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maddabboyahoo.com

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Everything posted by maddabboyahoo.com

  1. Hello DCS a10 users Can anyone tell me what device they are using on their hands in these videos to reach into the cockpit in VR and control the dials and buttons while in VR with their fingers? 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab video: same video multiple times showing finger controllers: 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 38 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 56 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 80 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 85 finger tracking strap led instructions on wall: 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 113 Is this documented support for all users? I'd like to use this too for many of your modules. I only fly in VR and would love hand tracking as show in this video that would also control over buttons and knobs in the cockpits. Thank you very much!
  2. can I buy multiple modules under one email acount and install on differant computers? I'd like to install several modules on a differant cokmputer at home can I purchase several modules twice under one email acount and keep track of both on differant machines?? -michael
  3. Jet Fighter cockpit in your living room This will go nicely with a rift: Jet Fighter cockpit in your living room New kickstarter for cockpits Looks very cool. search kickstarter for: Jet Fighter cockpit in your living room They are building strong cockpits out of cardboard and they are textured. Very cool idea. -michael
  4. Huey in RIFT was awesome. Hard to be accurate from pilot position but I haven't tried to fly a chopper in a LONG time. The FLEX sight is amazing with the mini-guns. Too much fun. The gunner positions in orbit mode are pretty cool too. -michael
  5. 6dof with open track I can use open track with a webcam to get decent six dof in Dk1 with stereo mode. But I'd rather have more accurate tracking and just zoom which works with open track and stereo mode just fine. -michael
  6. Oculus support really needs zoom implemented! The current rift support without zoom and poor rendering is pretty much unusable for me. I'd use it if I had no choice but stereo mode with open flight and zoom is MUCH better than the current support. I'm sure they'll keep improving it. IMHO I think zoom is needed to play this simulation even with the DK2 you need to option to zoom to see things. The resolution isn't up to human eyes and to get a good look at instruments and things on the ground you need zoom working. Just started learning to fly the HUEY and loving it in the RIFT. Awesome. Did engine start and flew around a bunch. Inspired me. Going to attempt weapons training tonight with rift. Super cool. Might even take me out of the P-51 for a while. The SU-33 carrier landing took me away from ground pounding the P-51 for several days. Also super cool. Thanks, -michael
  7. Zoom with Oculus rift and oculus setting in DCS Just starting to try the new built in oculus settings in DCS instead of a modded stereo.lua file with my DK1. Dk2 hasn't arrived yet. I can't figure out how to get the oculus to zoom in or out in any aircraft? Has anyone had any luck setting any of the zoom controls and zooming while using the built in rift support? So far the resolution dumping to 1280x800 and and lack of nice AA makes things look much worse than when I don't use built in support and run a modded stereo.lua file. I can actually read many guages in teh P-51 in stereo mode using openflight. The rendering is much better but I don't have propper warping. The warping works with built in support and tracking is better but I can't seem to get zoom to work. I might accept the slightly worse rendering of the warping if I could get zoom to work so I could read guages. Any one get zoom to work with the built in rift support? If so How. Thanks much, -michael
  8. WOW Thanks Wags, This sounds pretty darned ideal. Can you describe the rig that got you those frame rates? Thanks much!! Looking forward to my DK2, should get it mid JUNE. -mikey
  9. The blur should be gone in DK2. I think the screen door at this link is assuming screen size stays constant and only resolution changes. They wanted DK1 to be 5" diagonal. They shipped 7". Now DK2 is closer to 5" and is 1080p. So you've got more pixels in a smaller space. Both increase resolution and help with screen door. I think DK2 will be significantly better than it looks at this site. I think if they get to 1440p it will look way better than this site.
  10. This is not correct They are using new OLED very quick blank screens for low persistance to have sharp images pulse at you very quickly. 2ms-3ms pulse of image then black. The 75 and up refresh rates are for fps they want it matched and they want vsync with no tearing. If you have the SDK you can read all their notes and discussions on how best to create content for the rift. They definitely want very high fps with zero latency to create an environment that is perfectly in sync with your heads motions so you don't get sick. It's all the minor discrepancies from reality that are making people sick so they are tackling and trying to eliminate all of them. If you're getting only 30fps and your pan your head fast with a high speed OLED screen your going to get big time strobing in your motion. With a quick head turn you need high fps. -michael
  11. Yeah your only rendering a total of 1080p or 1440p for both eyes but rendering two cameras in games essentially halfs your fps. For me it's been just like rendering to a 3d monitor but with lower resolution. The resolution isn't as big a deal as the 2 renders for stereo. Optimizing that will help alot. -michael
  12. Of coarse you can run it at low frame rates. But the specs for running in the rift really want you to be able to do 75 fps not to get sick. They want it to be solid at fast fps. That said I'm perfectly happy to play with my DK1 at 25-45 fps right now. But at oculus they definately want game makers to create games that will run solidly at very high fps. I don't think they'd think a 30fps game was considered rift ready. -michael
  13. Based on tomshardware charts and other benchmarking charts we are in big trouble with the RIFT and compute power. I'm thinking an full desktop 135watt i7-4core and (2) SLI 770's are going to be the minimum to make the DK2 work smoothly with all games and everything turned on. That should get 75fps in most games in stereo 3d at 1920x1080 with it all on. But I'm thinking if they goto 2560x1440 for consumer then even (3) 770's SLI or even (3) 780's might not be able to do it smoothly with all the goodness on. Time to start saving for many GPUs and a new desktop gamer. -mikey
  14. my sdk2 order is in! :) Now all I need is a machine capable of 1920x1080 at 120hz in all my games. I can only render 30 fps now with dcs at 1280x800.
  15. Other rift demos using early rifts do the opposite. They placed cameras on the rift and put markers on the walls away from the user in the environment that the rift actively tracks outward. This allowed movement in a large 3d space. Both methods work but require modification of the environment. Other methods: Kinnect tracks users head and body and arms There will be many solutions for this that will have to be customized for each application to be ideal. There is no one size fits all solution to 6dof. I do 6dof with opentrack and the sdk1. I printed a marker for the front of the rift. It totally cures drift but isn't so good when you turn ur head and the marker can't be seen. -michael
  16. agreed also the dk1 has a small area under the nose that can been seen through if need be the consumer rift likely will have cameras if it does you can map a button to allow camera overlay over the scene I have no trouble typing blind while using the rift I use the mouse as described above I look at what I want to click and use a joystick button to click the mouse I only fly the p-51 so data entry is not an issue a handy add on is my usb numpad which i can place anywhere they are cheap and with creative mapping could be used for many things Good HOTAS will go far with the rift but a cockpit with matched switches would be ideal just don't think it's needed I feel fully like im in my p-51 and i have a cheap stick with twist rudder and throttle on it It has only 12 buttons to map Nice HOTAS and RIFT will take you most of the way. For choppers that setup in above videos would be ideal. That tweaked would also be ideal for wwII You will not see your fancy cockpit you spend years building So just buying and placing toggle switches that dont look great will do it for you
  17. Totally agree. 1920x1080 would be pretty ideal for most gamers to start for performance rendering reasons. The immersion makes up for resolution. I can read all my guages in dcs with the dk1 so 1920x1080 would be awesome. This also doesn't show how close it is to your eyes or the lens issues. That resolution in a 5" diagonal would be amazing. 2.5K is overkill for hte first gen. 1920x1080 will be the sweet spot for a few years or you won't get 60fps stereo in all your games. -mikey
  18. gun heater anyone know when to use the gun heater? As soon as in the air??
  19. guns It's something with my stick. If I use the space bar the guns fire continuously as long as i like.
  20. wheel brake steering I use wheel brake differentially to correct tail wheel and rudder. They have the biggest quick fix input. Then I use both to stop and restart if I'm straying. The taxi lesson helped alot. It also helps to look around the cockpit by moving ur head.
  21. I used to think that way. But now with SSD and usb3 the new lazy is actually backing up and using an image way longer than you should. The new not lazy is reinstall once in a while for a fresh os. But with the new lazy of backup you do get to keep all kinds of files too. It's amazing the peace of mind once u have a loss and need to recover and realize it works flawlessly and in an hour your up and running like nothing happend. Then you realize you can have tons of images and just screw around with them. I can be backup in an hour why not play with that os. Why not install that. You can't lose. Though I am pretty anal. I keep redundant backups on 2 external drives that match at all times. -mikey
  22. So I've played many games with the rift and all of them using my Logitech G930 headset. The sound can be super awesome like you've stated. I don't feel that way about the sound in DCS so far but I've totally been concentrated on the P-51. I did have some nice sound experiences with the startups and other traffic with my cockpit open. I don't really feel like I get much feedback from turning my head and the stereo telling me much useful about where sounds are coming from in DCS. Like I said I'll look for that I haven't been concerned with it in DCS. I do know that as I strafe and drop bombs on targets and pull away I don't get the sense that the sounds are accurately reflecting the position they are coming from. When bombs blow up I don't feel like they come from the distance and angle they are from me. Also as I pass over things shooting at me I hear their cannons firing and I dont' feel much like it's correctly possitioned or taking into account complex things like the speed of sound, and doppler effects. I think it's meant to be pretty simple stereo at the moment. Be nice if someone with DCS audio engine knowlege would comment and tell us what it's capable of. It's not as compelling as a first person games sounds are for sure. But there's hope. iRacing's sounds do give me lot's of feedback and position situaltional awareness as does ROF's sound engine. So I think we'll see improvements over time.
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