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gonvise

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Everything posted by gonvise

  1. Working as usual here, but be careful, the new simhaptic software causes tremendous stutters with the turbo mode enabled, so I have come to the conclusion that any external plugin that adds a line in the export.lua "can" interfere with the turbo mode in "certain situations".
  2. I'm pretty happy with this config... can you try it please? Strangely, the inner circle should be at the same resolution as if the FR were not activated, that is, exactly the resolution at which you have the googles configured. Can you test my config?
  3. @mbucchia, if you have been able to make DCS able to benefit from a technology like Quad Views, working in your free time... ED should have been able to do it too. Perfect, manufacturers are moving towards standalone glasses, big game developers are also moving on from VR... And who cares? The people around here have spent thousands of euros on equipment, VR googles and of course, on DCS modules. I think most of us want to fly DCS as realistically as possible; There are those who can spend more, there are those who can spend less, but DCS should have already realized that whoever tries VR does not go back. I believe that any of us would be able to pay for a DCS "module" that would allow those of us who have purchased glasses with eye tracking to be able to use Quad views, without having to resort to people like you who use their free time and give it to others. Myself, when I am paying for a module like the CH-47F, which I know that when it comes out I am going to take a flight and little else, I am paying for this, so that they do everything possible to fly the modules that really interest me with as much realism as possible and using my hardware in the best way.
  4. It's not my discovery, other users reported this in the original post, thanks must be given to mbucchia again and again. Don't get me wrong, ED's work is sublime in offering us a simulator with these characteristics, but when it comes to VR they take a long time to make changes that help performance, while thanks to mbuchia we have quad views FR and a performance in VR that I never would have expected.
  5. I open this post so as not to distort the original post about the problem with quad views introduced in the latest DCS update. After the latest ED update, it seems that the VRS Foveated Rendering (Eye Tracking) of @mbucchia toolkit has started working. Activating foveated rendering eye tracking in the toolkit works apparently like expected; Unistalling mbucchia QVFR if is installed, and leaving only mbucchia toolkit and enabling this option, works "in my system and perception" with similar increase in performance and fluidity as with mbucchia QVFR. Furthermore, by changing the values of the inner ring and outer ring in real time through the menu, as well as the division of the resolution in each ring (1/4, 1/8, 1/16), the changes are clearly perceptible in the peripheral vision and, of course, they are dynamic following the direction where the eyes are looking. Tested with Quest Pro v67. These are the comments from mbuchia: Taking into account that, currently, mbucchia QVFR does not work after the last patch and it is something that ED must fix, I think VRS foveated rendering (OpenXR Toolkit) is an option to try since, as I say, in my case, it works apparently the same, also, without the rectangular shading that is observed between the limits of the resolution change. But of course, this may stop working in the next patch, who knows! Comments?
  6. At what point did I say something about fixed foveated?
  7. Honestly, I have never had such an increase with QVFR, more like that 20% that you mention. I have a 4090 and a 10700K. On the other hand, I forgot to say that the box delimiting the "good" area and the area with less resolution does not appear like in QVFR.
  8. The option only shows enabling Foveated in the main menu.
  9. If you do not know how to enable/disable VR layers, perhaps the best is simply install/uninstall mbucchia toolkit and QVFR. In this case, uninstall mbucchia QVFR, install mbucchia toolkit, and then enable inside VR via menu FR and eye tracking.
  10. @mbucchia, as other users like @VirKoV have commented, activating foveated rendering eye tracking in the toolkit works apparently like expected; Disabling the QVFR layer, and leaving only the toolkit layer, works in my opinion with the same increase in performance and fluidity as with your independent Quad Views Foveated layer. Furthermore, by changing the values of the inner ring and outer ring in real time through the menu, as well as the division of the resolution in each ring (1/4, 1/8, 1/16), the changes are clearly perceptible in the peripheral vision and, of course, they are dynamic following the direction where the eyes are looking. Tested with Quest Pro v67. Honestly, I don't know what to think, I understand the explanation you give but if you don't even think this should work, it seems to work @BIGNEWY, can you confirm if the team has made any changes in this latest update for this to work?
  11. ;-)... maybe I've gone too far with my comment about the map, but I'm a little tired, I know I should kiss the ground where ED steps because without them I won't be enjoying my greatest passion, but yesterday before the update I had a sim totally smooth and stutter-free in VR, with everything maxed out, and after the update I had lost the QVFR and, without it, the carriage turned into a pumpkin again ;-). I was very excited about the new map because of the images seen, but I don't know if it is because of the VR, I see poorly worked textures (in the finished part of course) and, in general, lighting that seems artificial to me, I don't know why. I know, is an early access, and that ED needs money, like anyone else, and that's why I've been buying modules and terrains for years that I don't even use, but what happened yesterday caught me already tired. Let's hope that QVFR problem will be resolved via ED.
  12. I agree, what mbucchia has done in terms of performance improvement in VR is incredible, and I cannot understand why DCS does not allow itself to be advised more by him, not to mention that they should hire his services in some way. I only have words of gratitude for him, and I understand ED less and less, because the fact that QVFR is not integrated directly into DCS is something that is difficult to understand... honestly, the support that ED is giving to VR is very below the speed at which this technology is growing. But hey, we have a new map that doesn't make me want to fly since it's uglier than the Caucasus with a texture mod, and soon a transport helicopter, yahoo!
  13. This is mbucchia explanation... I no longer believe in miracles ;-), but above all we will have to see if it presents a similar increase in performance.
  14. Yes, I have Quest PRO, As soon as I get home I'll try it
  15. Are you sure that the increase in performance is maintained? How are you sure Foveated dinamic rendering is working?
  16. The QVFR layer works in all OpenXR games
  17. @BIGNEWY, Is there any chance the patch will come out this week or are we talking about a delay of several weeks? Have you considered dividing it into parts, for example, just Afghanistan?
  18. Do you have unlimited weapons enabled?
  19. Have you been able to open a post in their forum?
  20. Although some of the effects are better than those of simshaker, as well as the interface, in my case it works but at the cost of a drop in performance in the form of stutters, very noticeable when turning the view in the cockpit in VR. I think it has to do with the way simhaptic do the export in the script.lua. Even if I don't start the software, just with the line it adds it already generates the stutters. --[[SIMHAPTIC_REFERENCE]]dofile("C:\\Program Files\\SimHaptic/Plugins\\DCS\\SimHaptic.lua") I have tried to post on your forum, but new posts say that they are pending modification and it has already happened to me twice that they are not published. I managed to reply to another post (if you reply, it does not need moderation) because it did not load other plugins (vaicom), and they sent me an email so that I could send them information about the content of my export.lua, but after that, although they fixed that bug, they no longer have answered me again. I've been testing for several days, I have plenty of equipment (quest pro, 4090...), and it's that simple, with the simhaptic line in the export.lua = stutters in VR. Anyone else has happened?
  21. In both the F16 and the F18, when in VR (Quest PRO) I turn my head left and right on its vertical axis, the chest of the new pilot's body moves from one side to the other... That movement does not seem at all real to me, it does not occur in the VR pilot bodies of the F4 or F15 and, of course, it doesn't happen in real life either. Is it done this way intentionally? Thanks.
  22. Simply press one of the two buttons depending on which version you have.
  23. Thanks, it works, but of course, with basic funcionality... I hope official support soon!
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