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vicx

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Everything posted by vicx

  1. Side effect of Supersampling?
  2. awjudge it might be possible to do what you are asking just modifying the menu system. --- jamison1982, I think once you choose a wallpaper there is actually no way to go back to the clouds OR a customised MainThemeScene.lua; unless you edit settings.lua For the openbeta stored at "C:\Users\user\Downloads\Saved Games\DCS.openbeta\MissionEditor\settings.lua" ["mainMenu"] = { ["skinName"] = "Mi-8MTV2 Hip by Belsimtek1", }, To get the 3D DemoScene back comment out the skinName entry ["mainMenu"] = { -- ["skinName"] = "Mi-8MTV2 Hip by Belsimtek1", }, Anyway it is possible to do some pretty trippy stuff with the VR view. I want to make the main menu appear on the screen of a diagnostic computer in the scene so it fits in better.
  3. Not a deal breaker for me. While I am playing with this stuff I do need a way to load a scene in DCS much faster. There is some DEBUG code you can enable in MainMenuForm.lua but that only lets you reload a scene in 2D. Still haven't found a way to loadscript the VR environment. I got liveries working BUT only a basic form where you specify the Livery and then the images have to be contained in the Bazaar/textures folder. I can't get the command to lazy load from the Livery directory itself. I probably don't have the format of the "FOLDER TO LIVERY" correct.
  4. Very cool Skate. How did you remove the menu? Also it would be cool if you could recall how to setLivery what are the right name and path to use. I have a Chinook and I want an Aussie livery on it.
  5. Supersampling 5x is rendering 5400x6000 per eye before downsampling for HMD. :no: ... AINT NO VIDEO CARD GONNA DO THAT. Yah it looks good but there are reasons for using a mix of multi-sampling and supersampling. Main reason is ... AINT NO VIDEO CARD GONNA DO THAT.
  6. Nice one, Hawkeye. I'm still working on a scene preview function so you can reload the VR scene from inside DCS without restarting but it is taking a while because -- I have to work out how to do it :) Still I have a scene to post for the new Mig-29 model. -- Vics Mig29 SceneVR.lua V1 20160719 package.path = package.path ..';./Scripts/DemoScenes/?.lua;' local sceneEnvironment = require("demosceneEnvironment") scene = {} function generateFlightTrajectory(model, speed, targetOffset, radius, offset, setHeight) -- Still tweaking end function loadScene(scenePtr) sceneAPI = sceneEnvironment.getInterface(scenePtr); sceneAPI:setUpdateFunc('mainThemeSceneUpdate'); sceneAPI:setSky(true); scene.flr = sceneAPI:addModel("shelter_floor", 0, 0, 0); scene.flr.transform:scale(0.1, 0.1, 0.1); scene.flr:drawToEnvironment(true); scene.flr.transform:setPosition(0, 0, 0); scene.flr.transform:setOrient(0, 60, 0); scene.farp = sceneAPI:addModel("mig-29", 0, 0, 0); scene.farp:drawToEnvironment(true); scene.farp.transform:rotate( 0, 0, 1); scene.farp.transform:setPosition( -6, 1.6, 0); --Front Gear scene.farp:setArgument(0,0.95); scene.farp:setArgument(1,0.2); scene.farp:setArgument(2,-0.3); --Right Gear scene.farp:setArgument(3,1); scene.farp:setArgument(4,0.2); --Left Gear scene.farp:setArgument(5,1); scene.farp:setArgument(6,0.2); --Pilot Exists scene.farp:setArgument(50,0) --exists --Canopy scene.farp:setArgument(38,0.9) --0 to open 0.9 --[[ --Pilot Head Position scene.farp:setArgument(39,1) --horiz scene.farp:setArgument(99,0.1) --vert --Will watch you as you move around :D --Still testing the script ]] -- Adds Camera with Root position on Ground. scene.cam = sceneAPI:addCamera(0, 0, 0); scene.cam.transform:scale(1, 1, 1); scene.cam.transform:move(0,0,-2); scene.cam:setFarClip(20); scene.cam:setActive(); -- Special feature utility *coming soon* --scene.dummy = sceneAPI:addDummy(0,0,0); --scene.dummy:attachTo(scene.farp, "pilot_vis"); --scene.cam.transform:lookAtObject(scene.dummy); end function mainThemeSceneUpdate(t, dt) -- multiple camera positions with button to change position coming soon. -- scene.cam2:setActive() -- scene.cam:setActive() end This scene is specifically for ROOMSCALE which will might only work well for Vive (unless are a RIFT user with an unusual setup). To see the scene as intended put your HMD on the ground and press the numpad '5' to reset the view so that you have a ground reference. Now when you put on your HMD you should be standing on the ground and there should be and Mig-29 over your shoulder, sitting pretty. Vics_Mig29_SceneVR_v1.zip
  7. Hawk, the Gazelle like MOST new playable ED and third-party aircraft will not be in the main shape library ... their place is in d:\DCS World OpenBeta\Mods\aircraft or d:\DCS World OpenBeta\CoreMods\aircraft. For the most basic use you just need the name. If you don't feel like hunting down the other techniques and tools you need to do more tricky things, Just stick with that until someone makes a tutorial :) I've been spending a bit of time on this (more than I planned) exploring all the options but before I make a tutorial I want to make some very good examples that show what is possible. Stay tuned.
  8. Jason, There is no way to turn off the desktop display BUT IMO it is actually worth having a desktop copy of what is in your HMD .. even if it does use a little perf. The other thing to keep in mind that is that only weak cards will the perf loss be measurable ... on a 1080 probably less than 1% of GPU. Drawing the scene from scratch uses a lot of perf but re-drawing it for the desktop is just a copy, rescale and paste. The Steam client does not have to run BUT the SteamVR service will launch a management window every time you run a SteamVR app. You need it to launch. I doubt you will see anything in the HMD if you disable the vrserver, vrmonitor, compositor from running. Tips. Use the SteamVR console option to turn off power saving on USB. If you change the USB port that the Vive is connected to, run this option again. Respect the Lighthouse system. Mount your beacons on stuff that does not and will not move, wobble or vibrate. Bolt them to a brick wall and never move them again. And remove ANYTHING remotely reflective from your VR room. Bottled water can cause tracking issues which are subtle but present. Main offenders are metallic objects, glass and shiny plastic. On subject of the 1080 ... I think in VR you will come out ahead of a 980TI. If you have a lot of money and you want the best for VR.
  9. That is not too bad DE. 2xAA is good value in DCS. It's almsot free. At GDC Valve mentioned 8xAA and a Supersampling factor of 1.6 as their quality targets. It looks like only a 1080 can manage that in DCS. OK so Jar got 1.5 working with a 980 but maybe using some ATW. I think Gman is going to have his choice of settings. If I was him I'd fly with the Rift and run 8xAA, 1.6 Supersampling, and turn some Shadows on (then probably turn them off if I was dropping down)
  10. Vivoune, Density Slider doesn't work for the Vive. ED hasn't enabled supersampling for DCS ... yet. I wouldn't suggest it as solution for Vive users unless you want them to imagine the benefits ... which I think some people have been doing :) Still I did test the technique that some people have been claiming works to enable supersampling for the Vive. You can modify "C:\Program Files (x86)\Steam\config\steamvr.vrsettings" to add the line "renderTargetMultiplier" : a number . And I was probably wrong to say that this setting is NOT used by DCS. Changing that value smashed my GPU perfomance and I think the picture did look marginally better BUT I HATE making claims that can't be backed up with hard evidence. Myhbusters would say technique is "Plausible". What you said about the resulting image is true that it will still look pixely but this can be mitigated by a small amount of FXAA/MSAA. Valve actually has a hierachy of settings that they think balances a good picture and good perf. They use it for AUTOMATIC quality adjustment in The LAB which is why everyone thinks the LAB looks awesome. So Valve think that the most important thing for perceived sharpness and clarity is hitting and maintaining 90fps. There is a known temporal AA effect you get from micro-movements of your head at 90fps that makes text easier to read. It REALLY does works. Still Valve ALSO advocate for at least 4xAA at ALL times and if you can spare it then 8xAA. And then if you still have some GPU headroom use Supersampling. So the problem with giving people a Supersampling setting is that they think it some kind of magic button ... but really it's just for people who have SICK amounts of GPU idling fter turning everything else up.
  11. I don't know Gman. But I took a look at the link DBO posted and I detected a faint whiff. Anti-aliasing in that screen shot is set to 16xQ. I mean 16xQ is a decent AA mode so of course things will look better with that on. Side note: if 16xQ refers to a 16xQCSAA mode then 8xMSAA is probably the higher quality mode for VR. Valves advice is to use 8xMSAA and that is what they try and maintain in The Lab. Anyway does changing the values for renderTargetMultiplier in steamvr.vrsettings make the picture look better or is it just 16xQ working sub-optimally but still looking better than vanilla. Try setting the AA in DCS to OFF and test different renderTargetMultiplier settings and you tell me. If you can see a difference maybe there is one ... but I know that LOTS of VR apps don't even ask for the value of the renderTargetMultiplier setting let alone use it. Does the DCS engine use the setting ... hell if I know. I'ma wait for the slider to support Vive and worry about other things.
  12. We may as well make this the thread for well tweaked sceneVR.lua setups. If you make a good sceneVR.lua post it to the end of this thread. Update: I'm working on something special but it gonna take some time.
  13. The file you need is here D:\DCS World OpenBeta\Scripts\DemoScenes\sceneVR.lua This line is important but you may as well play with them all scene.m = sceneAPI:addModel("su-27", 0, 2.4, 0); The model names you need to use come from the EDM files which are here. D:\DCS World OpenBeta\Bazar\World\Shapes These commands are for setting the animation args - for gear down and other stuff. scene.m:setArgument(0, 1); And then you might need to tweak the heights and orientation to make it sit right. Or maybe it will look great straight away.
  14. It's customisable via LUA. Don't wish ... make it happen.
  15. Yarp to what AP said. Gman, Yknow that setting in the Vive text file is a MULTIPLIER. So setting it to 2.5 will try and multiply the default DCS value for the Vive. So you probably trying to render 5K per eye. AINT NO VIDEO CARD GONNA DO THAT. :animals_bunny: DCS probably just rejects the values for being out of range, cause they don't want to crash their own engine.
  16. Shadows OFF. Shadows in DCS is a perf eater. You can even put some of the other things like textures back up to HIGH ... but Shadows just tanks the VR FPS.
  17. With TrackIR you can "Theoretically" get creative with your setup so a tiny head movement can translate to a very large displacement. Even then do you really gain some advantage putting your head 100m in front of your plane rly???. I think ED only put it in TIR boundaries because it was easy to do and it would put an end to some never ending threads VR is different because it is 1:1. If you want to translate your view to 100m in front ... you have to actually move your head 100 METERS. AINT NOONE GONNA DO THAT - the cable isn't long enough.
  18. Sounds more ground crew are needed :) and another radio menu.
  19. Well done guys. Top three all deserved - the order is just a matter of taste and ED decided. Congratulations to all.
  20. Lovely, it's a gem. Great camera and video work Texac.
  21. This is good.
  22. You guys better not get my VR view restricted. How am I gonna climb into my cockpit in VR?
  23. There a lot of technical reasons for requiring a completely neutral non-arbitrary orientation zeroing command that is more for utility use (interfacing with external software and displays and sensors) than it is for humans looking to zero their TrackIR. VR users and some of the more exotic cockpit developers need this kind of command in order to do their thing. BUT there should also be a command to reset the view to an "opinionated" orientation that is unique to each airframe but also able be customised by the user. I thought saving Snapviews had this covered. So with this latest change we NOW have both of those uses covered by commands that can be used by anyone. Wheres the beef?
  24. Well actually it isn't that hard and they already have the code. They could just reuse CA HUD overlays BUT make the HUD floating and locked to a unit connector and make the sight in the HUD ... COLLIMATED. And you don't aim with the head view or with mouse cursor in the view box ... just NO! You aim just like in the aircraft --- aim the barrel by controlling the vehicle and weapons systems via your HOTAS. Only difference from an aircraft HUD is that they have to generalise a floating HUD surface but this work is already done with the CA HUD system. The work is already done it just needs a nice implementation. The important thing to make it work in VR and not make users sick or disoriented is that the HUD CAN"T be locked to your face or viewbox. The HUD needs to be locked to the vehicle mesh and again there already exists mesh connectors for turret, driver position, and point guns. The best way for a floating HUD to work in a Tank is for the CA HUD to be locked to orientation and movement of the turret. If the orientation and position of your virtual body is locked to the turret then sighting up is just a matter of moving your head to get a good view of the collimated sight in the HUD and then you use the HOTAS to move the entire turret or move the barrel via the FCS subsystem. I can provide other examples for your favourite unit or weapon station.
  25. :/ grrr It looks like the suggestions in this thread tailored for improving the TrackIR experience in CA have totally ruined the VR experience. In VR having the head movement locked down is extremely uncomfortable and can make you sick. I don't blame you guys for the suggestions BUT don't assume that VR works the same as TrackIR. What works for one probably won't work for the other. ED needs to treat VR and TrackIR as TOTALLY separate things.
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