

Frusheen
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Everything posted by Frusheen
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That was my main reason for choosing rift over Vive for DCS. I think asynchronous timewarp will be needed to maintain v-sync at 90Hz. Valve are working on their own solutions for judder but at the time the rift pre-order went live they hadn't been announced. Judder in the DK2 was horrible for me in DCS with the old runtime. For example when on a monitor I needed to use settings which maintained over 200fps on my rig to have a smooth experience (using the same settings in dk2 @75hz). I don't think locking 90hz would have been possible. Once we went to 1.5.3 the frame rates dropped to 140-150 on a monitor and dk2 was a juddering mess. I'm looking forward to see how the 1.3 runtime implementation improves things.
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I think haptic gloves and HOTAS is the only way to go. As for CV1 support - we usually get updates on a Friday so hopefully we will get some news in a couple of days.
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Timewarp and asynchronous timewarp are two different things. ATW was not available in runtime 0.8. The developer of flyinside implemented his own version of ATW in 0.8 which is what confused a number of people using Dev kits with flight sims.
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Reserved for future update
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The brackets will be mounted to a removable plate for ease of axis. Here I am marking the holes on the plate for mounting.
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I'm finally getting to a point where I have something to show in my helicopter G-Seat project. I was inspired by the Bergison G-Seat previously discussed here: http://forums.eagle.ru/showthread.php?t=122577&highlight=Bergison+gseat The idea is to simulate motion by applied pressure both via flaps and a tensioning harness. I will also be stripping down the 908 gametrix Jetseat cushion and installing the vibration motors from it into the flaps of the seat. So far I have constructed the seat and a base. The seat itself is isolated from the base and sensitive controls by four rubber engine mounts: This was the first time I have ever picked up a stick welder or done any fabrication in metal. It's a steep learning curve. Here is a view with the controls temporarily in place: I have also completed the mechanism for the flaps in the backrest. The motors are VW wiper motors. I will be controlling them via Arduino and a Monster Moto Shield These are old pictures. I will update this post shortly to show recent progress. EDIT: Update 11th April: I made some progress finalizing the mechanism in the backrest. The flaps and belt tensioners are now aligned. I need to secure the feedback pots into position and secure the brackets on the rear of the flaps then I will paint and move on to testing. EDIT: Update April 12th Mock up of a flap actuator in motion EDIT April 15th: I have moved from the garage back to the computer. I need to start work on the electronics and plan the wiring. I cleaned up some dodgy welds and added paint. I now need to source a few more motors for the base. EDIT Updated April 17th I have finalized the power system for the actuators. As recommended here I am using separate 12volt supplies for the base and back of the chair. Power is being provided by the trusty HP DPS600pb server power supplies. Each is rated for 47amps. I made up a switch box to keep the wiring tidy. Each supply has its own switch. Power is passed through a fuse to a relay to the motor monster shields. The relays are connected to a kill switch which is mounted within easy reach. Internals of the power box Power Supply switches Proposed mounting location. Note the easy access to the kill switch between my legs :music_whistling: EDIT: June 8th I started work on the base of the seat. I've switched over to MOD 1 gears in place of the belts and pulleys. These are working out much better Today I managed to make up the brackets for the pulleys and motors for the base of the seat. I made a jig from an old wiper motor gearbox which allowed for much better alignment. This made life so much easier.
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I only bought the rift for flight sims. P3d already has support for 1.3 with Flyinside and DCS is coming soon. Unfortunately, the best helicopter sim is unlikely to ever see rift support (X-plane) but that was always going to be the case since long before cv1 was announced. As for the stuff in the store I'm not interested in any of it really. I have elite dangerous so will give it a go but the god ray issues may make that a non runner. I tried eve Valkyrie while it was alpha and it didn't impress me at all. The rest of it is novelty titles that I might try or use to demo the unit to friends.
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Just got the delay/apology email. April 12th processing or earlier for me. Hopefully we have 1.3 integration by then. Now time to get back to work on my g-seat.
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You might want to amend your signature then :-p
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Finally we have some comment from Oculus about the delay: I didn't get the email but the shipping that was previously on my order page has been removed.
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Samsung announced a set of headphones with similar tech a while back. Maybe it will appear in CV2!
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Absolutely is not a problem. New video from tested addresses it as well as a lot of other things.
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He posted after that comment. I saw it thanks.
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:thumbup:Thanks Matt
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Derek have you enabled unknown apps to run in Oculus home?
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Wags could you give us an idea when to expect the updated VR support?
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1.3 runtime is out. Anyone tested compatability with the current dcs release? Hows performance?
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edit: Twitter link not working: Pre-order rifts start shipping mid week (likely Wednesday) and will arrive this week too. - Palmer Luckey Fingers crossed for Friday! I'm hoping for cv1 and updated VR support from ED.
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likewise. I based my purchase decision on what I've read from others as well. Valve themselves stated that ATW was the ideal solution - interleaved reprojection is not the same thing. The differences are explained in the gdc talk. They stated interleave reprojection, is compatible with a wider variety of hardware which is why they chose it. ATW required changes by Microsoft to the Windows operating system for example. I want to reiterate guys I'm not knocking the Vive. I just wanted the best experience I could get as soon as I could get it. In the long run Vive may well be better. For my use in dcs at the time I ordered, for me, rift had the better tech on paper.
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I absolutely hate judder. I fly helicopters in dcs and get enjoyment out of flying as precisely as possible. For me judder makes that impossible. Both headsets have methods for reducing judder and maintaining 90hz. The thing with ATW is that it is ready to go day 1 with with the Rift CV1. A lot of what I'm reading with Vive is that their cool stuff is yet to be implemented and sound more like they are designed for games built from the ground up for VR. Here is some light reading on ATW on the Rift: https://developer.oculus.com/blog/asynchronous-timewarp-examined/ The Vive: I won't try and type out an explanation as I'm on mobile but a quick search shows this good explanation: https://m.reddit.com/r/oculus/comments/2yp10s/valve_opts_out_of_time_warp/ "Valve opts out of time warp. During the presentation Alex Vlachos talked about predicting the position and orientation of the user based on current movement and synchronizing the prediction with the presenting the frame. A rule of thumb for prediction is that the shorter time you have to predict the closer to correct your prediction will be. Oculus also does prediction but in tandem with time warp. With time warp Oculus has correct sensor data about 5ms before the frame is presented versus Valve's about 18ms. But Valves approach, though inherently less accurate, is not without its merits. Without time warp many of pixels around the fringe of the FOV becomes unnecessary and doesn't need to bee rendered. This allows Valve to use a stencil mesh that excludes these from the pipeline, effectively reducing the number of pixels that needs to be rendered on the Vive with 17% resulting in a huge performance gain. With time warp, these pixels might be put in view of the user and so they have to be rendered. It's a trade of between correct and efficient, the jury is out on which approach is the better." Due to the high demands of dcs and the issues with even getting a locked 75fps on the lower res dk2 I think ATW may prove to be a better solution. Im not confident that the fewer pixels rendered by the Vive will be enough to compensate for the current frame rate limitations in dcs. I'm not knocking Vive. Valve have their own methods in the works for maintaining 90hz by scaling resolution, dropping pixels from the periphery of the image and replacing them with neighboring pixels and other cool stuff. I just feel in dcs where the scene never changes as dramatically as some other games that ATW will be better. I wanted a good experience day 1.
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Not sure about the latest runtime but the current oculus mirrored view is an unwarped single view which can be turned on or off (provided the developer includes that option).
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They will be released on Monday but we need the latest VR implementation from eagle dynamics or we most likely won't see any improvement. EDIT: it seems ATW does not require ED coding to work which should result in an immediate improvement.
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No problem. Timewarp is a different feature.