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Everything posted by Vivoune
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Ah perfect, discrete and subtle smiley! :lol:
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Caucasus Map Texture DLC by Starway
Vivoune replied to Starway's topic in Utility/Program Mods for DCS World
Ahah yeah, I have that issue too, I'm regularly showing DCS to friends but every time they're just rolling their eyes at the size of the A-10C manual. I've gifted a few modules here and there to friends to try and get them to bite but it didn't really work thus far. ^^" -
Indeed! []° Thanks for the write up xgibbousx, I really beleive we're at the verge of a revolution in our hobby. Will you still play on your screen to do missions or mp now? And by the way, any time enjoyed being wasted isn't wasted time! ^^
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Thanks shargrat. I'll try to play with the various volume controls but so far I couldn't get it to work properly, I'm not sure I want to spend hours to work on that though ^^' What kind of feedback do you get from the testing button when you open the program? It is by default at 50%, personally it feels exactly like a Jackhammer. Is that the normal effect?
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I tried on the other card, the onboard audio of my motherboard, made sure it was full 5.1, plugged it on the green plug and I'm having the same issues. I made it stereo and the effects got better but it still feels off. I kinda feel like there are huge volume gaps between the various effects and that some are too low to be played properly while others rumble the whole house (but still give poor feedback). I tried fiddling with the soft's volumes along with the Amp volume but so far to no avail.
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No problem ^^.
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I'm afraid the Vive is a hard beast to master and finding the perfect way to adjust it to get the best screen quality and the widest sweet spot is no small feat. There are plenty of threads about it on Reddit if you feel like reading about guides to get the best out of your Vive. It sure won't look like HD though, but most people seem to find it quite playable.
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I'm currently testing SimShaker with the A-10C (Many thanks Andre ;) ), I only tried for a short session but I'm having issues with it, the canopy effect & the APU effect aren't working at all. In term of the effects, everything is "drawn" and rough. I'm pretty sure I just didn't set it up correctly. For exemple lowering and raising the landing gear is a big mess of on & off big vibrations (about 2 big vibrations every seconds). The vibrations effect don't match at all the gun in use either, it just starts and stops even if I keep the trigger pressed and it feels like a laundry machine finishing its cycles rather than a minigun firing at high RPM. The Flap effect is quite nice and it feels like a motor pushing the flaps out. Both Low and High cut filters on the Amp are Off and the Freq is dialed at max (160). When Testing it on the SimShaker opening window it seem to work fine (big vibrations for a few seconds). The test button seem to ouput a much more powerful vibration than the in-game ones. Most effects are simply a quick succession of big On & Off and much worse to simply using the buttkicker without the soft. I thought than since I haven't used my Buttkicker in a long while maybe it got damaged somehow so I tried to simply plug it on a Y splitter on my main audio output and it worked perfectly, the ground feels like a rough ground the gun feels like a crisp detailed rapid succession of sharp micro vibrations and the landing gear gives a satisfying "shlunk" feeling. If that's any help, when I returned to using the buttkicker normally through the simple Y split audio, I had to significantly raise the volume on the Buttkicker Amp. I don't want to try the testing button in SimShaker at that kind of volume since at much lower Amp volumes it was already shaking the house. What am I doing wrong?
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Yep there shouldn't be any problem, windows can handle that. There are other decently priced button box solutions that are worth mentioning around these prices. For exemple I ordered a DSD button box some time ago from Derek and it serves me well, it's mostly all plastic but at these prices we can't have steel, aluminum and carbon everywhere. ^^ The one I've got is only a P2 but I find it's enough for most sim, rotary dials are particularly useful for radio management for exemple.
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Yes he concludes by saying he's gonna use mostly the Vive for VR experience, simply because the OR can't do Room Scale which he finds amazing, for seated and sim experience he does say he'll use the OR though. Considering he trial-by-fired it through Elite Dangerous no one can blame him. I've watched the whole video and I don't remember him mentioning he chose ED in an attempt to favor the Vive and it's lesser god-ray effect. That'd be a terrible way to start a fair comparison too, knowing one HMD will be at a disadvantage. I've watched a few of his videos before that review and I enjoyed them. Just to be clear I didn't say he's biased or unfair, I think he's being totally honest with his experience, but considering the conditions on which his comparison is based on is completely flawed it invalidates his work. It's as if he had compared two similar race cars, one being driven on tarmac and the other off road.
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Forgive my laziness as I don't feel like reading through the 90 pages currently (I will) but has anyone compared the KW-908 to a Buttkicker (while both being used through SimShaker)? Obviously the KW-908 will feel better compared to a stock Buttkicker run by simple audio output. Are the KW-908 motors independent or do they all vibrate together? Can you feel the motors's positions and them being motors or are they diffused throughout the chair to recreate an immersive experience? I'd love to hear more about it and how it compares to say a Buttkicker Gamer 2.
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Damn, it would have been such a great and fair review if only he didn't pick the worse possible game to do comparison. Here's a TLDR of his video comparison for those not having an hour to spare currently: Setup and usability: Oculus Rift easily wins, easy to setup and its store works flawlessly compared to the Vive that "is quite a daunting task". Product quality: Oculus Rift feels like a high quality premium item compared to the HTC Vive which premium factor only reside in the price they ask for it Comfort: Oculus Rift is more comfortable and can be worn longer Image quality: "In short, Oculus Rift wins hands down", God-ray is better in the Vive but the scale is off, the image is blurry, tearing, pixel persistence, is too bright. Software/driver: SteamVR suffering from lag, isn't yet to the level of the the Oculus. Tracking: Vive needs work, has software issues but is better than Oculus Rift since it has Room Scale, Oculus Rift works flawlessly regardless. Final conclusion: "The Oculus Rift wins hands down. Hands. Down. I can't believe people would look at these two and decide the Vive is the better HMD." As it's been pointed out Elite Dangerous is having big issues with the Vive currently that makes it considerably worse visually (Sharpness, aliasing, lag) than on the Rift for many users. It's rather well documented on Frontier's forum or Reddit. It seems to be an issue with resolution sampling among other things. I hope they get it resolved in the coming weeks. So, not to sound too harsh but I'm afraid that fine gentleman wasted a few hours of his life in the making of this video.
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Thanks for the tip Montify. It seem HTC really did a poor job in term of setting it up, which I believe is the main reason there are many report of it being blurrier than it should be. Hopefully 3rd party straps and foam will be available at some point to make it easier and more consistent for those having issues, everyone's anatomy is unique.
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Yeah lots of drama happening these days. I'd stay away from the Oculus Rift Reddit for a few weeks too, and from Palmer's tweets ^^'. Big Screen VR getting free for both HMDs is great. Talking about big screens, I hope the Vive will get a great Cinema VR app in the like of the one included in the Rift Store already. I love that stuff.
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FlyInside really did a great job at implementing VR. Hopefully that'll pave the way to a great VR support to every other sims as it truly changes the way the whole genre plays and require a whole new set of solutions to new problems, but boy is it worth it.
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I don't know why you'd think I'm a troll and that my previous comment needs preserving from me removing it, I wrote what I believe in and stand by it. I'm not particularly anti-Facebook nor anti-Oculus, like I've said multiple times I think both HMD are great and both have their strong and weak points, still, software-side I'd rather invest in the more open platform as I think that's what will benefit VR the most and I much prefer Valve business practices's history than Facebook's. That's just my opinion and it certainly doesn't mean anyone buying the OR makes a bad decision. I'm even still considering getting the OR everynow and then given it's strong points. I hardly see how that is trolling nor how you came to the conclusion that my current or past behavior might have warranted you taking measures to prevent any futur potential trolling. If such trivial discussions about either HMDs are perceived as trolling by you and that your purchase got you so emotionally tangled in duality that you can't take part in any debate without taking up arms "for or against", I'd suggest you simply not take part in it, enjoy whatever HMD you got and share your happy experiences with it on other threads for everyone to enjoy, me included.
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That's one way to view it.
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Thanks for the video Skate, cool vid (close the canopy a bit earlier next time and lower the alarm sound level if you can :) One thing I keep wondering, how does your perception in regards to the pilot G-limit and the aircraft AoA changes? Does the 'feel' for it much improved too? I'm wondering if it's as hard to get a feel for it as it is with 2D screens.
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I don't think it's currently possible, even if we could I don't think it'd be ideal,having some sort of tracked gloves with good haptic feedback would be better imho. "VR gloves" is something that I'm sure will get resolved and kickstarted sooner rather than later. It depends on your monitor resolution. But both CV1 and Vive are 1080x1200 per eye (~2.6 millions pixels), if your monitor is 1080p (~2.1 million pixels) then you'll technically need 30% more power, but the reality is a bit different since optimizing rarely is a linear affair. Considering it has to run at higher FPS than monitors it can quickly get taxing. Software solutions are being worked on and will continue to evolve to help in that regard like l Asynchronous Timewarp for exemple. Yeah that's one of the main reason I'm not switching toward the CV1 despite it being much more refined. I don't want to see on our PC platform the sort of drama that the console wars brings and Facebook seem to go head down towards it, it will only be detrimental to VR. Meanwhile Valve already has a Oculus section in its steam store.
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Sadly it mostly is agreed upon that the CV1 has worse god-ray effects than the Vive. But both suffer from it. I fear for night time missions in DCS. I wouldn't take Elite Dangerous as a benchmark though, they are having big issues with the Vive currently that they are working on.
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I hear you. Many report that even having hours every day to fiddle with it for a week or two now, they still have yet to find the perfect position. Oculus definitely is a more refined product in that aspect. Do you use the DK2 to do missions? Technically the CV1 and Vive are 'only' about 20-25% better in term of resolution but it seems that's enough to have most of the cockpit readable where the DK2 is just a bit short or being usable in a practical manner. Anyway we all knew the resolution would still be too low. Like you said it's still much better than nothing ^^. But I still hope you'll find the difference between the DK2 and the CV1 is worth the money and that your experience with the Vive doesn't reflect the CV1's. the Vive might be more expensive but the CV1 isn't so cheap either that it cannot afford to not deliver compared to the now much more affordable DK2. Here's a thorough recent review I just found from someone owning both HMDs for a few weeks that do comparisons with the DK2 he's used extensively for some time. Talking about his experience between the DK2 and CV1 he says "Like the Vive the display and optics are excellent and a big step up over the DK2. The screendoor is now only the result of subpixels not being illuminated and is basically a non-issue for me now." So hopefully that's good news for you! :) Sad to hear about the OR delivery being pushed back to the end of June. Oculus really dropped the ball logistic-wise.
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Thanks for the heads up hansagb, I guess the "Pre-ordered OCULUS RIFT - March 28 ship date." in 14th_JAR sig combined with "Your Vive is obviously way better than Rift." (particularly the "your") that got me confused. Which surprised me considering 14th_JAR's comment usually are very considerate and constructive. My apologies then :) I'll be very interested to hear your reviews and comparison on both HMD if you find the time! A vive should arrive here by June, I'm sticking to it, but I'm really curious about how both units compare for our niche genre.
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In term of image quality and SDE here's a shot of both HMD's screens We can see the different pixel arrangement. I don't know how that translates while it's on and surrounding you. It could be the diagonalisation (is that a word?) on the Oculus helps with SDE. But apart from that they 'seem' quite similar in quality. It is so hard to have a clear picture of the situation, so many conflicting reports. The OR screenshot seem a bit more blurry but I'm pretty sure it's just from the camera movement. The front camera sure opens possibilities, namely reversed augmented reality. But I'd be really surprised if Oculus doesn't come up quickly with an addon camera to clip on the HMD.