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Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
Dominant Eye I'm not quite sure how dominant eye works but I'm guessing the dominant eye looks mostly straight to infinity and the non-dominant eye crosses varying amounts based on depth. A dominant eye stereo might be possible by shifting the same distances but only away from the dominant eye which would have no shift. This might make that eye work properly for cursor control. I'm going to try it tonight when I get home. Any thoughts? -mikey -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
Your other right Right as in Right Side or Right as in correct side? I have major problems in stereo using mouse cursor to click cockpit controls. But I have not tried to close one Eye. Maybe that's what I should try to do but I think based on the stereo it the cursor is in the wrong spot somewhere in-between the stereo settings that varies where you look off to the sides. I think the DXVIEW value is probably throwing it more than eye shift but I'm not sure. -mikey -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
Stereo FPS Here are some FPS benchmarks for my machine in stereo with the oculus rift running: Lenovo x220t i7 8GB 512SSD EGPU Nvidia GTX660TI average fps from many p-51 instant action ground attack runs: min 13 max 53 avg 26 Playable for me but definitely on the low end and still tweaking trade-offs. I need more power. For sure DCS threads nicely. If I turn off hyperthreading performance dies! I have not tried single core no threading. I may try to pop physX to CPU and GPU to see the difference. Does DCS use PhysX? Does DCS benefit from 2 SLI cards? Does it like 3 SLI cards? Here's what I don't understand. CPU is only averaging 62% usage, GPU is only averaging 41% usage. GPU isn't near max and CPU isn't near max. I'm not sure what the bottleneck is. Any ideas. I'm not sure how a faster machine would help if the CPU isn't maxed out and the GPU isn't maxed out how can performance improve?? CPU% GPU GPUTDP FPS MIN 46 27 42 9 MAX 73 94 74 47 AVG 62 41 59 22 Tex H Scene H Traffic L Water H Vis H Heat On Shadow L 1366x768 Stereo AA 4x HDR Normal Clutter 800 Trees 6000 Preload 150000 Aero Disabled Tree Shad On Vsync On Fullscreen On Cockpit Shadows On TSAA Off -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
Better stereo settings try these I'm still tweaking my stereo use but this is even better and more natural on my eyes. A bit more relaxed focusing and more natural. With the increased seperation I used to have set my eyes actually had to refocus on each depth from near to far. This is much more natural setting that looks right and works from near to far for me. I also increased my game res from 1280x800 to 1366x768 and upped AA to 4x. I'm getting playable fps but the image is much improved. I've got many tracks now and could make a video if anyone wants to see it on youtube. I can also make red/blue 3d video for youtube for those that don't have a rift but want to see the 3D. Any interest in videos on youtube? Better stereo settings try these: _ = function(p) return p; end; name = _('Stereo'); Description = 'Stereo render two viewports for left and right eye respectivelly' Viewports = { Left = { x = 0; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = -0.12; viewDy = 0; aspect = screen.aspect / 2; eye_shift = -0.025; }, Right = { x = screen.width * 0.5; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0.12; viewDy = 0; aspect = screen.aspect / 2; eye_shift = 0.025; } } -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
The main problem with this method is that it requires you to use another control to move the cursor. Actually TrackIR was invented for moving a cursor for neck down paralyzed people not for moving a head in a game so they kinda came up with it. : ) Needing to reach for a mouse in a cockpit is wierder than looking at what u want to control. The ideal would be to have a kinect and you actually reach for the control and see your arm matched to the reach when you get to right place the control would be control able and finger shapes could activate. This is going to be possible soon. But you wont feel the cockpit. You could have mouse on hotas and that would help. I think a serious sim needs both for the range of tastes and hardware available so people can make the sim work best for their setup. -mikey -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
that's awesome wags! very cool! -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
mouse in dcs with rift I really like these ideas as I'm currently having lots of trouble clicking in the cockpit using rift and stereo. Another great method is used in Lunar Flight where a cursor comes on boresighted to the center of view when you orient at any clickable switch. So you just look at the switch with your head and press the button. That way no need to reach for a mouse. Just look at what you need to operate click and operate it. Thoughts? Lunar flight is a really great rift implementation. -mikey -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
So this is actually a bit different that what I was attempting to do. I wanted to make DCS render once and use the view twice. I'm not sure why you'd want a left and right view without 3d since your taking the hit of rendering both. My lua edit was using Center twice and shifting it to split the screen. I wanted DCS to render once and use 2x. Left and Right would be two render passes. The Center Center trick does not work. It renders it once and moves it 2x and you only see it in the final position. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
played all night I played DCS all night Mostly using the P-51 ground attack which I cant seem to get enough of. I love the ballistic drop of the bullets as the fall to earth. So I messed with FOV and stereo settings as well as benchmarked and recorded tracks. Bad news is each cockpit seems to require tweaked stereo settings the gunsights dont work at all for me in the huey but look perfect in the p-51 with my settings. My latest settings are .1 for dxview and .03335 for eye_shift. The P-51 FOV to look pretty much for me like 1:1 I'm in the cockpit and can reach out and touch everything with my hands is a FOV of 60. I found the button to save that and so it's easy to tweak snap views now. That solved just about everything I needed to make DCS awesome for my rift at tleast for the P-51. The only thing that's weird now is cockpit clicks dont register and you need to hunt so I've just been learning the keys. and using keyboard. I want to try to learn the huey weapon systems tomorrow I'm dying to try the mini-gun with track IR and rift 3d. It definatley moved with my looking almost like the reflex sight was an HMD. : ) cant wait to try the door gunner too. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
I think many issues you have with scale are due to the hacks we are making to support old games that are not created for the rift. Content made correctly for the rift will not have this issue. Now what you think looks "correct" in the rift may be not be accurate. I have not flown planes personally but I do drive and even go to track days in my car. I also do lots of simulation. Any display setup correctly with good content can display correct scale. For the rift this requires these things: The content created for the world must be created all in the same units with no adjustments. The units don't matter as long is everything is accurately scaled and consistent in the world. This is especially true of cockpits and things we get close to in the world. Those must be the most accurate. For a monitor it is easy to calculate the correct FOV knowing it's dimensions and where the user views it from. Then you must use that FOV in the game which the game can't know. You need to adjust the game for that and then scale would be correct on your 2d monitor. I've played iracing for years and you can setup the scale fov very easily to be reality and many do. Others like wide angle to compensate for the lack of peripheral vision on a monitor. Here's where the rift shines. It's a known monitor, everyone gets the same size. It's always the same distance from the viewer wrapped around them. Everyones FOV is essentially know to the game maker and is the same. You simply need to adjust for the individuals IPD width and maybe for dominant eye and input there height and generic info like male/female they can add tweaks for neck movement but basically that's it. With your height and IPD looking through the rift would be scaled 1:1 with the real world like your there. If we accurately laser scanned and built your sim cave and put your info in and rendered it on the rift you'd feel like you were in your cave in your cave. Stick you in a p-51 your are in there. Stick you in iracing you're there. Where it breaks is that you don't have zoom ability on your eyes. So they can default it to correct but they can also let you zoom in and out in a way you can't do without a telephoto lens. This can change your perception of scale like you mention. Old games not made for the rift have no correct FOV setting for the rift because that information wasnt' available so it is up to the user to set the correct FOV zoom level. Games made for the rift can either accurately represent scale or mess with it as they see fit. But in the end its up to the user to calibrate the experience correctly similar to calibrating your monitor to NTSC or getting accurate color out of your digital photo. Most won't care if its off a bit. Some content creators will use scale as a feature. A few users like you will demand accuracy. Good news is that DCS cares about accurate scale. Every model they make is very accurate. If you've seen the progress on the DCS WWII cockpits you'll see how much they love this stuff. So they will make it look right in the rift. Right now We just have to tweak it till we like it because we don't have what we need to make it "correct" When it's native it will default to correct with your ability to zoom in and out as you see fit. Does this make sense? The rift is like wearing a known monitor size and a known distance. It give the content creators a known FOV that everyone will experience so if they choose they can make everyone experience accuracy of scale every time. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
agreed but add to this that the dxview numbers must be 10x the initial amount not to be cross eyed in the distance. from .01 to .1 -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
im in california not far from the DCS WWII's Ilya Shevchenko location. I'm in Hollywood. Next demo? What do you want to see? What aircraft? What view? What mode? (side by side like for rift?) or single side scaled? If you have a rift you could be playing why need a demo? If you dont' then side by side would look wierd? Want to see my head moving during demo? What would you like to see happen in demo? I won't have time until next week likely. I have a party saturday where I'll be demoing the rift bigtime. I have some tweaks to dcs I want to mess with but I could see setting up an external cam if you'd like to record me and then I could edit in a track playback. If i grab with fraps while playing I think the fps will stop. But I could record track and get any views after with my synced head movement. Is view of real me needed or you just want to see track? -mikey -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
I think this is a fantastic idea. I'd love to see it projected onto the cockpit mesh and left there. I'd like to to translate in screen space x-y but to stabilize and project onto the cockpit if this makes sense. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
yes this is true and missing. I don't seem sensative to this but it is not corrected in stereo right now without nthusim. That is missing, i don't mind it but can see how most might. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
I was thinking of the same quotes you read. The valve vr and oculus HD comments. I believe he like others said you can detect screen door still but you don't mind it. It just isn't something u notice as u are immersed. I think some are more sensative to such things like motion. I can watch a track of others flying in the rift dogfighting as a passenger looking around on my own seperate from the way they flew and not get sick standing up. I pretty much started that way. I don't get motion sick and actually enjoy that drunk spinny feeling. I find that relaxing. That's a plus for using this for hours on end. I've only felt minorly ill after hours one or two times and even then was fine. I have friends that have tried the headset on and looked sideways and got so sick he took it off before doing anything. That was the worst case. I've demoed LOTS. So some people are really into little details. I started simming with an apple IIe with the sim that predated flight simulator 1. It was the WWI part of the game only and it was monochrome green on my computer. But I was flying! It was probably less that 1fps but I was flying and dogfighting the ai and dropping bombs. I played that for hours. So I am super freaking flying with the rift from where I came from. If your first sim is DCS on 1080P 60+fps then you have a differant viewpoint of what's acceptable. Everyone does. I'm VERY happy in DCS right now with the DK1. So scale. The best way to describe it is that scale is exactly as you've seen it in the game without the rift on your monitor. Exactly the same. It depends on your zoom settings and your monitor size and distance. The size things you've seen that are messed up are renders where they are not properly scaling the view into the rift for various reasons. The best way to prove this is to take a screenshot of what I see or movie but you can just do it yourself. Set your view to stereo and keep your resolution the native monitor. The view should look good on each side scale wise not small. Note you'll be focused on the center of each side. When I start the game I feel I must zoom in a touch to feel natural. But all is scaled correctly for all zoom levels in sync. There may be a default fov setting to locate to ideally set the starting fov. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
Possible 2D oculus setup for DCS I'm going to try to make a new camera.lua that uses the same camera and places it side by side. I'm hoping this new lua file will show up and render a camera once and place it side by side for the rift. This would be much faster but 2D. This would solve any issues people are having with crosseyed issues and double fps. Headtracking could still be used. If this works it might be a nice way to play until they release a native oculus demo. Also this would solve cockpit clicking issues. Anyone know if this is impossible before I mess with it? -michael -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
It feels like your in a real cockpit real size in a real world. your teleported inside your current dcs monitor and the scale is all good. There are two major things the make the rift a game changing experience IMHO. 1 the full coverage of your entire fov with game graphics. You are teleported into the game. It's happening in stereo 3d around you. It's the difference of going to the grand canyon and taking some pictures there. While you were there it was all around you everywhere you looked. The monitor is only a small picture of the grand world. It looking through a straw. 2 the head tracking is 1:1 not amplified. You look back over your shoulder and the camera is matched at that angle not a small movement amplified. This is pretty awesome for dogfighting or ground pounding The problem is your near sighted or you haven't clean your helmet EVER. Your basically reverting to games about when max res was 1024x768. These games looked were okay back in the day and this is way better because its a much better world rendered at the res of those old games but it's still lower than the 1080p people expect as minimum today. By the time it goes consumer it will be at least 1080p but not as sharp as that for many reasons. Still it will be way better than DK1. Read wags opinion of the HD oculus he tried. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
You can tune this fine in dcs right now with zoom not sure you can save or set ideal default fov Looking for that now -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
This is completely tunable with zoom in dcs right now. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
Those values work great for me at any 16:10 res. The tracking is very good with opentrack. I dont use nthus at all with stereo and haven't gotten the latest version to work with dcs steam. I have win8.1 which breaks nthusims desktop from working. Opentrack is using the rifts tracking and turning it into track IR 3dof. It's pretty darn good not differant for me from any oculus rdy title. Iracing and lunar flight both drift the same amount after calibration as does opentrack. I was able to use xpadder and or autohotkey to setup mouse and keyboard macros for my stick. Initially i made my hat into the mouse motion and a button for mouse click. Then I added the center command from openflight to another joybutton. Inside DCS I added slow zoom in and out to 2 more buttons and zoom reset to another button. So now with the joystick I can select things in the cockpit with the mouse on my stick. I can look around naturally like any oculus game same quality 3DOF. I can rescenter view zoom in and out and reset. It works great. I feel im not using the mouse on stick much and could easily reach my mouse for cockpit clicks so I will likely reclaim that hat for things and use the real mouse. I also have no trouble typing blind and using my keyboard with rift on but I'm an average typer without looking without the rift so I don't need ot see I just need to quickly touch and feel layout. My biggest gripes currently with my current DCS play is clicking in cockpit is not nearly as accurate in stereo as single screen and so it's hard to use the click cockpit. Performance is also not optimized to render like this so fps is too low with acceptable detail. I think these things will improve. But I'm very happy with it now and easily place it with lunar flight iracing portal mirrors edge rof all of which are great rift experiences. -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
These are the original stereo.lua settings. Note dxview changed from .01 to .1; values near .1 fix the crosseyed distant focus point. the eyes_shift value started at .06 and are about half at .032 _ = function(p) return p; end; name = _('Stereo'); Description = 'Stereo render two viewports for left and right eye respectivelly' Viewports = { Left = { x = 0; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = -0.01; viewDy = 0; aspect = screen.aspect / 2; eye_shift = -0.06; }, Right = { x = screen.width * 0.5; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0.01; viewDy = 0; aspect = screen.aspect / 2; eye_shift = 0.06; } } -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
Try this stereo.lua settings: Note that dxview must be changed or you will see a nice stereo cockpit but will be crosseyed in the distance. _ = function(p) return p; end; name = _('Stereo'); Description = 'Stereo render two viewports for left and right eye respectivelly' Viewports = { Left = { x = 0; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = -0.1; viewDy = 0; aspect = screen.aspect / 2; eye_shift = -0.032; }, Right = { x = screen.width * 0.5; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0.1; viewDy = 0; aspect = screen.aspect / 2; eye_shift = 0.032; } } -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
viewdx is correcting the far focus point you need it near infinity default is much closer and make you severly cross eyed shifteye is the ipd setting I still don't have teh shift eye perfect for me but it's good tweaking dx is hard to notice better than .1 .01 is way off .2 is way off .075 to 1.25 seem to work for dx shift .03 seams okay at some distances but nothing works for all disnatance in the cockpit yet .05 is too much and .015 is too small still tweaking -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
you need to mod stereo lua file in camera folder you need to mod stereo lua file in camera folder I'll give you my settings in a few hours i have to run to a meeting basicall left and right are opposite off the top of my head viewdx .1 and -.1 shift eye .03 and -.03 I'll correct later if that's wrong 1280x800 yields the best fov cockpit but things are too fuzzy. 1440x900 or 1650x1080 is much better looking if you can support the framerate I do add a bit of aa -
Oculus Rift and DCS World Discussion
maddabboyahoo.com replied to tobaschi's topic in Virtual Reality
autohotkey is super freakin cool thanks it's overkill but very handy