

Frusheen
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Everything posted by Frusheen
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I think the main issue would be the actual act of zooming. It's accelerations which cause VR sickness. A fixed multiplier sounds like the best idea. If a binocular view was fixed at a couple of levels of zoom and faded in without any actual zooming in transition it may work. They could add a black border to give the appearance of binoculars.
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Just look at the early posts in the oculus rift thread. Back in the days before VR was implemented by the devs we used lua edits and opentrack to get dk1 working. It isn't a patch on what we have now so dont expect a similar experience.
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That ain't going to work. Unfortunately no settings can maintain 90fps as the op pointed out. We need a lot of optimizations to the core engine to better utilize our hardware in VR.
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I'm not a dev but I think the answer is pretty obvious. This is VR which try's to simulate reality and minimize unnecessary discomfort. You can't zoom in reality! I'd imagine zoom would cause nausea and dizziness. With my job I've spent some time sitting with my legs hanging out the side of an EC135 with a zoom lensed camera up to my eyes. It is very jarring and disorientating. Pilots do use binoculars at times. Maybe they could implement a virtual binoculars with the touch controllers. The fear is unless carefully implemented it will cause nausea.
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Im really looking forward to the Gazelle. Here's the Polychop video I mentioned earlier featuring dk2.
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Gazelle video with DK2 will be posted by Polychop shortly.
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I see many of the Polychop Guys look like they are getting ready. Practice run maybe? [ame]https://gaming.youtube.com/watch?v=MNs5002_x_c[/ame]
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+1. Please give us this option. VR performance needs all the help it can get and system specs are irrelevant as no system can currently run VR smoothly at all times which is essential to prevent illness.
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It's been broken for the last few updates. Use joy2key or similar software to bind the action instead.
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Exactly And escaping chaperone by using increased volume is a flawed notion. Volume is dictated by the length of the cable not the range of the lasers or camera. Room scale with rift with one camera. Touch will likely ship with a second camera which will serve to reduce occlusion and increase tracked area.
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Oh go on - rub it in :-p
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There is a radio mod which allows the radio menu to be repositioned to the centre of the screen and increase the txt size. We need this by default. There is also Viacom which allows you to do away with the menus all together. I've seen you post this reply several times in the low frame rate thread. Are you sure the 'low settings' also had draw distances adjusted in 1.5.3? If they had then they need to give us the old low setting value back by default. They obviously exceed the system specs of everyone's computer when running VR. Nobody is reporting they can maintain 90hz. We should not have to run a mod to get smooth framerates. It was suggested in some threads that this is the price of progress and people need to up their ram or change their CPU. That answer doesn't cut it when it comes to VR. We are in an entirely new era and now that we have consumer tech and good runtime integration we need to push for workable settings. ATW is not a silver bullet and we can't rely on it to mask problems with frame rate caused by performance or optimization issues. Please ED if it is a draw distance/object count issue then give us back the settings from 1.5.0 as an option.
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I can't wait for the Gazelle. The more helicopters we can get the better. They are the perfect match for VR.
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Dave, Unfortunately, reshade and sweetfx etc cannot work with any VR title due to how direct mode rendering works.
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Something in 1.5 broke framerates a few updates back. I lost 25% framerate on my all low VR settings. I hope they can figure out what has caused it. The same thing then happened with 2.0 a few updates later! Settings were almost irrelevant. I went from over 200fps on a 1080p monitor which provided a solid 75hz in dk2 to 140 fps on the monitor and no way of maintaining v-sync on the dev kit. It surely sounds like that problem is still there.
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We need more cv1 reports! Come on Rico get that kid to sleep!! - What about the cv1 blurring in the centre of the lens reported with Apollo 11? - The new cockpit interaction method? - positional tracking on the dcs main menu/mission planning screens? - frame rate performance? - shadows? - switch label readability? I sold my dk2 to get funds for cv1 and with the shipping delays I'm grounded. Anxious for more info. :-)
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Thanks for not holding it back until fully complete. It's great we are now rift flyable again.
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Great News. Now roll on the cv1 reports!
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It's out. Go get it.
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Aginor you are a legend! Well done.
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Then the answer is no.
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Not to mention trying to 're-dock' them while blind in a VR headset. I don't think that will ever be a viable solution.
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Steam, apps on your phone, every webpage you ever visit etc do the exact same thing. This is a complete non issue and is part of the modern world. Look at what data they collect. It's completely innocuous. Get over it or else go and buy a roll of tinfoil.
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Head tracking in VR is 1:1. There is no option to change the turn rates, zoom, etc. VR head tracking is not like trackir. It has to maintain 1:1 ratio with your head or it will make you very sick very quickly. Don't think of it like trackir. It is much much better. It is the same as real life - instant and exactly 1:1 with your own head movement.
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If other titles are anything to go by you can use steam/oculus home or standalone.