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Mnemonic

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Everything posted by Mnemonic

  1. Hi Leon, you are welcome. I didn't tried to actually fly, because this image is not converging when you look into Rift with both eyes (you would need to move center of both images closer to each other in order for it to work, because Rift doesn't have 100% overlap for left and right eye). But I hope to try Huey with proper stereoscopy, maybe using upcoming VorpX driver, if it will work with DCS.
  2. So guys, to all who is curious about current Rift devkit, I just made a simple test. Just for the test purposes I made side-by-side output of the same image editing monitor setup lua. This image is not suitable by viewing in Rift in terms of stereo or even for 2D viewing (one need to apply offset to images to actually converge in the device, and apply barrel distortion). But, I wanted to show you just how resolution (in one eyepiece) looks like on Rift devkit with 1280x800 panel (640x800 per eye), and how it affects gameplay. Important - I set up in-game FOV to match Rift's FOV (or at least close to it). So - no zoom applied, as zoom is not suitable for RIFT (whole your vision zooms). Images are clickable, you can check original resolution. So here are the photos made from actual Rift devkit. First I show you two steps, as I move my camera closer to lens - more of actual FOV you see (same for the eyes). And here is how A-10C cockpit looks like (true FOV) Now, if I position my camera as close as possible to MFCD, this is how it looks like: Here is an input image of a HUD, what goes to Rift: And the same image how it looks like in Rift (I moved my camera as close as I can to Rift lens, if you move your eyeball closer you will see a bit more around): And CDU (moved position as close as I can in simulator with default camera limiters) In Rift: And here is Su-27 HUD from FC3 (actually readable) These images are from current Rift devkit with 1280 x 800 panel, and they do look actually good for consumer-priced HMD. Now, if the panel will be 1920 x 1080, instead of 2 pixels we will see 3, will it be much better for DCS simming? I personally doubt. I would love to try UH-1H anyway, as it seems not that bad. But it needs to become 4k rez in order to just start to be actually useful and beneficial. And there are not so many videocards out there currently suitable to render 4k, even more, do it in two viewports for stereo with 60 frames per second. For sure we will get there, but I think it can take some more time.
  3. I would love to see proper implementation of MiG-25 or MiG-31
  4. Sorry, where did you saw aggressive posts?
  5. I have the Rift Devkit, and while it is good wide-FOV HMD to work with on different experiments, for building my home pit I'm looking into multiple monitors solution, which currently just seems much more practical. For sure I'm looking forward to consumer version of the Rift, but they will not have as good resolution as you can get with multiple screens, and in DCS it is viable, hell Full-HD screen is not good enough sometimes! Current RIFT devkit rez is just too low for DCS, and if they improve it up too 1.5 times (in terms of pixel density) it will not help as much. Stereoscopy is not so important in DCS, of course it's kinda nice but it is not supported by DCS from ground up, you can't click switches properly with your mouse, because your switches will be completely off in space with the cursor. Also motion sickness, lower framerate you have - harder it hits you. With multiple screens having big enough FOV you will never experience motion sickness even with low framerate, becaue you always see physical space your eyes are refer to. Indeed some demos for Rift now are impressive, as they imply on the feeling of motion (like Riftcoaster), or helocopter demo. But in DCS you actually work, you stare at gauges, you stare at MFCDs, you stare outside, searching for enemy, and I don't see this kind of working scenario currently will work in Rift. It is super immersive but it kinda makes you feel visually impaired. Just my point of view as for now.
  6. Было хорошо, а если бы не ФПС-ы, то было бы прекрасно. При подлете к ущелью у меня упали до 10-11, а потом когда началась стрельба то вообще до 1-го (когда в поле зрения была основная группа Хьюи). Потом меня выкинул сервер. Вообще не знал что в ДКС так все плохо с производительностью (до этого в массовый онлайн не летал). В оффлайне, даже при большом количестве юнитов такого никогда не видел. И скринчик от меня, перед вылетом: В ожидании Сликов:
  7. как надумаете повторить, рассчитывайте на меня :)
  8. Wonderful app Leonpo! Thank you very much for this!
  9. Great! Looking forward! :) Btw it would be cool to have A-10C skin made from this Hunter: And this Mustang:
  10. Конечно важно, это же ДКС, тут каждая мелочь важна. И чтобы патроны из ящика исчезали (ракеты то из НУРСов исчезают, стволы миниганов нагреваются и краснеют), и чтобы пехтура появлялась в салоне.
  11. Not always, but from Flaming Cliffs 1 :) In vanilla LockOn "Modern Air Combat" it had SFM.
  12. Yep, and remove flames, which are present only for very old, used and abused Merlins!
  13. OMG guys are you serious, sure it became a bit more stable, mostly on pitch, but just a bit, it still hard to handle for me, just a bit easier :) And it is far from game mode, you can catch vortex ring easily.
  14. Indeed it feels more stable, easier to hover (still very hard, but bit easier :) ) And looks like you feel the shake before vortex ring earlier.
  15. Reminds me of Batmobile :)
  16. To output russian style gauges (FC3 and Black Shark) you can use my programs BSVP and LOVP I spent many hours of implementing, and give away for free :) Doesn't provide any input, just output. http://3dvrm.com/bsvp/
  17. It is simple, I did basic integration with my own demos myself, but to make it actually work good without eyestrain, and with proper FOV and correct barrel distortion it will take time, because it will simply not work right away the way you suppose to, you need to spend time on tweaking here and there. And this tweaking took me more time than to write the code. Did you tried the Rift? I never had motion sickness because of HMD too, and I worked with them quite many times. But Rift's very wide FOV changes a lot in terms of perception. If you do improper rendering, or you have lot of lags, or damn even the movement of the camera if it start and stop to fast, you kinda start to feel sick. You can train to it btw, but not from all the bugs you possibly can have. You use variometer for aerobatics right? And probably speed. With current Rift devkit it would be painfull to read them in cockpit. Hopefully with higher rez panel it would be better! I am not pessimistic here, I have the device and I experiment with it almost every day, and I am frequent DCS pilot. Just trying to be realistic here, and communicate my own experience. I like the Rift a lot for what it is - very affordable wide FOV HMD, but realistically we would need a much higher rez Rift (4k display in my opinion would be acceptable for reading gauges and work with avionics) and much more powerful PCs to render DCS for such high rez in stereo and 60 FPS. Current rez is just too small for what you used to in everyday simming life, you'll se it. But maybe even FullHD panel will be much better than current setup, who knows.
  18. Uh-1 gauges would be super awesome! Looking forward! Also would be very cool to see A-10C gauges for android the other day, I mean not MFCDs but gauges!
  19. Last week I was lucky to make a photos of Catalina in her natural habitat: These and other photos, in original resolution here:
  20. Actually building whole stereoscopic pipeline into engine, with barrel distortion and counter-chromatic aberration is not "just", it is by far the most complex part of integration. I mean do it the proper way, so it will look good in the actual Rift. Attaching head-tracker support is actually pretty simple. Besides render need to be 60 FPS, it is not "good to have to really shine", it must be rendered quickly and smoothly, otherwise every second player will vomit (no joke). Rift completely covers everything you see, so you would want to have your virtual world to be stable, and without lag.
  21. Hey, this is awesome :)
  22. I got few sticks: Logitech Attack3, Logitech Extreme 3D Pro, Speedlink BlackWidow. I also tried to fly with X-52 pro. All of them feel very plastick and too soft now, after I moved to HOTAS Warthog. But I don't regret a second. Basically it is the most realistic stick I ever tried, it feels just right, very solid. For sure first few flights I did felt like I need to apply a bit more pressure, but you will notice that it is surgically precise. Also I get use to it very fast. I also tried Russian MiG-21 and MiG-25 hardware simulators, and HOTAS Warthog is the closest thing you can have in terms of pressure you need to apply on stick and buttons. Also, after Warthog I can't fly on any other stick, they are too "toyish" :D If mine will brake one day, I would need to buy another one.
  23. This is so cool!
  24. Sorry but TrackIR is not complete crap compared to Oculus Rift. I have Oculus Rift Devkit for my VR experiments (first day backer, and VR developer) and I do use TrackIR for quite a while for my flight simming. Current Oculus Rift has very good inertial 3DOF headtracker, probably best 3DOF inertial tracker among others I tried so far (Vuzix, Hillcrest Labs, and others...). But Track IR is absolute killer optical tracker with very low latency and full 6DOF. Oculus team researches the capability to add 6DOF tracker in consumer version of the rift, personally I think they should collaborate with SixSense (guys who made Hydra controller), but as a matter of fact currently it's 3DOF which doesn't make it a killer of TrackIR, far from it. Current devkit is very low resolution to be used in such a complex simulation as DCS, but I do hope they will improve resolution for consumer version. By my own observations that they need to use at least 4k panel to make it really well suited for serious flight simming. So far they plan to release consumer Rift with one FullHD panel, which still makes it pretty low res (half of Full HD per eye, stretched across a huge area of vision). For example A-10C hud would be imposible to read if in game FOV will match Rift's FOV, and you do need to match it (no zooming guys) because otherwise users will have headache. And BTW Vireo drivers are pretty bad as far as I see, touched them a few times, head headache because of improper stereo rendering. Could be some settings that I miss. I like demos with native implementation far more, usually it works much much better.
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