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TripRodriguez

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Everything posted by TripRodriguez

  1. I found that review last night myself. It will be interesting to see what happens.
  2. Edit: Found a review on reddit confirming the following is not true... at least at present. Confimed what I said above: "The aGlass comes with custom software allowing you to manually apply foveated rendering to any HTC Vive experience and the amount of the effect being applied" From the article I linked.
  3. Thanks Mole, that's a big help!
  4. Mole, Excellent thank you. I think I have figured out a design that will work for me in my head but I have to draw it to be sure. Can you point me to what relay you used? Might save me some time shopping. Trip
  5. Don't quote me on this, but I was not under the impression that Foveated rendering with the Vive addon will not require support added to the game by the devs. A SteamVR plugin does the work I think. The media guy who got the demo said the Foveated rendering took the VR frame rate from visibly stuttering to 90fps... not that I think the results will be that good across the board.
  6. So I actually got DCS running through ReVive, apparently I had pointed at the wrong .exe LOL. And the motion compensation is operational, though I can't test how well it works for another day or three. This means I may be able to stick with Rift after all. I'm going to test out both VR sets and weigh the advantages and disadvantages of each. Vive has the advantage of 3rd party hardware and plugins, better tracking given my special requirements, and moral supremacy. Foveated rendering coming very soon which will be a huge boost in FPS and allow higher settings. Rift has better display and ASW. I can't imagine Steam just ignoring ASW, they must be working on their own version right?
  7. It is a third party tool, but the great thing about steamvr is this kind of stuff. Take a look here, and yes you can use this on rift via revive but I couldn't get the standalone non-steam DCS to work with revive. https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/page-4 I'll be installing the stream version to test that, but don't own steam huey, or any stream helis for that matter.
  8. You guys are not making me feel very optimistic! Hopefully with careful adjusting etc. I can get the Vive to be acceptable. Oculus stated that they have no interest in supporting motion sims because so few people have them. =(
  9. It is a great thread indeed. A very simple build requiring very little in the way of special tools with a fantastic result! Wait, is there a mag brake on the Huey collective as well?! If so I'll have to add that too! I know from a real Huey pilot that the pedals have mag brake, but with very low spring tension to the point that some pilots didn't notice it. Mole that video clip was perfect. I understood the bellcrank being there, but wanted to see what materials you used and how you assembled it because I figured you had done it in a simple but effective manner like the rest of your build. =D Since I have a microhelis.de cyclic already I'm looking to add a Mag Brake to that. It occurs to me that since it already has hydraulic damping I really only need springs on my mag brake if I leave those intact. This might help me solve my problem with not having enough space to work with.
  10. Beautiful Yogi! Can you tell us anything about force trim module progress?
  11. Shhh... don't tell me these things! I really, really need Vive to be good enough so I can get away from Oculus head tracking problems that come with using a high angle and travel motion simulator! It's interesting that everyone seems to agree now that Vive is inferior to Rift in terms of visual fidelity, because back when they were both new on the market all the respected hardware reviewers on youtube etc. seemed to agree that the two headsets were equal in this regard. General consensus always overpowers reviews though, even those from respected persons.
  12. Mole can you get me a picture showing the detail of the linkage for the Force Trim units? I just want to see how you put it together. Trip
  13. Hey guys, Just FYI I now have a Vive coming next week. When it comes I can do a direct comparison and post my opinions. To be able to pay my bills this month though, I'll be selling one of the two VR sets immediatly after I test and make my decision.
  14. Link should be fixed now, thanks. Also: Yesterday I purchased a used Vive so I'll post my own opinions here once it arrives (next week) and I get it set up and tested. I will be selling one of them immediately after testing so I can pay my bills this month. =O Theoretically it will be my Oculus I'm selling, and I have a friend who will probably take it.
  15. Ask and ye shall receive (soon™): https://www.roadtovr.com/noitom-hi5-vr-glove-htc-vive-finger-tracking-hands-on/ If I can't make the Leap Motion work via Vive controller emulation this is the next step. But since I don't need the functionality to flip switches, only to see my hands I think the Leap Motion thing will work.
  16. Actually for myself I just want to be able to see my hands in game, planning to try out the Vive controller emulation via Leap Motion so I don't have to pick up a controller. Also I don't plan to flip imaginary switches, I have real ones. I just want to see my hands which is what we have right now.
  17. Greetings again folks. First let me say I'm aware of the current (extremely WIP) status of tracking VR controllers! So anyway, does anyone know who on the DCS team is responsible for the fact that we now have a very early implementation? I would very, very much like to exchange a couple messages with that person, I promise no silly demands or expectations and I would consider any info I was told to be top secret and completely unofficial. So if anyone can get me in touch (via PM's or whatever) with that guy, I'd be very grateful. Thanks for your time, and also any discussion of VR hand controller implementation is welcome here, it is after all a forum thread not a personal ad. =P Trip
  18. Not the case for Vive good sir. =D It is going to be a $220 upgrade though. https://uploadvr.com/7invensun-eye-tracker-for-vive/
  19. It's interesting pretty much everyone is now saying the display on the Vive (in terms of SDE etc.) is not as good as the Rift. Interesting because back at the beginning when both launched every review video I watched comparing the two said that the displays were equal. I'm not arguing the point by the way, I had a Vive on my face for a couple minutes a few months ago and I too felt like the SDE was more noticeable and also felt like the Fresnel rings made the god rays slightly more annoying. Still I'd rather give my money to Valve, and the Vive accessories all in the works are pretty awesome compared to Oculus who flatly stated they have no interest in helping to support motion sims for example. Trip
  20. Hey folks, It's been over a year since the "how much better is Rift" thread, and now because of a new head tracking solution for Vive that is ideal for motion sims I'm considering making the switch from Rift CV1 to Vive. So now, a year later, how do the two HMD's compare in DCS specifically. I'm looking for opinions of people who have used both in DCS. It's also worth mentioning that the Vive has a Foveated tracking add-on currently in the dev kit phase I think, that should dramatically increase the frame rate. This could be really great in DCS. Thanks for any useful information. Trip
  21. I'd like an update on the difference between Rift and Vive in DCS now. Reason being I'm considering switching the Vive because I can now get much better motion tracking on my 6DOF motion sim with Vive. Trip
  22. This is true. Yogi, I'm sending a PM. I want to buy pedals if I can afford. =D
  23. Update July 1st: Collective 3" lift progressed to 80% complete Main console lift complete Seat lift complete I have to say I was surprised how much better it felt to sit in with the pedals/floor 3" lower relative to everything else. It was a lot of work but I think it was worth it. I expect to start flying a bit this week, though there is a LOT of other stuff I need to do not to mention in-laws coming to town for the holiday so I'm not sure how much time I'll have. First thing I need to do when I get in the air is motion tuning, usually a six or eight hour session to get that done. The only things preventing me from flying right now are: Collective needs to be completed and installed Dual MS FFB2 needs to be raised ~ 3 inches along with everything else, but I need to get in the pit in VR to determine the exact lift height. I'm finally getting there!
  24. Yeah it's probably not very important to most people but I'd like it for use during startup and shutdown procedures to keep the stick from falling over. I will probably just rig up something simple and cheap myself but I know you like ideas for features to develop and this would be a sweet little added feature for your Huey stick. =D The leather boot looks great! I'd love a set of those myself. Any progress on the Force Trim? For now I actually only need Mag Brake since I'm focusing on the Huey, but I imagine eventually I'd want the incremental trim function as well.
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