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Everything posted by DracoLlasa
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I agree, this is the single best thread where all of this type of info can be found. Silver_Dragon works tirelessly to keep it updated. If the community\public has been made aware of it, it will find its way here.
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DCS: Roadmap (unofficial - NO DISCUSSION HERE)
DracoLlasa replied to Silver_Dragon's topic in DCS 2.9
nice recap, thanks hope to see more -
Sim Voice Checklists - what do you want?
DracoLlasa replied to Johnny Dioxin's topic in Community News
looks great.. thanks for the work here i will check it out more soon -
Agreed, comparison conversation is fine, but lets not get into subjective fanboy this is better than that, its not productive.
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Same here, i have been using an R9 290 also and its the same issue, pretty much any other game is acceptable, but DCS is still not fully optimized for VR.. so that along with the lower end (for VR) GPU cause it to not work well. Im still deciding which GPU to upgrade too, the 1080 looks good but still pricey or hard to find and im not paying for the "founders edition" crap lol the AMD 480 is remarkably tempting at only $200 its litteraly a fraction of the cost of the 1080, could get three of them for the price of the 1080. but that for another thread.. im still waiting
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Flight Qualifications Campaign
DracoLlasa replied to Sabre-TLA's topic in A-10C Basic Flight Training Qualification DLC
its not really a 'tutorial' type campaign. it does have a practice version where you can try it out without getting graded, but if you are new then you may not be ready for this. you can get it, read the materials, practice the maneuvers then start the campaign to try and get a good rating. So to that extend it can be educational, but its more self paced learning. no part of the missions/campaign is going to walk you through stuff like you see in the base tutorials that come with the A-10 -
it might be best to keep the conversation focused on the hardware, specifically the Vive (in this thread) and its relation to DCS, and not get into the politics behind the Rift or vive as i really dont want to see this thread get locked, its also not very productive
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This question is just due to my own ignorance on the topic, but what is the advantage of 8k textures. I see a lot of add-ons these days for FSX and other games will highlight HD, 2K or 4K textures, so i had assumed it was related to our gpu and monitor resolution. those with 4K textures and a 4K display resolution would have the pest experience, but since current mainstream displays dont go over 4K and running multiple 4K monitors in likely to be a fairly rare thing (im sure some have it, but i doubt most would). Assuming best case, you are running a 4K display, would you see any 'perceptible' improvement with 8K textures instead of 4K? Or am i just way off and the resolution of the texture has no relation to display resolution
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i would agree, the Vive has been wonderful, while my GPU cant really handle the not fully optimized DCS World at this point, it does to everything else pretty well. Additionally, while i originally figured the 'room scale' was a feature i would not likely use as most of my interested were in sitting based sims.. i quickly found that many of these other games were fun for me and my family.. Many people have very good experience with the Vive, but i think part of what you say is true in that the little VR optimization so far has been with the Rift. As i understand, only recently has ED started working with the Vive. In the last week or two did Matt put out a video on either his youtube channel or the DCS channel, showing a lot of the new optimizations, better UI with the mouse, and specifically mentioned Vive support. We likely wont see these until at least 2.5, is my guess. If you want it "now", then the vive is the way to go, as the rift still has a long delay. If you prefer to save the money, are able to wait, and know for sure you will not be doing anything other thin sitting/standing games, the rift could be a good option. the technical details of the screen and stuff are pretty much the same, how ever the lenses on the rift are a bit better in that they give a larger sweet spot, something i have noticed can occasionally become noticeable in the Vive (the smaller sweet spot), but its more of an occasional annoyance than a real "issue". The Vive really gives he most VR Options/flexibility. While hardware wise both the headsets are very similar there are some software differences to each, but to most, and in general there performance for a properly built game is very similar.
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The 'Select' is just those prick and mortor stores have Demo units setup. The blob post says all of these retailers will be taking orders and shipping.. maybe some of those "select" will also try and carry stock on hand, but that said, HTC is currently shipping pretty much world wide with only about a 2-3 day lead time on orders placed from their site. "as of June 7th, all Vive systems purchased on http://www.vive.com will ship within 2-3 business days of purchase" Source: http://blog.htcvive.com/us/2016/06/updates-vive-availability-and-more/ So if you wanted one, you can pretty much get it now.. i think Rift orders are still set for August delivery for the next batch for those that want that unit instead.
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ah ok i guess that makes more sense then. i think there was a very recent YouTube video (in the last week or so) where i thought he was using the Vive or at least said it was going to be working. That the next VR related update wont be Rift specific and that the VR controls, the mouse UI has been improved... which i think is all good news. especially if it comes with more optimizations as i cant get a high enough frame rate yet to use VR.. (partially due to my GPU i know)
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the 1.1 version is a complete replacement, SW just used a different name for the package which i think is what is leading to the confusion. As i recall it was noted in a previous post right after 1.1 was first released, that it was a full replacement, not an incremental update. So download the latest 1.1 version, delete all others and put only the new v1.1 in jsgme, then activate.
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same here.. i have no clue.. maybe he replied to the wrong thread
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Freudian slip i suspect... lol!!!
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thanks, i know it has to be at least in part due to my GPU, but yea hopefully further optimizations of the DCS:W Engine. I know a large number of people are able to play in VR without issues.. im waiting on my GPU upgrade for another couple months to see everything released from AMD and NVidia. At this point do we know if the Rift is performing better than the Vive due to any specific optimizations? Also, i haven't done any tuning to my GPU, is there anything i should have set on my AMD GPU to try and improve the performance of DCS:W?
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lots of good info in this thread, i haven't read all of it, but i have been though a number of pages. as noted in my posts a page or so back, i ordered the Vive. I have had it now for a few days and have tested it on a number of games. I know my GPU is at the min spec so i dont expect great performance, but so far pretty much all of the games i have played via steam, including Elite Dangerous have all been surprisingly smooth. As for DCS, my frames are low, to be expected i suppose, i have adjusted to the lower settings referenced in the later few pages here and run DCS with steam and SteamVR closed, but i do not have any Vive or HTC related services to set to manual (strange?) the main problem im having with DCS is that its very jittery when i move my head. if i keep my head still the frames and everything else are ok, not great but playable through level flight, dives, rolls and hard G turns.. it all looks decent. When i move the frame counter doesn't inicate a drop, but the movement is very jumpy/jittery and that makes it near impossible to use. frames are in the 50s or so. this jitter is only in the cockpit but happens on the ground or air.. doesnt seem to be jittery in ME or other menus before entering the sim. i havent checked if its the same in sim using external cameras Has this been discussed/fixed and i missed it or are there any thoughts on this?
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great, so its really a "detect VR device" options. well hopefully by this time tomorrow i will know for sure :-) cant wait!
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im getting my Vive tomorrow and DCS is one of the first sims i want to test out. I know there is an option in the DCS World settings to detect the Occulus Rift, but for the Vive how to i set it to use the Vive (not using the Steam version of DCS World). is it something i do in the Steam VR software or does it show up as a different display int he DCS:W settings
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Thanks for the feedback.. i have seen youtube videos of DCS from both the Rift and Vive, i think its just about impossible to really gauge the quality differences from a video capture of the VR Vvideo feed. That said, your commentary or even written feedback would probably be worth more than the actual video unless you are able to show any 'side by side' comparision/differences. thanks again and i do look forward to the comparison
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i have been looking to get a VR headset and have been mostly leaning towards the Vive over the Rift. I read that last couple posts or page or so of this thread (sorry its way to long) but i wanted to try and confirm if the Vive works with the regular installed version of DCS World. almost all of my purchased modules are directly from ED and not through steam. so i wanted to make sure i could use the Vive without the steam version of DCS:W On a side note please let me know if the Rift would be a better choice overall for someone who mostly does sims (space and air). TIA
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New Thrustmaster Gear - Live Tweeting
DracoLlasa replied to Dojo's topic in PC Hardware and Related Software
there inst much competition in the high end market but in large part its because that market is so small that a large company doesn't stand to make that much. If the spend a few hundred million dollars on R&D to develop a new $300-$500 HOTAS setup it important that the likely annual sales of those devices will only be in the thousands. from a product that may have a marginal profit margin it means it could take a company like Thrustmaster many years to earn back its investment. A low to mid range device which can have a slightly higher margin will also have a larger (but relatively small) market. We may all thing, but wait there are thousands of us, 10's of thousands of us.. how many of us are going to run out and spend 400+ on a new HOTAS right away.. it may take years for many of us to upgrade/replace if we already have a good unit. If they cant sell millions of units its hard to justify the development costs. That said, upgrade stick addons to the something like the warthog would be nice, replace the stick or something but that might create legal issues since they are licensing it as a air force A-10 replica (then again that might not matter at all. I dont know, i was depressed to see nothing special out of it but after some thought i guess it was a bit of "what should we expect" look at Logitech a company that also does pretty much nothing but peripherals a lot of which are gaming and they dropped the HOTAS years ago. Saitek/Mad Catz is trying but we can see how successful that company has been recently. I think a lot off this hit me after watching a video from a youtube channel "AdoredTV" who talks a lot about CPU and GPU markets and was talking about how amazingly small the highend GPU market is.. the cards like the 390X, FuryX, Titan, 980Ti all have annual sales are uprising small.. and if these cards sales are so small i have to imagine cards are sales are so small these even more niche items have to be even smaller.. Anyways, just 2 cents from a guy who doesn't know much :-) Hopefully im wrong and hopefully they do eventually come out with some new modular based HOTAS system that would allow us to replace just the stick/throttle grips over time to match new control schemes for new aircraft models :-) something like that could make the product lifetime longer and more profitable over time