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Everything posted by mhe
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It is kinda scary how prophetic this post is in retrospect.
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Have to sell a new Sharka-50 grip and a T-50 grip. 150 for the Sharka and 90 for the T-50, both excluding shipping. The Sharka got a minor cosmetic imperfection on the right side (seems like there was a crack that they fixed with glue) but function is not affected. Located in Austria.
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Due to moving house (again...) I have to sell my Obutto r3volution frame. Includes the tabletops, triple monitor mounts, stick and throttle mounts, shifter mounts and a NobleChairs Icon instead of the original cheapo Obutto seat. Also comes with a 2-part pedestal on wheels to make the whole contraption a self-contained and movable simpod. Obviously doesn't include hardware. Asking price is 490 Euros excluding shipping. Item is located just outside Vienna, Austria, if somewhat reasonable close wants to pick it up, I'll help with transport (have truck, will travel).
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Vive Pro 2 with invoice, warranty and original packaging. Includes mic filter mod, VR Covers (original padding unused) Item located in Austria, can ship. Asking price is 520 EU shipped.
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@frenzonThanks for this good Sir, it looks freaking amazing! Can you elaborate more where you get those rings or which parts they consist of? Your version looks far superior to the bulky presenter solution. I'd buy some off you as well if that works for you. I just can't believe that I live in an age where this is finally all possible!
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AH-64 APACHE: best way to practice with a friend?
mhe replied to Zoddom's topic in DCS World Tutorial & Help Requests
Probably wait for the thing to release, I guess Casmo will bring us up to speed how to effectively work together as a crew. -
System failures for "client" aircraft in multiplayer.
mhe replied to statrekmike's topic in DCS Core Wish List
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Works for me and gives a bit of a performance boost but I do get really bad shimmering with it for some reason, so I don't use it at the moment.
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https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/ So, in a few days, the current Oculus SDK is considered deprecated by Facebook and it won't get meaningful updates anymore and only very limited developer support. Since DCS is being transitioned to Vulkan, I was wondering how the VR side of that transition will be. Will that one ship with the by then deprecated Oculus native support plus OpenVR support like we have now or will it be OpenXR from the get-go or, God forbid, ship without initial VR support at all? @BIGNEWY can you please throw us a bone here?
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Nevermind then, I'll have a look there, thanks, didn't see that one.
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So the same guy who made our vision within VR finally sharp (via the reshade mod) now injects experimental AMD FSR support into SteamVR. I'll have to check that out: https://github.com/fholger/openvr_fsr AMD FSR should work on Nvidia cards as well mind you, so can't go wrong with that one. Hope you'll enjoy and please share your findings, gotta go and play with that myself now.
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Unlikely. Their setup routine literally installs steamvr if you don't have it already and if you launch the console, it launches SteamVR automatically as well.
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Even with HTC's shortcomings, it will hold me over fine until an Index 2 or something similar.
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I think it only exists so they have something that configures the headset itself (whether it reports itself as DSC capable or not for example). Don't know whether that could have been done inside SteamVR itself, but since you can at least change refresh rates there for the Index, it might be. The stuff that is really annoying is all the crud that comes with the installer, I don't need Viveport, I don't need the drivers and software suite for the eyetracking that this thing doesn't even support. HTC has some ways to go in that regard.
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I don't know whether it is intentional or not, it is just a tad annoying. But HTC has to work out some kinks in the software. Enabling SteamVR motion smoothing is one of them, their own implementation is horrible, makes everything wobble like it's made from jelly.
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It fluctuates with the VP2 and to a degree with the Pimax 8KX. And yes, performance will fluctuate depending on SteamVR's "mood" for now until this is fixed. And no, I don't confuse it with the auto setting. In fact, go ask Pimax why their Pimax Experience software even exists - because SteamVR overwrites manual tweaks about headset parameters like base res every start. And sometimes not even with the same values every time. No.
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So it is well established at this point that the 100% res in steam depends on your graphics card. And even then it still is a bit inconsistent since Steam seems to do a super short benchmark every now and then and the results fluctuate slightly (which is for example why Pimax did their Pimax Experience software which overrides this altogether). These are the resolutions that it seems to generate for what card: https://docs.google.com/spreadsheets/d/1hF1wKRRREZUKr9aH-d5nJTseZHHr024ug5V8CurwcrI/edit#gid=0 What I can really recommend is for the people who had a WMR setup going before, to delete or rename their steamvr.vrsettings file in steam/config. This solved a lot of weird hiccups on my system once I got the VP2 since there were quite a bit of special settings left over from WMR in there. HTC motion smoothing sucks, I wish they'd let us use the native SteamVR one. So far pretty happy with the thing, it does have its downsides like glare and the mic, but it is worlds better than having to go back and forth between and Index and a G2 for gaming and simming respectively.
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Yes. if this thing didn't have the Index glare, it would be damn near perfect. Just the microphone is awful (fixable) and some of the ergonomics need customizing to the user, depending on your particular needs. So far I replaced all the stock foam with vrcover addons and put a cross-strap on it made by Studioform Creative. Balance is much improved and I stay in the sweet spot at all times. Now I need some thicker padding on the cheekbones specifically to take the weight off my nose. I have removed the rubber flaps below the lenses already, they were pressing against my lower eyelid since I am so close to the lens now. This thing is growing on me. Also, people who have used the G2 before, delete or your steamvr.vrsettings file in steam/config file, I had some weird phenomenons with leftover config data from WMR from my G2 in there. Playing other stuff than DCS on the headset has shown me what it is capable of, damn shame that reprojection does take its toll on clarity quite a bit and that DCS is nowhere near running at a constant 90fps yet (and on my current hardware, it probably never will, even if Vulkan and Multithreading turn out to be silver bullets).
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Alright, got a Vive Pro 2. Glare is as bad as on the Index, resolution is great, it is just not as needle sharp as the G2 in the center. Audio is okay (Index/G2 being the cream of the crop here), tracking is flawless as expected. Overall it is a good jack of all trades but if flightsimming is all you do, the G2 is still probably the better option here. I play other VR stuff too, so for me the VP2 is a welcome upgrade (had Index and G2 before). Still, I wish somebody would make a headset like that with proper aspheric lenses, stacked fresnels can't make these great display panels shine like they'd deserve. I wish there was a company where you could purchase better lenses and probably modify your distortion profile to make it all work, similar to the people who put GearVR lenses on their OG vives.
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Pre-ordered as well, should get mine a day or two after shipping starts, fingers crossed. I have no doubts that this will be the new goto for simmers for a while now. The big leaps in VR will only be done again once DP2.0 drops, providing the bandwidth to go even higher than this. But for now, this will be the headset to beat. Would be interesting to see whether you can somehow fit the Index/G2 headphones to it. Eye tracking module should come out later this year, but since it is the same company that does it for the Pimax HMDs, I won't hold my breath for it to be any good.
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The Viveport tool configures what SteamVR thinks is the native panel resolution. So if you set it to either Ultra or Extreme, SteamVR will take that res and add whatever barrel distortion multiplier the driver says and make that "100%". You can still adjust the percentages up and down inside SteamVR like with any other headset since render resolution does not equal output resolution. Basically the Viveport tool configures the options of the driver itself whereas SteamVR is merely a compositor that does its own thing in the whole rendering stack. If you choose anything lower than Ultra, you will not be able to ever utilize the full resolution potential of the headset, because even if your render resolution is ridiculous, it would still get downsampled to what you set in Viveport and then upscaled on the headset again to fit the native panel res, resulting in less quality than would be possible if you haven't downsampled before the transmission to the HMD (which at Ultra and Extreme settings does require DSC to work in your setup due to Displayport bandwidth constraints).
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This is called an instructor station in professional sims. And yes, it would be awesome to have.
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FRENCHPACK V4.9.1 Update on 27/04/2022
mhe replied to dimitriov's topic in Utility/Program Mods for DCS World
How about Frenchpack gets updated to deal with newer DCS? -
Alright, it works, but I did have a few SteamVR crashes when testing, but performance gain is there and quite nice.