

Frusheen
Members-
Posts
791 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Frusheen
-
How do I activate the Oculus Rift DK2/SDK 7.0 in DCS World 2.0?
Frusheen replied to whiteside's topic in DCS Modding
No -
How do I activate the Oculus Rift DK2/SDK 7.0 in DCS World 2.0?
Frusheen replied to whiteside's topic in DCS Modding
Num5 -
Vive dev kits have been available to selected developers for a few months. A developer kit 2 is being made available in January (7000 units). The vive consumer version is slated for April.
-
I believe I previously read that since becoming official third party partners the price will be set by eagle dynamics not polychop simulations.
-
You should wait. 2.0 is poorly optimized for VR so it's impossible to know what specs we will need for the rift when it's released. Nothing you could buy today would run it at the required 90hz. The rift dk2 75hz is a struggle even for those with a couple of 980TIs. Of course this will change as ED make improvements but there is no way for us to know by how much - not yet.
-
I'd like to see this as well. It is one of the things that separates some DCS modules from other flight sims in virtual reality. A pilot avatar makes a huge difference to immersion.
-
Simshaker: which airframe effects to implement next
Frusheen replied to =Andre='s topic in PC Hardware and Related Software
Replied via PM to avoid taking this thread off topic. -
Simshaker: which airframe effects to implement next
Frusheen replied to =Andre='s topic in PC Hardware and Related Software
Joebloggs your cushion is likely using the sub output from your sound card running via an amp similar to buttkicker. This means it is relying on your in game audio for the effects. This can be a bit hit and miss. It is relying firstly on your game outputting good low frequency audio signals. It also means you are tied to just those effects which have low frequency audio associated with them. Simshaker takes aircraft effects from the export lua script in DCS. It takes these values and outputs its own audio signals for each effect. These custom signals result in vibrations which cannot be achieved from the in game audio alone. These can then be output to a buttkicker or cushion like yours. The jetseat Is another peripheral which is also supported and it provides better feedback than a buttkicker. An example to illustrate is the etl transition vibrations in the Huey. These are currently output via Simshaker. This effect is not felt with a traditional buttkicker or other audio driven transducer but with Simshaker a physical vibration is felt to match the in game cockpit vibrations. -
Apple do this all the time and I have read that oculus would like to take that approach. Again, it's speculation and just what I've read on the internet so take that for what it's worth.
-
It'll be free for those who preorder the rift. Looks like fun.
-
In hoping for the games line up and preorder to be announced at GDC in early January with shipping in March.
-
Thanks for your clear and concise updates Sven.
-
I'm not holding out much hope for the vive. At least not in a Valve/HTC partnership. They've gone from an imminent consumer release to now a second dev kit with no warning and their executive director of global marketing has just jumped ship. It doesn't sit well.
-
Not directly rift related but just sharing the news that the HTC PR machine has dropped the ball. No vive this year. It's now slated for release in April 2016.
-
General release date is announced. April 2016. 7000 kits available to developers after Christmas. Bad news for those expecting this thing to be available this year.
-
There's a radio mod posted a few pages back. Not sure if it works in 2.0. It did in 1.5. You could test and see. Allows you to click the radio commands and change the size and position.
-
I've really enjoyed these so far. Liked and subscribed. Thanks Bunyap
-
There is an area of turbulence under the bridge at Hoover dam. Fly a Huey under it and you'll see it straight away.
-
Getting ready for the oculus
Frusheen replied to VrValor's topic in PC Hardware and Related Software
Oculus recommends the following for the “full Rift experience” when the headset ships in Q1 2016: NVIDIA GTX 970 / AMD 290 equivalent or greater Intel i5-4590 equivalent or greater 8GB+ RAM Compatible HDMI 1.3 video output 2x USB 3.0 ports Windows 7 SP1 or newer. I expect DCS will require better than the minimum spec. -
I think autopilot is the key to it. I also felt the video 'looked' like the helicopter was on rails until Wags brought the speed back and then it was more like Wags usual heli flying :-p Honestly I'm not in a position to judge but I can see what Kobac is getting at. I hope it was the autopilot. I've no doubt Polychop will do a good job and won't dumb it down for the fixed wing flyers. I've invested heavily in full size helicopter controls and like FishDoctor says I want it as real as possible. If I wanted easy to fly helicopters that are unrealistic id be back in FSX. I don't think that will be the case with this.
-
I hope he gets to try it BEFORE it is sold. The more input from people like him the better.
-
Oculus Rift DK2. Need advice on capturing video?
Frusheen replied to Frusheen's topic in Screenshots and Videos
Thanks Vicx. I'll take a look. -
Oculus Rift DK2. Need advice on capturing video?
Frusheen replied to Frusheen's topic in Screenshots and Videos
The image I'm capturing isn't full screen. That's the problem. -
Oculus Rift DK2. Need advice on capturing video?
Frusheen replied to Frusheen's topic in Screenshots and Videos
I might look at shadow play. I do use Nvidia. The problem isn't capturing the image though. It's the workflow to resize it I need help with. As you can see the video is rendered to only a small area of the computer monitor. I would like to increase the size without hurting the quality too much.