

Thunderchief2000
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Everything posted by Thunderchief2000
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I think it is worth pointing out again that if you are getting exactly 45 FPS or 40FPS on a 80Hz headset like the Rift S then the reprojection is not turned off. I don't have a rift, but with the HTC VIVE you have to turn off reprojection in SteamVR. You do this by going to steamVR and in the menu click on "Display Screen Mirror" then with the screen mirror as focus press shift and A you should get a line of green confirmation text in the top left of the mirrored display. you can now turn the mirror off. (the mirror display is not the same as the one that is normally displayed in DCS you have to turn it on.) You should now see your fps vary as you look around the cockpit. Also on the VIVE Pro I never see it go above 90FPS, even with reprojection off. So if you are by some miracle getting 90 FPS, turn some more options on so you are not! ;-) Cheers
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I forgot the point of my post, I was going to say that you should pick one or the other, DCS PD or SteamVR. The is no benefit in running a mix of both, but they do stack and SteamVR comes first. so if you ran a 1000x1000 display and asked for a steamVR setting of 150% and then a DCS PD of 1.5 you would in fact be doing the following: 1000x1000 = 1000000 pixels +150% = 1500000 pixels so steam vr asks DCS for a resolution of 1224x1224 then DCS applies a PD of 1.5 so: 1224 X 1.5 = 1836x1836 This is exactly the same as setting Steam VR to 337% just harder to figure out . ;-)
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I can't say for Pitool but in the case of SteamVR this is not true. SteamVR sets the resolution it requires to be rendered from the game. Essentially it tells the game engine that the display is a set resolution. It is exactly the same as setting the PD in DCS. However SteamVR is calibrated in % of total pixels rendered. where as DCS PD is % of horizontal or Vertical resolution. So if you had a display with a resolution of 1000x1000 and used steamvr at 200% you would in fact be asking the game to render a image of about 1420x1420. Where as in DCS a PD of 2 (200%) is asking the game to render a image of 2000x2000. This is why there seems to be a performance penalty. (I am ignoring the fact that SteamVR is applying supersampling at 100% anyway) In my case I used to run a SteamVR setting of 200% but now have it set to 100% and use the DCS PD set at 1.4 and get the same FPS and quality, I did this simply for ease of changing the settings in one place.
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Additional tactial controls for VR
Thunderchief2000 replied to Thunderchief2000's topic in Virtual Reality
Well I have the MFD's now, and they work really well in the A-10, I suspect because of the visual cues in the game help. They are not quite so easy to use when used as button box for other planes. but I find the rocker buttons are easy to find so I tend to base custom assignments around these. One thing I did find was the brightness and contrast buttons are mapped wrong by default. there are on opposite sides. Just would like some rotaries for trim or radios now. Oh I Just want to add I had to screw the MFD's to my desk, they move really easily when pressed in the heat of the moment, especially in the fully upright position. Cheers. -
Its actually the same resolution as the VIVE Pro 1440x1600 per eye, the article mentions that it is increased over the VIVE. Not sure there is much here for consumers, the eye tracking might be good for some apps, but as others have said the Foveated rendering will require app support, and I suspect its not going to be quick to do.
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Additional tactial controls for VR
Thunderchief2000 replied to Thunderchief2000's topic in Virtual Reality
Out of interest has anyone used the Buddy fox UFC? https://www.buddy-fox.com/ Is it any good, if the TM MFD work well , I might be tempted. Cheers. -
Additional tactial controls for VR
Thunderchief2000 replied to Thunderchief2000's topic in Virtual Reality
Hi Guys thanks again for the suggestions, I have ordered a pair of the Thrustmaster MFDs, as I do fly the A-10 I think these will be very useful. I Like the look of those DSD button boxes, do the rotary encoders work for tuning the radios? is so I may have to buy one of those too. I tried using a standard xbox controller lastnight but have to say I found it hard to find the buttons when not holding it, also I could not think of a good way to mount it securely. The PCflight stuff looks awesome but I don't think I will have time to build it. (or the money, it looks like a giant money pit! ;-) ) Thanks -
Additional tactial controls for VR
Thunderchief2000 replied to Thunderchief2000's topic in Virtual Reality
Hi, Thanks for the replies, I'm not sure the Razor device would be much better then a normal keyboard. I can never find the right key on a keypad I suspect I would have the same problem with that. I have thought about the TM MFD, do they work with the A10C? I can see that they are missing one rocker switch (-sym+ not sure I have ever used it.) how solid are they do they move when pressing them? Cheers -
Hi I was wondering if anyone had come across any good options for additional physical controls to use with DCS in VR? Not sure if this is best in VR or Home Cockpits, but as I am really looking for something that works "blind" I thought VR would be best. I have a TH Warthog Stick and throttle. I really like the fact that I can easily drop my hand on it and know pretty quickly which control is which, with no fear of accidently pressing the wrong key. This is because of two things; the feel of the surrounding switches quickly tells you which switch you are on and the switches are firm and resist accidental activation. Ideally I would like a few more switches a few rotery dials, and some analogue axis. I have looked at the various Logitec products like this: https://www.logitechg.com/en-gb/products/flight/flight-simulator-switch-panel.html I was wondering if anyone had any of them and used them in DCS, are they compatible? or If anyone has any other suggestions? Cheers.
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I've tried this too, no difference for me either, running a Vive Pro with a RTX2080ti. I do get low gpu usage, but this is normal when it locks down to 45 frames because it cant quite reach 90 frames. If you think about it, it makes sense. If your GPU can nearly get to 90 frames but not quite, when it locks down down to the lower rate of 45 frames, it will be under half the load. (not quite because it has to frame double) So your gpu will be showing 55 - 65% load in this situation. This is not a fault, but it does look a bit weird. I suspect what is happening here is a specific issue with the Pimax. Because of the recommendation to turn of V-Sync, I think that the reset in the MSI/EVGA software is breaking the V-Sync with the Pimax screens. Which is why you get the flickering. Once the V-Sync is broken the gpu will produce as many frames as it can, thus the gpu load goes up. this would be okish on a normal monitor, but V-sync errors in VR wouldn't be very nice I suspect. I also suspect that the V-Sync in the Vive is more robust and can't be broken in this way. Cheers.
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New Recomended resolution in SteamVR for RTX2080ti
Thunderchief2000 replied to Thunderchief2000's topic in Virtual Reality
Hmm I couldn't find it in the patch log, I must be blind, I'll have another look. Cheers. -
Oculus Rift S to fly DCS Helicopters quick review
Thunderchief2000 replied to BaD CrC's topic in Virtual Reality
Not really, ASW simulates movement frames to make up for the missing 40 actual frames. The displays of course always run at 80hz, (or 90 depending on HMD type) but that is not the same as a true 80hz, there will be artefacts. I was mainly pointing out that in order to truly say it was "maxed out" it would have had to have been running at a true 80hz ie, 80FPS. Cheers. -
Oculus Rift S to fly DCS Helicopters quick review
Thunderchief2000 replied to BaD CrC's topic in Virtual Reality
Just a quick correction here, 40fps is 40hz not 80hz so that is actually running at half frame rate. (which is normal in VR in DCS, My Vive Pro on a 2080ti only hits 45 fps 45hz) but "maxed out" would be 80fps. Cheers. -
Hi I've just noticed last night that the recommended resolution percentage in steam VR has changed for my RTX2080ti. I'm running SteamVR version 1.4.15 Previously it was 200% and now it is 150% Thing is I cant remember what my actual resolution was set to, I had it on 200% but is that the same as 200% in this new version of Steam VR? I think it is because I remember that the calculation was for 200% of the total number of pixels, so 100% is 2016x2240 pixels so a total of 4515840pixels. 200% is 2848x3168 so a total of 9022464pixels. So I guess what I'm asking is can anyone confirm that it is just the recommendation that has changed and that 200% is still the same resolution as 200% before the change? Cheers.