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Vivoune

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Everything posted by Vivoune

  1. I find it not as precise and fast personally, as you're aiming with your whole head basically. It's better than nothing but I'm looking forward to Eagle Dynamics's ingenuity to see what they'll come up with in the future to solve that question. I found I simply couldn't really use double rotating knobs for exemple. It could be interesting to add a little magnet effect to the buttons so that the bar snaps into the right button once you're close enough. Something that might be worse experimenting. That said I hope we steer away from the whole head-aiming system. That's something that won't be easy to tackle, interaction within the virtual world is something everyone is experimenting on right now.
  2. Thank you I'll check that tomorrow and report back if it changes the cockpit scale. I wouldn't want it bigger, only closer to the real thing just like some1. ^^
  3. Hi, and welcome to the forum! Yes you can enjoy DCS World 2.0 with VR. I'm not sure about how it's implemented through SteamVR. But you can just launch the non Steam version like any other game and check the "auto detect oculus rift" option in the option menu. After that the game will automatically run in VR mod when your HMD is connected.
  4. I see, thanks for the clarification guys. I was adjusting it on the hardware side of the HTC Vive. I wasn't even aware we could change any IPD software-side in DCS. Where is that option?
  5. Ah ok. I tried hopping in the Su-25t, changed IPD from 60 to 75 but couldn't see any difference personally (IPD sixty-eight). I did feel my eyes had to work the changes though.
  6. Well, as far as I know the eyes will adapt to what's shown to them, the correct IPD will only relieve your eyes and prevent eye strain that they would get from over correcting through a wrong IPD.
  7. Interesting. I was surprised at how small and cosy cockpits are compared to screens where it feels huge and with plenty of room. I'm pretty sure the scale and fidelity are accurate, so that leaves us with the placement or the perception of depth as you say. Could it be simply be because of where your view are? I find most default views in DCS are wrong when in VR and have to be adjusted.
  8. He's running on a 970, I doubt that card (SLI not supported) can super sample DCS and keep usable fps. :\ Btw super sampling is a brute force technique to improve aliasing, not resolution. ;)
  9. The costliest and most in need of upgrade part of any HMDs are the screens, that's what anyone will want to upgrade once some higher rez screens are available, they'll cost quite a bit of money. I think that selling a CV1 (OR or a Vive) on the second hand market and buying a CV2 once available will cost you about as much money as buying a CV1 now and upgrading it with better screens later.
  10. Nevermind I got it working. It was an issue with Vsync that wasn't disabled, thanks. The immersion is really phenomenal. For those who'd be interested in yet another impression: -I don't notice any sweet spot after some time, the choice of lense does have a sweet spot but it's so big it's a non-issue for me. -In terms of SDE I concur with the general trend, it's rather refined but definitely there, you easily see it when you go looking for it, start playing and get into the action and it disappears. -The screen is really bright, contrasted and the colors vivid and realistic. When I took the M2000 for a spin, at some point on the ground before closing the cockpit I expected that bright sunny day to warm my face for a few seconds. ugh -Have you guys tried Combined Arms? You should drive a tank around... -The messing with the straps and getting the headset right is a bit annoying, but once you get it right and find the right setup (having the straps rest further back on the head) I find it quite comfy, I've played an hour or two with it and an A40 headset without issues, it's a bit on the heavy side but nothing you can't get used to. It can get hot though but I'm not a sweaty person. -Roomscale, a bit irrelevant for Simming but it really brings VR to a whole new level, it would feel a bit like a car without wheels to have VR without roomscale now that I've tried it. -Resolution is really low, it's definitly not there yet, My wingman at your usual AI distance was a blurry pile of pixels. For most of everything that's happening outside the cockpit it's guesswork more than anything. The lack of resolution never disappears like the SDE does for exemple. I always felt like I badly needed to put on some glasses. For the most part the cockpit is readable and usable though, some aircraft works better than others. -I'm struggling to keep good enough FPS around towns with a 970. As long as I'm not too low near towns it's completely fine, butter smooth @45fps (reprojection), I never hit 90fps at any point. It's annoying because the resolution is really too low for combat flight simming, but the immersion is so great I can't see myself getting back to a screen. I think I'll stick to missions where identifying isn't the focus until hopefully CV2 gets released. I haven't had the chance to try it yet but I reckon it's good enough for racing sims and civilian flight sims.
  11. I just got the Vive today. I can't get it to work with 2.0 though. Nor 1.5. Game is running fine and I have decent fps. But while in the Vive and only in the Vive the viewing around is really stuttering, (not laggy) even in the menu. Only the looking-around is jerky (not the game), as if there was something trying to put the view back centered every half second but couldn't. Other games and sims I've tried works fine in terms of viewing around. Anyone had that?
  12. I don't think blaming a whole forum for your defensive attitude is the way to go. I didn't see anyone trying to ruin your fun, as you put it. VR is amazing and that's why the VR sub forum is popular, active and full of excited passionate people. ^^ I didn't see any whining either, if you take constructive criticism from people who are having issues as whining then yes, ED's forum must be a real nightmare for you as constructive criticism is everywhere! All I could see was you being defensive because someone with a different OS, processor, GPU and VR HMD tried to report and document an issue you weren't having. And yes, a lot of people believes these firsts consumer versions of the Rift and the Vive are only a step in the right direction and by no means the pinacle of VR, just like most of us are enthusiastic about an improved VR support within DCS considering it only just started being implemented by ED and per their own words "Although we added Oculus 1.3 SDK support today, there are a number of areas we still plan to improve[...]". I'm surprised it comes as a shock to you that the sim crowd is as dedicated as it is demanding, most of us are incredibly happy with what we get in DCS but we'll still be hungry for more of everything, content, realism or immersion. Thankfully Eagle Dynamics and sim dev teams in general share that passion and are always pushing the limits of what sims can achieve. I don't think that makes them "spiteful old farts". ;)
  13. Not anything official sadly. But it wouldn't be surprising. The problem with ATW is that both the driver and the OS needs to support it. Oculus worked with Nvidia/AMD and Microsoft to "change OS GPU scheduling, GPU command processor microcode, and GPU kernel driver design to enable ATW." That's why ATW was enabled just before the OR's launch and only is compatible with a small selection of GPUs. That's also another reason why HTC Vive went with the other more open and compatible reprojection method. Another reason is that ATW doesnt cope well with a standing and moving person (roomscale) although I've read it had been worked on and works better now. All I know is that ASW for the OR is the more convincing solution at this point in time. Between game engine optimisations, low level API, new VR techniques like foveated rendering or simultaneous multi-projection or other techniques and along more powerful GPUs I honestly don't know which approach is the best for the foreseeable future and if Vive will or should be after asynchronous reprojection. Reprojection should only be a safe net for when the FPS drops, not the mandatory technology a game engine is based on if it can't ever achieve 60fps.
  14. Everyone gets it 14th_JAR, your experience in DCS with your Rift is butter smooth and you don't see any problems thus don't care others might. That doesn't mean everything is perfect, that things can't get perfected nor that everyone is having the same butter smooth experience than you are. Try to show a bit of empathy and tolerance towards others which experience might differ from yours just like you, rightfully so, show support and faith in ED. Like Derek explained it perfectly, hardly anyone can achieve the targeted 90fps in the most demanding parts of the maps in DCS currently, Rift or Vive, and VR headsets are only going to go up in resolution, drastically, so looking at possible engine optimisation techniques for VR seems rather sensible, which is probably already being worked on. I didn't see Milopapa whining about DCS and VR, nor anyone trying to "ruin" the fun you are having.
  15. Glad you have it all working. :) Enjoy yourself you lucky bird.
  16. I think you have to make sure the "auto detect rift option" is enabled in the sim preferences.
  17. ATW works wonders but it's won't make a game runs smooth at too low fps. If your fps were in the 30's in the DK2, you are at the extreme limit of playability for VR (and 2D screens for that matter). No amount of ATW will smoothen your experience should you use the CV1 in place of the DK2 at such low fps because the higher resolution of both CV1 & Vive will have your fps plunge below ATW's envelope. I suggest lowering your game settings to get back some fps, plenty of Vive owners are enjoying DCS and other flight/racing sims just fine with a GTX 970/980. For the record, ATW isn't an oculus exclusive proprietary feature. It existed before the Rift and is used everywhere, the Vive could use it if they wanted to (some say they're already working on it). HTC Vive decided to go with reproduction because it is apparently more easily supported and compatible with the widest range of hardware from what I understand, but it has to be supported too so it could be that DCS also has to support it for it to work well. Since the Oculus SDKs are there for a few years now, most devs already know how to work with it and support it, that's why some devs also support Oculus first, they're familiar with it. Maybe give the devs some time to get acquainted with the Vive too and the softwares to evolve a bit on Vive's side. ^^ There's nothing wrong with going with the Rift though if you can't be bothered with the wait and think you'll enjoy its features more, but there are a few months wait if you order an OR now I believe and by the time you get your OR, HTC Vive might have implemented something just as good or better. There are reports of AMD and nVidia working on something even better than ATW. Rift's ATW might also get even better. We won't know until both HMDs matures a bit.
  18. Enjoy yourself! And welcome to the forum. :)
  19. The OC capabilities of the 1080 are still to be determined but it looks quite promising, sadly it's on a whole new level in terms of complexity apparently. But yes I also think it's a great (long overdue) step forward, but even 20-30% is not worth spending that kind of money for a lot of 980ti/Titan owners. I really think we're almost there, in a few more months the 1080ti will hopefully show its nose and if the price is right should offer all the power one would need for years to come, and even further through SLI if need be.
  20. Interesting, that must feel so immersive grabbing a handle in-game and having it match with the real life handle! I'm personally doing a rather sedentary job and don't always have time to exercise as much as I want to, I couldn't be more happy to break a sweat and shape up a bit while enjoying VR and DCS.
  21. The CV1 uses infrared leds much like TrackIR, so yes make sure you don't have any other IR source than the HMD. (Sun etc).
  22. The CV1 only has one sensor. Much easier to set up and get started than the Vive, so you should like it in that aspect. ;) Thank you for saying which one "you prefer" and not which one "is the best".
  23. ^^ The 1080 is "only" about 15-25% faster than the 980ti and similarly priced. So it's not of interest for a lot of people that's all. It's a great card, but I think a lot of people here will be much more happy once the 1080ti gets released (or any AMD equivalent). If the price isn't too outrageous. That said, it supposedly has good OC capabilities, so maybe with the 3rd party cooling and factory OC it can get as far as +50-60% over a 980ti. That might motivates a few people with the disposable income. That and the new features it brings, though the fact most of it is proprietary raises serious doubts about mass adoption from developers.
  24. I don't think Leap Motion is the solution, the lag is horrendous. I think the best short-term solution will be tracked gloves using the HMD tracking tech with haptic feedback at the finger tip when buttons are pushed.
  25. Agree to disagree :). I find that's a growing trend that is quite exclusive to DCS forum that the Vive is best for general VR and the OR is best for simming thanks to a bit sharper image, better comfort and ATW. You can find countless comments/videos from experienced VR and sim enthusiasts on various forums, youtube and reddit that hands down prefer the Vive due to it's wider FOV that doesn't feel as much like looking through ski goggles, the brighter screen and vivid colors that doesn't feels like looking through sunglasess , and the diminished godray effect that many admit they'd gladly exchange a bit of screen sharpness to get rid of it. As much as you can find comments from people preferring the OR for that matter. I haven't tried both HMDs side by side first hand though but from everything I could gather, there's no 'best' choice for simming, it's all compromises. Whatever choice you are making, whatever helmet you decide to go with, you're doing concessions. They do things a bit differently, not better or worse. One thing that the OR does best as of today is ATW, that everyone agree provides a smoother experience when the computer is struggling. Both HMDs will evolve a lot in the coming months software/driver side so I don't doubt both helmets will continue to improve on that aspect.
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