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Everything posted by Goblin
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True. The average monitor show maybe 45-60 degee field of view, whereas VR show 100-110. Using a monitor is like looking through a scope, compared to VR. When I was using a 34" 21:9 Ultra wide curved screen I had close to the horizontal FoV of the Oculus Rift. But the vertical FoV was nowhere near that of the Rift.
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So how well does Asynchronous Space Warp work in DCS?
Goblin replied to RoyMi6's topic in Virtual Reality
Which DCS version? 2.0.4 that released on friday has a bug that kills the FPS in VR. It's been reported and the devs are working on it. -
This vid should give you an idea...
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So how well does Asynchronous Space Warp work in DCS?
Goblin replied to RoyMi6's topic in Virtual Reality
ASW still works fine for me...a -
ROFL! :lol: Must've felt gooooood! :thumbup:
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I made a Throttle/button box that I call the ConTrollR :) It has 8 axes, 5 rotary encoders and a bunch of buttons. Even made a Ejection handle for it :) It uses locking Honeywell switches for flaps and gear. Controlled by a Teensy ++2 and MMJoy2 software. MMJoy2 is a great software for this. It allows for programming switches to send "pulses" when turned on and off. Repeat pulses for the ejection handle. Pulse timing for the encoders.
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Did you guys turn off the "allow the computer to turn off this device to save power" for all the USB hubs in the device manager? This was turned on again in a recent windows update, for me...
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Can't say I have...
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The full screen tick in DCS settings doesn't work. You have to use ALT Enter when you enter the cockpit.
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That JA is quite nice! If I should force myself to find something to criticize it would be the wing root fairings. Maybe a tad too big..? But I'm excited to read Cobras comment about the 3D model, as that must mean Cobra knows of an even better one..! ;)
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Assign a button the the 'VR Zoom' command.
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So how well does Asynchronous Space Warp work in DCS?
Goblin replied to RoyMi6's topic in Virtual Reality
ASW works great here. I have a 980TI. I see you have a R9. Could it be a AMD driver issue? -
This is true of the full motion flightsims I have used during my meager 17 year fixed wing pilot career as well... Simulating flight is too complex for man made approximations on a computer. In light of this, I think it's incredible what ED and external developers have achieved with DCS.
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I have a suggestion. When I want to map a switch on my controller, for starting the engine, I map engine start on to a specific switch. For that switch to activate the starter, I must also map a switch for raising the starter button cover, in order for the engine start switch to work at all. This is very inconvenient when you are building a physical cockpit. You need to design a electrical switch that senses that he cover has been lifted. In the physical world, this is just a mechanical lid, that covers the button and prevents accidental activation. It would be far more practical to just have to map the engine starter button to a switch, and just use a mechanical cover to guard the switch. Could you make the engine starter switch independent of the state of the cover, please? Same goes for starting the Turbo (APU). After all, I am allowed to raise and lower the gear, without first activating the handle lock...
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Resolution settings does not affect VR, so you can leave those at what settings your monitor use. You still only see the VR "repeater" screen on your monitor. You should try disabling SLI and just use one of those cards as neither DCS or Oculus support SLI, or handles it very well. Turn shadows off. MSAA x2 Depth of field off. You can try increasing Pixel Density. Like RoyMi6 I don't use more than 1.8 as I see no improvement over that setting. But there is a big difference between 1.0 and 1.8. As Async Spacewarp was introduced in the latest Oculus exe, FPS will be capped at 45 if DCS can't render at 90. ASW will then extrapolate frames to fill the 90FPS refreshrate of the Rift, making the view look smooth and fluid. Works pretty well, although it can create some artifacts. Also, the position of the Rift, on your noggin, is important. There is a "sweet spot" when it comes to the viewing angle through the optics. Play around a little by moving the headset up and down, and tilt it, slightly. The head strap should be positioned so that the triangle sits low on the back of your head.
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ROFL!
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No! Cobra, please don't listen to this guy! We need a true Viggen (Attack) fix!
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So how well does Asynchronous Space Warp work in DCS?
Goblin replied to RoyMi6's topic in Virtual Reality
Cool! -
Tease me, please me..! It was 11 days between tease 1 and tease 2. It's now 12 days since the last tease... I need a Viggen fix. I need it now!
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Ok. The combination of features and details are important. There are several model kit manufacturers who made the mistake of researching museum aircraft. Museums are usually happy to use original parts, but rarely care about them being correct in relation to eachother. Same goes for flying warbirds. They are often a mix of features and even modern equipment. In ED's case, I guess it's also a question of what variant they have performance data from.
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Why the focus on getting a Mk.IX that is correct for D-Day..? Has it been stated that the DCS Spit will be a DD variant?
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Slight judder in head tracking, DCS only
Goblin replied to Warthog_Farmer's topic in Virtual Reality
What about TrackIR? Is it connected to the PC while you play DCS, and can the TiR camera see the Rift? I'm thinking that the TiR registers the LEDs from the Rift at certain angles. That wouldn't happen in apps that doesn't support TiR... -
Slight judder in head tracking, DCS only
Goblin replied to Warthog_Farmer's topic in Virtual Reality
Sounds strange... A mystery we must solve! :) What other applications do you use with the Rift? This doesn't happen in the Oculus home, when turning to the sides? Could it be a performance issue? Have you tried lowering all settings in DCS to find out if it happens at high FPS? Has it always been like this, or do you remember when it started, roughly? Is the TiR4 plugged in when you play DCS with the Rift? -
I have been a flightsimmer since the -80ies and the Commodore 64. VR is the single most important invention in flightsimming, ever. That's the short version. The long version is of course more complicated. Even if todays VR HMD's have better than HD resolution, your eyes are so close to the displays that you can see the void between the pixels. This produces a grid, commonly known as 'the screen door effect'. This, of course, means that you will see the pixels as well. Sitting 3 ft away from your 4K screen can not be compared to VR. It just can't. Not if you're interested in picture perfection and clarity. In addition, your PC has to produce two separate display feeds for VR. One for each eye. That's not something a PC does without breaking a sweat. So, you may have been spoilt by great FPS in ultra high graphics settings, on a 4K screen, like I was. Ok, I had a curved UWD screen but anyway... I got a Oculus Rift CV1, and I can't fly on a 2D screen any more... The perfect view tracking and the 3D vision, with depth perception, is so close to reality (yes, I fly real aircraft for a living) that a 2D screen and TrackIR just won't cut it any more. Turning my head 90 degrees to my side to see the the side view, and the fact that if I focus on the wing everything beyond that will become out of focus, just like in the real world, makes my simple mind believe that there actually is a wing and a world out there, inside my VR HMD. I don't care that it's not 4K resolution. I get so bloody immersed in the experience that I try to lift my hand to shield my eyes from the sun, or reach for the canopy handle... VR isn't about screen resolution, although advances in technological hardware will improve upon this as well. Once we enjoyed sims at 640x480, or even lower resolutions. Advancing technology have increased the resolution, and we all reap the benefits of that. But that doesn't mean we weren't having fun at lower resolutions...