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Jive

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Everything posted by Jive

  1. I was hoping it could do all it's stuff over cable too but doesn't seem to.
  2. I'm doubting myself now. It came back on even with Turbo mode on. For me it seems that have the Oculus Debug Tool open while in-game and then disabling ASW seems to do it.
  3. Afaik it needs a call that it can't get from Meta Link (either wired or wireless) but Virtual Desktop and in-headset apps can use it. I think the experimental setting is to have it globally enabled and appears to work in those latter conditions but still not in Link. Seems VD is the way to go to me so far although I suppose with Link you could push higher resolutions than the highest VD preset. Still getting my head around it
  4. I just answered my own question haha In Virtual Desktop's in-headset Streaming setting there is a check option for sending eye tracking data to PC, that enabled it. Honestly I'm shocked at how nicely and clearly DCS runs in wireless Virtual Desktop Thanks @Mr_sukebe I got a KKCOBVR battry pack that has a headstrap through the middle and counters the weight nicely but I'm still getting pressure on the forehead so I'll try your idea too. Also, yeah I was looking for an audio solution so thanks again. I don't hate the onboard sound overall but there is zero bass!
  5. Hello everyone, I recently changed from a G2 to a Quest Pro. I've been doing the standard non-stop tweaking we all inevitably do to try and get the results we want and I think I'm more or less there with this exception. Over Link (wired) I see QuadViews working dynamically with the eyetracking, no real issues. However when I alternatively run VDXR wired or wireless I'm very happy with the results yet QuadViews seems to revert to being fixed. Is there something I'm missing or is eye tracking not a feature that Virtual Desktop can make use of yet? A follow on question would be to check my understanding: VD can use Local Dimming but Link cannot? Aside from 'feeling' like the VDXR runtime was nicer this is the main reason I was hoping to have everything running via VD. Also grateful for any other QPro DCS tips and if anyone would kindly share their preffered Quadviews settings to dial into the companion app Thanks!
  6. FWIW if you enable Turbo Mode in OpenXR Toolkit it should kill ASW
  7. https://rkappsus.wixsite.com/rkapps/forum/dcrealistic/v1-0-2-public-beta-performance-improvements Public beta fixed my stutters
  8. I run 60hz too, I initially hated it and used 90hz with MR but now I'm used to 60 and don't see the flicker. Everyone has their own preferences with solutions to VR problems and there is no one size fits all fix. I like to retain as much resolution as I can so 60hz is good for that. Playing with some custom fixed foveated rendering settings in OpenXR toolkit can really help here too
  9. iirc Global Cockpit Illumination is very resource hungry. With that off and shadows low I think you'll get much better frame times. Any particular reason you don't want to use DLSS?
  10. Shadows to High and Visibility to Ultra seem relatively demanding for very little gain Vs Shadows Low and Visibility High in my experience. You could maybe gain enough overhead to increase your resolution if you lowered them. I run similar settings with a 3080ti and I hadn't thought to try DLAA & 80% resolution. I've been using DLSS & 100% but I'll give your setup a go, thanks
  11. I'm not actually using it at the moment, I have a 3080ti and although I really liked a high PD in the focus area it doesn't have the horsepower to keep the performance I need. Also I've been recording VR footage so I need a more uniform image quality. That said, here's the link with the configuration options including the location for the cfg file https://github.com/mbucchia/Quad-Views-Foveated/wiki/Advanced-Configuration With a 4090 I think it's worth trying out something like peripheral_multiplier=1.0 focus_multiplier=2.0 It looks great
  12. Quadviews works with a standard G2. You can try it out for yourself very easily. The benefit being that you can set the config file to have whatever PD you want in the outer and inner ring. In OpenXR Toolkit you can only set the size and quality reduction. So in Quadviews you could set your inner PD to 2.0 for example and have an extra sharp center without applying that PD to your entire screen.
  13. Quadviews is a separate addition to OXRTK. It's worth having a read through the page I linked, there's a config file you can edit if you wanted something like the PD I mentioned there. Essentially you'd be rendering your outer/peripheral view at 100% and then the centre at 200% (PD 2.0). It looks super sharp. Worth experimenting with imo
  14. Something pretty nice is using Quadviews by mbucchia https://github.com/mbucchia/Quad-Views-Foveated/wiki With a 4090 you can probably set the outer as a PD of 1.0 then try the inner at something like 2.0 I have a 3080ti so it's not quite enough horsepower for me to run it consistently but it looks super nice
  15. Give Core Unparking a go. Very distinctly fixed my stutters after 2.9 https://youtu.be/sFz8HRk4WfI?si=iivp4shjBvlLXb5b
  16. Quite a few people, including me, fixed the CPU stutters with core unparking. Worth a try https://youtu.be/sFz8HRk4WfI?si=q9rw4SOfETrPLMlK
  17. First noticed on Syria, especially at night the light flash seems to interact with the cockpit/aircraft model rather than being a flat white screen. Same observation when in F2 for an external view. Tried on Caucasus today and same issue. Seems to occur with or without OpenXR Toolkit activated and at irregular yet frequent intervals vlc-record-2023-10-28-00h10m28s-vlc-record-2023-10-28-00h05m01s-Digital Combat Simulator Black Shark 2023.10.27 - 23.00.35.05.mp4-.mp4-.mp4 dcs.log DxDiag.txt
  18. Only 60hz or 90hz on G2 I'm not too knowledgeable but afaik it's just OpenXR reprojection or SteamVR's reprojection. WMR basically is OpenXR (I think) I never got to 90 haha, not sure if it's noticeable. I didn't tend to notice right away when it went from 45 to 30 though No experience with ASW I'm afraid
  19. Have you done the tutorial mission which includes radio use? That was quite helpful. When you type in a frequency like 125.0 (you don't need to type the .) into the UFC scratch pad the next step is to press the 5R button on the UFC. You should see it update the frequency then press Grec on that side to flip the asterix between the preset channel or your custom frequency. Asterix denotes which is active on that side.
  20. OpenXR motion reprojection is very smooth, I used to use it exclusively with a Reverb G2. At 90hz-45fps it feels smoother than a native 60hz-60fps. However this comes at a cost to image quality as you mentioned. Props are blurry, lines on something like a modern MFD AA radar warp, artificating can be seen around canopy edges at low level and fast moving aircraft can be difficult to identify by type as they appear with less distinguishing shape due to artificating. Everyone has different tolerances and almost everything VR comes at some kind of trade off but there's usually a configuration you'll find acceptable. I didn't mind the artificating, I prioritised a smoother experience, even if it dips to 30fps it still feels smooth and doesn't judder, although as FPS drops artificating tends to increase. Now that DLSS is here i've opted for 60hz, a higher Pixel Density, with no MR. I'm enjoying the general clarity for the expense of the streaking blur on fast moving objects coming from DLSS atm. Again, everyone has their own preferences and tolerances. I'd advocate spending some time with any given setup you configure before deciding as you may find you adjust to things quite quickly.
  21. I'd expect you could easily go to 130% and above with your setup at 60hz. I use a 12700/3080ti and 130% is comfortably holding 60fps (with DLSS)
  22. I suppose I'd say it like this: Blurry - Difficult to make out detail or text, like with a lower resolution Ghosting - When you need an object under motion leave a ghost of itself behind as a trail Shimmering - The strange edge artifact/pixelation you often see on the horizon or on clouds in VR when using no AA or using MSAA. TXAA and DLAA seem to fix it.
  23. I've had the same concerns as a lot of people here. DLAA and DLSS are nice but the blurring on aircraft and on MFDs such as TDC movement is really the only downside. I tried going back to MSAA but the seeing the shimmer again has made that a no go. This has been the update to finally drive me towards trying 60hz with a Reverb G2, it took less time than I anticipated to filter out the flickering. Prior to this I was pretty happy with 90hz and Motion Reprojection, the artifacts rarely bothered me. However, 60hz with DLAA 130% render resolution is providing a nice balance of clarity and smoothness.
  24. Jive

    Interference in HRM

    My understanding was that scintillations showing from non-emitting radars is a DCS limitation. IRL you wouldn't expect them if the radar isn't active but in DCS the scintillations show regardless
  25. I use a physical UFC. Prior to the recent Openbeta update the rotaries for UHF presets and volume controls all worked without issue. Now it seems that turning the rotary does not register in the controls and in-game only the first notch of the rotary gives an output, after that it is unresponsive and does not move in-game. Edit: I can't believe I went to the effort to post this before even trying to unplug and replug the UFC, which solved it. Please excuse me while I go dunk my head in a bucket.
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