but with the USB plugged into this card, game play isn't smooth. The headset seems to have tracking issues, the image shifts or hangs briefly (also in other games or in the Dash), sometimes the controllers end up on an entire different place as there location....etc so i removed that USB-PCI card again.
  2. I have never seen motion blur give any extra sense of speed.
  3. What if you use VR Headset as preset instead of VR (on the main page)? Must say that the presets setting in this 2.0 version are still messy compared to the previous version. I can't get them to work as it did with the old version neither.
  4. Not everybody has or can afford a top machine dude.
  5. And depends on the expectations. There's quite some difference if you expect (accept) to run at 40, 60, 90 or 120 FPS.
  6. If you go for a pre-build, it comes installed with Windows and should work out of the box, no need to tweak anything for starters. If needed, this can be done later. Just hook up your flightgear, install DCS and off you go. One thing i would recommend is not go max on the DCS settings the first time you run it. Start with lower settings and then move up.
  7. When running the Oculus Api, there is no openxrtk. Also not when running DCS MT.
  8. Check the next thing: You should have 2 DCS folders in your Saved Games folder (c:users/your name/saved games), the stable one and the open beta one. Check the scripts folder in the open beta one, you should have TacviewGameExport.lua there and in the Hooks folder you should have TacviewGamesGUI.lua If these are not there, you can copy those over from the stable DCS script folder.
  9. The question then remains, why 2 different outcomes from 2 different launch methodes when both (should) have the same arguments in the command line.
  10. That's what i did and what i do all the time. I did believe that MT was OpenXR exclusively which doesn't seem to be the case then. However: - Selecting Oculus API in the app, setting MT ON in the app, selecting VR headset as preset and then hit the button Launch VR ON launches DCS MT in Oculus mode: no OpenXR toolkit proves that. - Launching DCS MT from the desktop icon with --force_enable_VR --force_oculus_VR added ("E:\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe" --force_enable_VR --force_Oculus_VR) launches in OpenXR because now the toolkit works. That's where my confusion comes from.
  11. Whatever i add as VR argument onto the MT DCS.exe (example: "E:\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe" --force_oculus_VR ) it always starts in OpenXR (proof is that OpenXR toolkit works). I can not start the DCS.exe from the bin-MT with Oculus as API. It's always OpenXR. When i use the ST version, it works conform the argument that is used, either Oculus or OpenXR. Not so from within the updater: MT set to ON (so it should launch DCS from the bin-MT if i understand it correctly), Oculus VR API selected, no OpenXR (toolkit doesn't work). Does the updater really starts the DCS.exe from the bin-MT when MT is set to ON?
  12. "Maybe" found a bug (previous and latest just published version). MT in VR is OpenXR only if i'm correct. If i launch DCS in MT mode directly from the icon instead of through the updater with --force enable VR --force_Oculus added, it will always run OpenXR disregarding the " --force_Oculus" and i'm able to access the OpenXR toolkit. It doesn't when i run in ST. However, If i chose Oculus as VR API in the updater app and if i select to launch in VR "with" Multi-Threading set to ON, i can't access OpenXR Toolkit which i guess means DCS is started in ST instead.
  13. About the presets: Is it possible to write a quick step by step on how to set them? I've done what i have done in the old updater, go in DCS, set the settings i want for a certain preset, save to a custom preset, exit DCS, create a preset name in the updater app and then hit apply. This doesn't seem to work anymore in the new version. My presets are all mixed up now. Also, select a preset, change the settings in the updater instead of in DCS and then save doesn't save any of the changes i made to that preset. I guess to problem sits on my end but i don't see the tree through the forest...
  14. Multi-Threading: ON/OFF button always reverts to ON when DCS is exited when set to OFF prior to loading.
  15. Oculus Tray Tool: You don't need it since it's ment for Oculus/Meta headsets. I would not wait to start and enjoy VR. Just start with everything at low settings and then work your way up to see what you can maintain with your current system to get a smooth experience, not the other way around.
  16. OpenXR Tookit: is it possible to have different settings in ST vs MT without making changes each time when i switch between them? If i change a setting in the toolkit in MT the same setting is also set in ST. In MT i need Turbo mode set to ON to remove stutter. In ST i don't need this. Problem is that if i turn it off (when turned on it creates black flickering sidebands on the edges of the FOV when moving my head) in ST and forget about it then later start MT i need to turn it back on again. But sometimes this makes DCS MT crash. Therefore it would be nice to have separate toolkit settings for each DCS.exe. Is this possible?
  17. I've seen the same, Rift-S, first time i saw it was after the last DCS patch Thursday.
  18. Tried your track in MT, i see no colour difference between left and right eye. HMD = Oculus Rift-S.
  19. How can you determine a first choice if you only tried one of them? I have MFG's (coming from a CH set). They are great. But no clue how they compare to the others.
  20. I guess you just have to wait. Had the same issue with just logging into the Meta VR forum a few days ago (to look something up about the Rift-S). At first i could log in without a problem but a bit later when returning i got a login error. Later i could log in again only to stumble up on the same problem the next day. Same goes for the reset mail (which you should not use because the error is on their side), sometimes it's delivered a few seconds later, sometimes not at all. (The same happened to me trying to log into my Steam account when setting up the Pico, they send a verification code which then never gets delivered and doesn't end up in the spam either. And without the code you can't log in.... Loop di loop...
  21. So quickly?
  22. Went onto the 2de hand scene to re-acquire a Rift-S. Back in business... Image quality is less but the performance and the smoothness is just way way better then the Pico 4.
  23. I don't have any TM HID devices in the Target Device Analyzer either and i'm still on Windows 10. I only have an X-Box controller in there.
  24. I just wonder how you people can say it's amazing without even seeing, feeling or trying it out. Since i'm only interested in VR for flightsims (ain't gonna watch movies, presentations or use apps in it), i'm only interested on how it "would" perform in a flightsim environment at the current PC performance. Since it can't be done, i don't really care about the Apple headset.
  25. I had the same when OpenXR was used as runtime. With Oculus or OpenVR it was always correct. Besides re-centering i didn't found any solution.
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