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Everything posted by dogbite
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That the fresenel lenses of the CV1 don't record well doesn't surprise me. However the video is nothing like the view of Dirt Rally when actually wearing the CV1. I find Dirt Rally (my favorite VR title) looks great -no glare, when actually wearing it. This video DOES NOT represent the actual experience.
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Not the way Dirt Rally looks in my CV1. Mine looks just fine thank you. Taking a picture of a projection often exaggerates an image.
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I put my buddy in my Rift sitting in my haptic feedback chair. Set the Huey for auto start. He near crapped his pants.
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The grass is always greener. I, for one, like new tech despite the fact that it will surely improve with time. When I bought a CV1, I got what I expected because I did my homework. DCS is adding VR to a non native VR sim, yet still offers an extraordinary experience. It is not a good as something written for it but that doesn't matter to me. The sense of being in my birds is great. Since adopting VR, I have deleted all my non VR titles and will never go back. I have had the CV1 for a year now and have been enjoying DCS, IRacing, Assetto Corsa, Robo Recall, Dirt Rally, Doom3 BFG, much more and a couple of other flight sims I won't mention as they don't like it when the competition gets creds here. This gamer wouldn't trade the last year for one second. My 2 cents.
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I could be wrong but relative to where he is and depending on his setting I think s cpu would give him more. Although DCS 2 is uses more GPU than DCS 1.5 it is still vastly more cpu than gpu dependent. This study is a little dated and only done on 1.5 but it is quite obvious this isn't your normal VR title. https://forums.eagle.ru/showthread.php?t=157374 This and the mention by some (in this thread)who have moved from a GTX 980 to 1080 or more, saying they thought they would get a bigger boost leads me to my conclusion. The thread is quite informative at any rate.
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To be fair, DCS is not a VR title. It is a several year old game engine with VR plugged in. It is still demanding on good systems, even without VR because of it's age.. This is not a good test of a system meeting VR specs running on a native VR game. Elite Dangerous, Assetto Corsa, IRacing, Project Cars and others that plug in VR all have shortcomings in performance to varying degrees, because I this. When native to VR (Robo Recall is a great example), a well coded title can run and look great on rigs that meet specs. The ideal would be a total "written for VR" version of DCS. Don't see that happening any time soon.
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You would get way more fps from an I7 6700k overclocked to say 4.6 than moving up to a 1080ti. Way more. DCS is very much liking the high clock and ddr4.
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You might be able to kick up a couple of settings if you overclock that 4770k. DCS does perform better at higher cpu clock, especially up through 4.2. Oh, and Welcome to VR.
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Dial everything back and slowly turn up until you start to feel judder.The difference between low and high is not that big if you can't get a good Pixel Density (above 1.5 is not that big a change).. Turn off AA as at VR res with PD you won't really notice it. In normal VR titles the gpu is king. DCS, being an older engine only recently to be ported to DX11 and VR is way more cpu (clock) intensive. If you haven't, OC to at least 4.2 gigahertz if you can. That said, don't expect RoboRecall graphics quality out of this old beast.
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First off Oculus (Vive as well) setting a minimum "recommended" spec to guide people to a pc build that will ensure a comfortable VR experience isn't bullshit. It is a fair guideline that allows developers to design to given expectation. Same with the usb 3 recommendation. Oculus ships a usb 2 cable with the camera, if you order one separately. This is a guideline for the same reason. Your I7 Sandy Bridge is below spec but it works. Oculus is quite aware of this and that some weakness in a build is not a deal breaker, but too many weak parts can be problematic. Problems with usb are not as simple a one guy in one blog. Some people have problems because of Windows power mgmt. Some have problems because of different usb controllers running different ports, some have problems because of issues Oculus has confirmed with recent runtimes and multiple sensors. Some just don't know how to set up their sensors. DCS is not a native VR app and being several years old it is unlikely you will ever see a sustained 90fps. Nobody does. DCS improves with newer procs and love higher clocks like 4.2 or higher. Also likes ddr4. Most here have lamented the lack of any meaningful improvement from a GTX 1080 upgrade in DCS. This is totally opposite of how most native VR titles perform with a gpu of this power. Hence guidelines for VR and why you get crappy a framerate in DCS
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Touch and camera for $100. Ordered them Woot http://www.roadtovr.com/oculus-rift-price-drop-touch/
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I did sell the wife. Got a good price for her. hehe
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Don't see why it's a paperweight. Tracking works fine on single sensor in DCS. Just run 1 sensor till the patch is released. So they hit a glitch while advancing the software. Stuff happens.
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Rift has a set resolution. Just set your desktop to native resolution. If you overclock that I7 you will notice. DCS is very much cpu clock sensitive. More is better.
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Yep fixed. Thank you ED
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Thanks for the confirmations guys
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Latest NTTR update yesterday killed my fps. WTF Anyone else seeing this?
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Is your usb power mgmt. off? Under device manager look at properties of all usb hubs and controllers. Under the power mgmt. tab untick "allow computer to turn off device to save power" Do the same with Rift sensor.
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So how well does Asynchronous Space Warp work in DCS?
dogbite replied to RoyMi6's topic in Virtual Reality
It may be related to WDDM differences between OS versions or some such. It may be that they're just not finished. After all, ASW is not officially released yet and only available through a registry edit. I wouldn't light the torches just yet, until we know more. -
So how well does Asynchronous Space Warp work in DCS?
dogbite replied to RoyMi6's topic in Virtual Reality
DCS has a pixel density slider under options/vr. You don't need to use the debug tool. -
Yes it's confirmed in Oculus new minimum specs. I could not get ASW to work on Windows 7. Upgraded to Win 10 and it works great. I can push PD to 1.5 (was at 1.2) in DCS 2.0 now. Sweet
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So how well does Asynchronous Space Warp work in DCS?
dogbite replied to RoyMi6's topic in Virtual Reality
I just moved from Win 7 to 10. ASW was worth the effort (for me anyway). DCS much smoother. Elite Dangerous great improvement. Have been able to move PD up a couple of notches. Oculus rocks. -
Your not going to see a major increase in visual for a couple of years or more (likely more0. We don't have the graphics and computers to run higher res. Things like VR SLI might help but would need to be coded in.
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I found the debug worked better than in game. I set in game to 1 and debug to 1.3 or 1.4 for best resolution and fps on my GTX 980. I found going lower than 1 in game looked worse even when jacking up the debug tool to compensate. Seems 1 if default and any less just creates more graphics work to bring it back up.
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I have my mouse right beside my throttle so really not hard to find. It is almost an extension of the throttle. a chacun son gout