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TripRodriguez

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Everything posted by TripRodriguez

  1. Excellent, thank you! Thank you also to Boedha68 for the link, I did watch it and there was a lot of good info there. It's really difficult to decide between that awesome Pimax FOV and the super polished high end with only 20 degrees extra FOV for $200 less. If anyone near NorthEast Pennsylvania has the Pimax 5K+ maybe contact me, I can try the Pimax and you can try my motion sim! :pilotfly: What's the latest word on when we might get the optimization patch? I haven't followed anything at all over the winter, just getting back into the groove this week.
  2. I hadn't found anything along the lines of a comprehensive review post 5K+ shipping to KS backers. I'm told things have gotten better with the Pimax over the past month or so as well, but that wasn't specific to DCS.
  3. Today's launch of the "Valve Index" pre-orders more or less (to me) amounts to the last of the 1.5 gen VR headsets being revealed. Though it appears that the Valve Index is much better than specs make it sound, I'm thinking for the money I might prefer to add $200 and go to the 5K+. I feel like the huge FOV and nearly invisible screen door effect would add to the experience more than the greatly enhanced sense of "presence" and slightly increased FOV the Index offers. So now that the 5K+ is in the wild, how about you guys tell us what your experience has been. This is the #1 most important game for my VR decision making. Don't forget to include performance impact as compared to your previous VR headset as well as your impressions of the visual fidelity, god rays, etc.
  4. Want to report I had the same problem here with SSA failing to launch. For me it seemed to happen when I clicked to update SSA. I found the install folder in appdata (used "search" feature to search the 2.0 folder for .exe) and created new shortcuts and it is launching now. Trip
  5. @dburne Tried it, AF improved things a little further but it's still pretty bad... @those who think the hand controllers thing is pointless, try the free demo of X-Plane with your VR controllers. You wouldn't want to give up your HOTAS, but for everything else in the cockpit their implementation is fantastic. They really put in the effort and got great results.
  6. World scale is fine, but IPD is flat out incorrect..... /sigh but I will drop it since you say the topic has already been beat to death. :cry:
  7. I saw other people saying similar things and thought it was strange, doesn't this mean that ED just flat out used the wrong term? IPD mean "Inter Pupillary Distance", literally the distance center to center between the pupils of your eyes. What you are all saying is that the DCS IPD setting is acting like stereo separation. We should probably petition ED to fix this, unless I'm somehow incorrect here which is always a possibility.
  8. @harf4ng X-Plane has fantastic VR controller support. They really put in the effort, for those of us with fancy flight sim gear it's not something we are likely to use, but for those who were previously flying with an X-box controller or god forbid mouse and keyboard it's really fantastic! @dburne I will try that out ASAP, I might be able to do it tonight for a few minutes.
  9. I think it's at default, I hadn't experimented with it. What is the performance cost? Any suggestion for what setting offers the best fidelity/performance compromise? I will experiment with it in the next few days and report back.
  10. That definitely makes it a little less awful, but even at 1.5 PD and 8x MSAA (unplayable frame rate) it shimmers far too much! My current setting is 1.2 PD and 4x MSAA and it's still terrible. I suppose it was easier to tolerate before I spent time flying in X-Plane and got used to it not being there.
  11. So the main thing continuing to drive me crazy is all the damned shimmering! Trees are the biggest problem, but tons of other things do it too. I'm pretty sure (I'm uneducated) that this is caused by aliasing, and I'd be tempted to think that nothing could be done about it with current gen VR headsets, except that in X-Plane I get almost none of this! I think their trees are more or less "solid" instead of full of holes which might be the key. Their trees aren't as fancy and likely DCS trees look better on a monitor, but honestly the overall look of them in VR is worlds better than DCS. Shimmering is non-existant in X-Plane on trees, and very minimal on anything else. Does anyone here know enough to discuss whether or not it might be practical for ED to dramatically improve the shimmering issue for VR users? I'm thinking maybe things like a "VR Trees" setting where the tree models are replaced with more basic models (or textures?) similar to those used in X-Plane? Alternatively maybe we could get a map mod that replaces the troublesome shimmering objects with VR friendly ones. Since someone might ask for my specs: HTC Vive (also have Oculus Rift and it's got the same shimmering effect in DCS) GTX 1080 OC@1900Mhz w/8GB i5 8600K OC@5Ghz 16 GB DDR4 SSD
  12. Thanks Looney. I'll try to do that later today. Scrambling to finish packing all my wife's crap up so I can load it all on a truck tomorrow.
  13. Greetings folks. Sorry I've been away, my life went a bit crazy and I've been focusing what little time I have on other things for a while. In fact the problem I'm posting about here actually occurred months ago but I haven't had time to try to solve it. I do not have any knowledge of programming etc., so mostly I google search like crazy, copy and paste, and maybe learn how to edit a line or two in a specific way and fumble my way through making things work. This time I've been foiled. I bought several Teensy LC to use with TeensyDuino for cockpit controls. Knobs and levers and switches. The problem is that the sample joystick code for TeensyDuino that I've used before (with 2.0++) doesn't seem to work with the Teensy LC. I get a lot of very strange behavior, I don't remember much detail at the moment but suffice to say it's 100% unusable. I spent several hours searching online but didn't find any solution. Any chance that someone can provide me with TeensyDuino code to make Teensy LC a joystick with however many axes and buttons are available? I hate to ask, but I'm hoping that for some of you this will take only a couple minutes. ;) As always, thank you guys very much for your time! Trip
  14. Sadly the Huey cockpit is on hold for now. My wife and I managed to buy a (mobile) home in October and I've got my hands full with necessary repairs and renovations so I can't get away with many hours of cockpit building currently. This week I have to start the kitchen renovation, there just isn't nearly enough counter and cabinet space for a full time residence. For now what I've done is put the Huey cockpit in mothballs and returned the sim to it's original generic design. This way I can use it when I have a little time for fun and relaxation.
  15. I believe the force trim project was seriously delayed by the restructuring of the company so it will probably be a while yet. If I recall correctly Yogi said that the Force Trim module would be available as a kit to upgrade his non-force sticks. Trip
  16. Thanks I'll check it out. Do you know why it works perfectly in single player mode, but has pitch problem only on multiplayer servers?
  17. Thanks JaBoG32, that helps a lot. The lag may have been something else. I use Ian's BFF motion software, so I need to understand the problem. Are you saying the pitch values are much higher than they should be and need less sensitivity? Trip
  18. Thank you sir, that would be very much appreciated!
  19. Note that these tests were largely subjective, though I consider myself to be a fairly objective person. This past week I had on hand for direct comparison. Keep in mind I've been using Rift CV1 for over a year since that may affect my viewpoint. Oculus Rift CV1 HTC Vive (consumer version) PiMax 4K + NoloVR Because it becomes important later on, let it be known that my IPD is 67.5mm, which is above average by a decent margin, and I have a larger than average nose. I switched between these various headsets multiple times over the course of about a week to compare, Using DCS world almost exclusively. Rift CV1 is my recommendation, as it is basically everyone else's. Rift CV1: Screen: Second best screen clarity, behind only Pimax 4K. Individual pixels look much smaller to me than Vive and pixel fill is much better. When there is a dark object on a light background and you turn your head fast a dark purplish shadow follows it. This did not seem to happen on Vive. Lenses: Definitely the best lenses. The God-Rays are really annoying in dark scenes with high contrast, but are very minor in most daytime scenes which overall are more common. Even in the dark space of Elite Dangerous I found that though Rift god-rays were more obtrusive looking than Vive's they actually caused less trouble. Comfort: Rift is most comfortable once you get it adjusted right. Vive now has a similar rigid strap system with headphones available as an accessory. Performance: Oculus ASW definitely gives an edge in terms of smooth looking gameplay when the framerate is low. Overall Visibility: It's better than you think, even if you have been using it a lot yourself I think you likely underestimate it compared to the competition. Head Tracking: For cockpit type games Rift's head tracking is the clear winner, though it does take more USB ports and using extensions can cause problems. Moral dilemma: Oculus (Facebook) is evil and their efforts to lock other VR headsets out of as much content as possible is awful. For me (motion sim) their refusal to allow the community to make plugins for the driver is also a major negative. HTC Vive: Screen: I'm surprised to say I find the Vive to be MUCH worse than Rift. The pixels are significantly larger looking with bigger gaps. Objects and scenery more than a couple yards away are significantly less detailed and clear looking. Lenses: Vive's lenses smaller sweet spot means a lot more effort goes into adjusting the headset and even then anything off center is less clear. The god-rays seem better since they are concentric circles instead of big smears but they tend to occur a lot more near the center of the image which meant they were obscuring what you are actually looking at more often. Also Rift seems to have a lot less of this in daylight scenes than Vive. Comfort: Vive's comfort isn't really bad, but Rift is better. The new rigid Vive headstrap accessory probably solves this mostly, though Vive is still heavier. My large nose got a tiny bit irritated by Vive where it does not in Rift CV1. Performance: Low frame rates were noticeably more annoying than in Rift, probably because Vive does not have an equivalent to Asynchronous Space Warp yet. This is probably only a temporary disadvantage and likely to be solved soon. Overall visibility: Vive gives a less clear and detailed image than CV1 all around, but especially at longer distances. Head Tracking: I love the lighthouse system. It's easy to set up and super flexible. It takes n o additional USB ports and there is no messing with USB extensions. It's open sourced so third parties can make awesome tracked accessories like guns and gloves. Overall it's fantastic but it does seem to be a little less perfect for the seated experience. Moral High Ground: Valve is a company I don't feel at all bad about giving money to. The open source policy means lots of great plugins and also lots of great third party accessories coming! PiMax 4K with NoloVR: My experience with PiMax 4K may be much worse than others due to my IPD being high (67.5mm) and the fixed physical IPD of the lenses in PiMax apparently being below average, at 63mm. Screen: Immediately visible difference, but honestly not as much as I expected. I could still clearly see the individual pixels, though there was nothing I'd call screen door effect. Nevertheless I'd kill for this screen in my Rift, but oddly in the end it made me feel better about the Rift screen than I did before I saw a (split in half) 4K screen in VR. Something in the motion blur type category is apparently an issue with the screen because it's not OLED, but for DCS I didn't notice anything like this. I'm not that picky though, so take that with a grain of salt. Lenses: I'd have to say "bad". They are not Fresnel, which meant no god-rays at all, but everything far from center I kinda saw double and it took conscious effort to change my focus from one object to another. Serious eye-strain, but this may be much better if you have a lower IPD. The other thing was there was a definite fish-bowl effect when you turn your head. I had a friend try the headset and he noticed it too. Comfort: PiMax 4K is nice and light, and the DK2 style head strap isn't terrible. The foam face interface felt rougher against my skin and my nose was against plastic and got sore quick. This was the case (albeit to a lesser extent) with DK1 and DK2 as well but not at all with CV1 and mostly not with Vive. Performance: PiMax also lacks ASW, though again this might soon be solved by SteamVR. I don't want to comment otherwise, as I'd likely say something wrong here. :D Overall Visibility: As expected it's the best in terms of detail and clarity, but this really only benefits you in terms of directly where you are looking due to the lenses being lousy. I found I actually could see less detail in a distant treeline than CV1 because of the lenses, and also I think that "motion blur" type thing came info effect just from the slight involuntary movement of my head. Head Tracking: VIA NoloVR- I think my Nolo had some issues/defect so I won't say a lot but there two things I learned that I'm sure will apply to any NoloVR unit. NoloVR: NoloVR seems to be extremely similar to Lighthouse. So much so, that having both the NoloVR and Lighthouse base stations on meant that either type of tracking I tried to use was a disaster. I had to power down the Lighthouses to use Nolo and vice versa. NoloVR base station runs on a rechargeable battery. Hopefully this doesn't limit gameplay sessions. PiMax4K conclusion: If you have an IPD of ~65mm or less PiMax might be a great option for you. I did not have a pair of 65mm or lower eyes to test it with, so I'm not really sure! If you order one expect it to feel like a cheaper product, and don't be surprised by it's being inferior to Vive and CV1 in every way expect the screen. I hope this helps someone out! If I said anything incorrect here set me straight, my lack of technical knowledge opens me up to such mistakes. Trip
  20. Thanks Kadda. I've been super busy so no progress on the Huey cockpit but I am back to flying finally! Hopefully I'll start making some progress again in the coming weeks. Trip
  21. Bah! Too much modern tech! Thanks for the info Mole. Also your controls look fantastic!
  22. Also important to show what is needed for collective only, cyclic only, pedals only, and combinations of any two of those.
  23. What is the maximum target engagement range for the P version weapon systems? So far I'm not a big fan of weapons systems like the Ka-50 and Gazelle TV guided weapons. I like the Huey and Mi-8 way of doing things, strafing a target or firing rockets at very short range and trying to survive the incoming munitions!
  24. Hey guys. My motion sim was apart for about three months so I haven't flown. Last night I got to fly and was working fine in offline mode, but when I loaded into multiplayer server there was a problem. When I get into an aircraft in multiplayer the motion sim pitches up or down and stays that way. Motion continues to work, but seems a bit laggy and the "center" of motion is pitched at an odd angle. I was only able to try it with the Huey so far, to test with other aircraft I need to know a server I can get on that has player export turned on. Any idea what is causing this or how to find out where the problem is coming from? PS- Three months ago it was working fine on the big WWII servers.
  25. Thanks Wormeaten. To accomplish what I need, the movement of the simulator needs to be measured, and subtracted from the movement of the HMD. IMU's/Gyros record movement of the head relative to the ground. Head tracking movement has to be relative to the moving floor.
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