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Madmatt_BFC

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Everything posted by Madmatt_BFC

  1. You are correct, I have modified my original comment. After digging into this deeper I see why I was thinking it was 60Hz. It was because some games were locked at 60FPS and I made a faulty assumption that this was also the max refresh rate.
  2. Actually, I apologize as I made a mistake. While I downloaded the hotfix drivers I did not install them. I am actually still running the WHQL 430.86 drivers and the blurriness I was seeing yesterday was because while I was tweaking some in-game settings I mistakenly lowered my Textures down to Medium from High. Once I set those back to High, all my cockpit blurriness was gone. Sorry about that. One interesting finding was how big a difference it is to go from Medium to High. I even took pics to illustrate this as I never knew it was that big of change. See below, Medium Textures first then High Textures.
  3. When you launch Oculus Home, if there is an update available, it will automatically download and install it. As for the latest drivers, actually I think I may have seen that too. I installed the hotfix 430.97 version drivers on my second gaming rig and while in a quick A10C mission, it did seem like my cockpit textures were a bit blurrier than normal. I was going to test more on this later today.
  4. Yeah I am not sure why he said that as the Reverb has a 90Hz refresh rate. In fact, all WMR's currently available all have have 90Hz refresh rate (Acer, Samsung, Lenovo). There are some other earlier units that also had 60Hz (VREngineers and Pimax 4K), but nothing popular any longer. The only new headsets out that DON'T have 90Hz or higher is the Rift-S (80Hz) and Rift Quest (72Hz). The Valve Index will be 120Hz and a experimental 144Hz mode but it will support lower refresh rates as well from what we have been told.
  5. SteamVR, is installed within Steam, however it is merely the VR wrapper (or API if you will) used to run VR games on any non-Oculus based device. You are confusing game versions (steam or non-steam) with VR subsystem (Oculus or SteamVR). From all that I have read and seen by people playing with many different VR headsets, it doesn't matter if the module supports steam or not. You aren't playing it within Steam, you are just using the SteamVR program to initialize your VR headset. So, you would need to install Steam, then install SteamVR. Then you can launch SteamVR, which would activate your VR headset, then launch DCS (making sure that you have VR enabled in the settings). If you want, you can even add DCS to your library of Steam games because Steam allows you to add any program as a "Non-Steam" game. If you want to make this even easier, just install Skatezillas DCS Updater utility and click the VR/On button to always launch DCS with the VR flag enabled. You will still need to have SteamVR installed. The messages about DCS modules not being compatible with the Steam version of DCS are talking about an issue where you buy the game from within Steam and then buy a module outside of steam on the ED storefront. Put simply, Steam has its own way of updating programs and licensing and for DCS it doesn't like you mixing and matching modules purchased from two different storefronts. However, that is all separate from SteamVR. Here are some threads that also confirm how this works: https://steamcommunity.com/app/250820/discussions/0/133261370010899514 https://forums.eagle.ru/showthread.php?t=223013 https://forums.eagle.ru/showthread.php?t=195359
  6. I agree that it may not be needed, but an enhanced damage model is always appreciated. Especially for those that play the CA module and prefer to drive on the ground through the mud instead of up in the skies. ;)
  7. In a Development Update posted in March ( ) they went into detail about the new enhanced damage model that was being introduced with various WWII plane modules and that there was work also going on to incorporate it into all of the AI planes. I would hope that this same enhanced damage model, which tracks shell and fragment pathways into and through individual model components, would eventually be added for all ground vehicles.
  8. This is not an issue because you can still play DCS using SteamVR without having the Steam version of DCS. You just need to download and install SteamVR (if you don't already have it). Then before launching DCS, have SteamVR running. Now launch DCS (with the VR options you want enabled) and it will work. This is how everyone without an Oculus that owns the non-Steam version of DCS have been doing it for over 2 years now.
  9. Maybe this will help illustrate my point above. First pic shows them trying to fit OVER the side straps. Second pic shows how I am able to tuck the top of the ear cups UNDER the strap and get them to sit nicely against my ears.
  10. When I first brought home my Rift-S I tried with 2 different pair of headphones (Sennheiser GSP 350's and a pair of Bose Quiet Comforts) and at first neither seemed as if they could fit over the halo straps on the sides. It just seemed as there was no way to pull them down low enough to get to my ears, over the plastic side strap on the Rift-S. It's also a bit of a juggling act as you have to put the VR headset on first and then since you can't see you have to do it all by touch. So I initially just thought it wasn't going to work. Then I read about more and more people saying that they got their cans to fit so I looked into this again, a bit closer this time. After looking at the Rift-S off my head for a bit I noticed that based solely on dimensions, both of my earphones should actually fit. It was then that I discovered a bit of a trick that enabled my headphones to work. After you put on the Rift-S, put the headphones on as you normally would, and once you get them over your head you will most likely feel them unable to fit down over the Rift's side strap, however you can pull them out and away from your ears and (it's hard to describe exactly) pull them down just a little bit more and then you are able to tuck them UNDER the side straps. They aren't entirely underneath the strap though. I believe just the very top of the ear cushions sort of slip in between the side strap and your head. You can do this since most ear cups allow the cup to pivot to adjust for head shape. In this position, they feel as if you wearing them normally and fit very comfortably. The Rift isn't pressing them into my ears at all, you just have to get the ear cups up, over and then under the side straps. Once you do, tighten the Rift-S as normal and away you go. Now that I have been doing it for over a week its second nature and the sense of immersion I get with a decent set of headphones over my ears is top notch. I can't for sure say if your M-50X's will work or not, but I was pleasantly surprised when I got all my cans to work after I really looked at how it all fit. Good luck!
  11. For controls I use a Warthog HOTAS and my mouse is next to the joystick. Very easy to find and I don't really ever have to use the keyboard for anything. I also have 2 Thrustmaster MFD's and I can usually hit the right button I need on either due to some muscle memory that's developed over time using them. It's really not that hard at all once you practice a bit with it.
  12. This is excellent news and I can't wait. I loaded up DCS with the Ka-50 just now on one monitor then loaded up some of the new model renders on my second monitor and compared the two. There is massive difference in model detail and fidelity. It's not even close. The new models look like they were done in an entire new game engine. The fact that it's a free if you don't want the new internal systems was expected (they did say as much in the past) and very much appreciated. As for the new update and the Hind, take my money!
  13. November 19th 2008 I first bought the Russian version of DCS: Ka-50, not even a month later on December 10th I bought the english download version then three years later on November 6th 2011 I bought the BS2 upgrade. I won't hesitate a moment to pay for BS2.5 or whatever they want to call it. Apart from a few games I helped design and create when I worked with Battlefront, I have few products in my gaming library that still give me as much joy and entertainment for the last TEN AND HALF YEARS as DCS. Take my money Wags, and here is some more for the Hind module!
  14. When you are in DCS window mode, select the option to keep the mouse inside the screen. It's under the VR tab under Options. That will keep you from losing focus although when you use dash it would mirror the whole display which would include the game I would guess. If you want to play in fullscreen, Oculus Dash still works fine although you do have to pull in the entire screen. What problems are you having with it? Do you only have a single display? If so then yeah that would be a problem as Oculus Dash doesn't yet allow you to just drag in individual applications into your VR view, just whole display outputs (ie Monitor 1 or Monitor 2).
  15. Even with 1.38 I am still seeing the flashes. Have tested on two different PC's now with just about every USB port I have on each. It is annoying but thankfully doesn't happen all too often. Just hope Oculus will eventually tell us what it is and fix it. Interesting side note, when I moved the Rift-S to my secondary gaming rig, it said I needed to update my hardware firmware. This after having already done so when it was installed in my primary rig 2 days ago when the first update came out. For a moment I was excited that maybe a second update had been released, but it looks like it was the same. For some reason, when my Oculus Home updated it went ahead and reinstalled the latest firmware again in the headset and both controllers.
  16. You may want to try and use Moonlight to stream from your desktop to the Quest as well. I've used it to stream games before (but for VR) and found it to be a very low latency option. I have played DCS with it streaming from home to remote locations while traveling but mostly I just used it for mission editing tasks as flying without a HOTAS is not fun. Essentially it's a 3rd party version open source of the same streaming that Nvidia uses with their Shield tablets/gaming pads but is a little more robust. I have seen youtube videos of people also reporting that it works very well with the Quest. https://moonlight-stream.org/ I'd be interested in how you find it works. Thanks!
  17. That is incorrect. They still work as I use them all the time in VR.
  18. I also still got two occurences of the static white flash so that's not much better either. I am now running the Rift-S through a dedicated USB card that has nothing else connected so USB bandwidth is not an issue here but problem is still occuring post firmware/driver update. I did reboot my rig after installing the Oculus updates.
  19. Just installed update and sound quality isn't really much better. The problem is less the driver for the audio but rather their poor placement inside the halo ring. If I put my hands close to where the speakers are located in the halo strap, I can easily double their volume and if I cup my hands up to the back of my ears (as if I am saying "What did you say!") it's even louder. That shows me that all this volume is being bled out and not properly directed toward our ears and wasted. This is simply due to a very poor design. For me, I am sticking to my headphones. I did notice that while a few pair of my cans didn't fit at first, if I played with them a bit I could get most of mine to fit. One tip is to try and wedge the ear cups (the part resting over your ear) underneath the side halo straps. Once I did that, I was able to tighten the headphones down enough and they fit perfect. I for one, don't like being able to hear outside sounds while in VR as I feel it impedes immersion so this is working well for me. I just wish it was a bit simpler having to handle putting on both the Rift-S and headphones.
  20. There is a user created mod a few threads below this one that helps the situation out a great deal. Not perfect in all times of day, but much better than default. You may want to check it out.
  21. I recently reached out to VR Cover about any new Rift-S specific products in the works and they replied with the following: Thank you for reaching out. I have been advised by my team that solutions for the Rift S are in development stage, so it'll be several weeks before an official announcement is made. There're no estimated release dates yet. For updates, please feel free to sign up for our newsletter https://vrcover.com/oculus-rift-s/.
  22. I tested with ROV Test 2B which sets up a room with all sorts of objects to look at a dynamic vertical and horizontal FOV test. With my Rift S, my horizontal FOV at which point the edges of the screen disappear for me is 88 degrees. I think when I tested this in my CV1 I was at about 93 or so. I'll have to reset that up to compare. So bottom line, even with the Rift S as close to my face and eyes as I can, I did loose up to about 8 degrees of FOV. The tradeoff is much better clarity of course. Truthfully, I notice it when I think about it, but once in a game, I can't say as I do.
  23. I emailed VR Cover today and asked if they had any info about new Rift-S products coming soon. Hoping for a positive response. Since you can remove the Facial Interface in the Rift-S, I did that as a test. I did gain a few extra degrees of FOV but it wasn't exactly comfy. Still, I was able to continue to use the headset. Kinda interesting to see what may be in store for us with aftermarket covers and interfaces.
  24. That trick about removing the Microsoft Windows Store has worked perfectly! Highly recommend it for those that had this issue in the past.
  25. Okay, just flew the same mission with my monitor (34" Asus PG3480) and TrackIR, and honestly, i think the sky looked darker and more black in VR then it did in 2D mode. Landing was certainly easier in VR! I would have to conclude that everything in the RIft-S looked better at night when compared to my monitor display. Interesting, I wasn't really expecting that.
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