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Lange_666

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Everything posted by Lange_666

  1. 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.
  2. The question then remains, why 2 different outcomes from 2 different launch methodes when both (should) have the same arguments in the command line.
  3. 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.
  4. 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?
  5. "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.
  6. 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...
  7. Multi-Threading: ON/OFF button always reverts to ON when DCS is exited when set to OFF prior to loading.
  8. 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.
  9. 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?
  10. I've seen the same, Rift-S, first time i saw it was after the last DCS patch Thursday.
  11. Tried your track in MT, i see no colour difference between left and right eye. HMD = Oculus Rift-S.
  12. 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.
  13. 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...
  14. So quickly?
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. The real A-10 Stick sits on an extension, the TM one does not. Also, i'm pretty sure the real A-10 doesn't have that crappy plastic gimbals like the TM one does. So far for the "exact" copy.
  20. Yes, it still shows OpenVR as runtime. PS: I returned my Pico 4. One needs more then a 3080Ti to run it decently at native refreshrate. ASW is just plain horrible compared to a headset with a display port + way to many artifacts caused by streaming. Not good enough for me.
  21. Your talking about the base, not the stick on itself i guess. Yes it's that stiff (and the Cougar was even stiffer). There are options to make it lighter, like sanding and re-greasing and/or use a different spring (the green one): https://warthog-extensions-by-sahaj.com/my-products/#about-springs . There are also video's on the tube about replacing the countersprings the get less tension / friction. But that doesn't overcome the entire friction problem you might encounter. I couldn't get used to the Warthog base after using a Uber2 mod on my Cougar. I just replaced the Warthog base by a Virpil WarBRD base and put the stick onto that. It is just way way better and smoother then the Warthog.
  22. Only happens with OpenXR as runtime.
  23. It's all about what's available and the investment to get a decent experience. Upgraded PC late last year, all fine then my Rift-S (probably the cable) died. Wanted a new headset really bad because i like VR for flying heli's. Went for the Pico4 because of the exciting reviews and tube video's ignoring the fact that some mentioned one needed a beefy PC. Mine (AMD 5800X3D, 3080Ti, 64GB Ram) turned out to not have enough beef to run the Pico4 to get a decent experience. Only at medium quality and with a streaming rate of around 80Mb/s i was able to keep the FPS high enough to not go below native 72Hz refresh rate. And then this only on simple missions. At this setting the visual quality is even less then the Rift-S. Going higher mend using ASW which only works with Virtual Desktop (Pico's Streaming Assistant has also such an option but that doesn't work). But since the interpolation frame is generated by the headset (as i did read), for me it created way to much ghosting on medium to far distance objects (close by is just fine, don't understand why). Also moving my head quickly resulted in the image not following fast enough in the corners resulting in brief black borders on the edge of the FOV. Horrible experience. The Rift-S ASW worked 10 times better. Having a VR session in Elite Dangerous yesterday closed the door on the Pico 4. Just rolling the space craft created double stars everywhere. Just not fun. I could have kept it until the next PC upgrade but it would lay there gathering dust most of the time until then and maybe by that time some more interesting headsets could enter the scene. Until then...
  24. Gonna put VR on hold for a while.
  25. Pico 4 is on it's return. Not good enough, need something with a proper display port.
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