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RoyMi6

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Everything posted by RoyMi6

  1. I was messing around with this the other day and found that if I turned off in game super sampling (i.e. set it to 1.0) then ASW could be disabled / enabled. With anything other than 1.0 I would either get 90 or 45 FPS like ASW was on. Didn't test it enough, but interesting to see if others can replicate.
  2. I created a thread waaaaaaaaaay back in the day and a good tweak as adjusting the labels to your preference: https://forums.eagle.ru/showthread.php?t=129920 Best part of 4 years ago now, so likely a couple of things need to be updated, but the principle should be the same. Essentially go to \config\view\labels.lua and tweak to your hearts content. Unfortunately, as far as I'm aware the only thing you can't change is size :)
  3. In the 30 minutes you spent looking for an alternative you would have just been faster downloading steam in the first place. Yes, Steam is required to get SteamVR. Download from here http://store.steampowered.com/ ("install steam" in the top right of the page) and create an account. Log in, then plug in your Vive. It should automatically detect and download SteamVR. You need to go through a setup process before running DCS for the first time. I'd advise you download The Lab (http://store.steampowered.com/app/450390/The_Lab/) via Steam (since it's free) as it's a collection of neat little games that will give you a better idea of what's possible with VR as DCS while fantastic when it works, isn't the most polished of VR experiences and can actually be quite nauseating if your computer isn't up to the task of running it at 90FPS in stereo. Have fun!
  4. Just for the sake of clarity, does this mean we can rebind VR centre view to other buttons via the options menu and it works?
  5. Maybe not for Oculus Core 2.0 itself, but for the desktop stuff you've got to assume that's going to be the case.
  6. Ah, I had missed those in the bug reports! I'm not on here a lot so not familiar where everything goes! Oh well, we have a solution - just needs to be implemented! :D
  7. I did a little investiging the other day. Turns out the problem with ASW and the gyro gunsight weirdness (like the video below) is related to the prop. I don't think I've seen this pointed out before. I had even just assumed it was the fine lines of the gyro sight, or it's position in 3D space, that was causing the issue but when I sat in my spitfire on the tarmac the other day I noticed that it wasn't wiggling around... it was fine... It was only when I started the engine, and even then, only when it changed from a 3D model to a rotating texture did it start having the problem. So what's the fix? A lucky google search brought me to this thread: https://forums.eagle.ru/showthread.php?t=179040 Half way through the thread "Tyger" creates a mod (https://www.digitalcombatsimulator.com/en/files/2306815/) that simplifies the textures for the prop in an effort to get better frame rates. I think if we create a "empty/blank" texture for the prop it will solve all our problems! I've reached out to him in the hope that he's interested in helping to create the textures. I've had a quick look at this original mod but there's more than just a simple "prop texture" to work with so I'm not sure as the best way to approach creating it. If he's interested in helping hopefully we'll get a solution - failing that I'll endeavour to create one if no one else steps up to the plate to help out! Ninja Edit: Turns out he's created other VR mods! https://www.digitalcombatsimulator.com/en/files/?CREATED_BY=Tyger&set_filter=Y Fingers crossed he can help :)
  8. All the systems are really interesting. Suggest you read this: https://developer3.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/ and watch this: and read this: https://developer.oculus.com/blog/asynchronous-spacewarp/ I've often considered writing a primer on it as it's not the easiest thing to digest. If we focus on the Oculus systems for the moment - essentially they have tried to create software enhancements that handle two situations. The first problem they're trying to solve is dropped frames (when you accidentally drop a single frame below 90fps due to a background process like your Anti Virus spinning up) The second problem is when you continuously can't reach 90fps. Asynchronous Timewarp Their first attempt at solving these problems was released not long after launch and called Asynchronous Timewarp (ATW). Without going into the details of how it works what it does is generate new synthetic frames when you ROTATE your head. The problem with these generated frames is that they don't take your head position into account. So if you're dropping frames while you move your head side to side it will break. As a side note, because the Vive has something similar to ATW, when you rotate your head you'll notice everything can look OK - but if you MOVE your head you can start noticing stuttering (if you're not hitting 90fps) This specific point in the video linked above ( ) shows you what happens if you were "dropping frames" when he presses the "C" key. You can see it copes really well with generating new rotation based views. However, its biggest flaw is that these newly generated "rotation based" synthetic frames don't take into account any movement of anything in the world. If a plane was flying across outside the window and you generated a new frame then the plane would be stuck in the same place. Its movement would appear jumpy - and, in essence, this is the basis for most of the stuttering problems we used to have with the Oculus Rift. Asynchronous Spacewarp (ASW) Oculus' next attempt at trying to solve this again is a software solution that doesn't just take rotation or the players head movement into account but takes into account the entire motion of the rendered scene. Again, if you want more details about how it works read the articles I linked, but in essence, this solution is able to generate new frames much more accurately and it takes into account head movement and positional movement of game elements. Like how the movement of this gun is able to be correctly "generated": There are limitations however. It's not perfect. It's a software solution that works on top of any game engine and as such it doesn't have direct access to exactly what's going on. It's trying to interoperate the movement of elements on the screen. It generally works very well for movement of large elements in a smooth motion (like city scapes and the ground). But as any Oculus Rift owner with DCS will know, it can easily get it very wrong - the gyro gunsights are a perfect example! ASW automatically kicks in on the Rift when you drop below 90fps. Once you go below 90fps, it will lock you to 45fps - giving it the information and time to generate the ASW synthetic frames. The added advantage of this is that Oculus actually lowered the recommended spec for their hardware AFTER launch because of this newly added software feature. Even with its limitations it's really quite cool :) HTC Vive Simply, at the moment the HTC Vive has a similar solution to Asynchronous Timewarp (which they call Asynchronous Reprojection) but they don't have something similar to Asynchronous Spacewarp. That's partly why, in my opinion (and at this time of writing), the Oculus Rift is the better headset for DCS.
  9. No probs - worth adding that all this is just my opinion. I've no insight to any of the development of these things, just what's publically available. The Async Spacewarp solution for the Vive might be released next week and the company behind the eye tracking hardware might create some DX hooks specifically for games they recognise would benefit from foveated rendering. Also, loving your rig by the way. Was going to get a couple of guys together to create something much simpler but other priorities got in the way. Given the current state of the tracking problems though we're not in any rush. Saying that, trying to keep my ear to the ground with these things so make sure to keep us updated! Genuinely hope you get it working one way or another.
  10. Yeah, sorry, eye tracking and foveated rendering (while having amazing potential) also won't likely benefit DCS for a while yet. This is the article you're likely referring to: https://uploadvr.com/7invensun-eye-tracker-for-vive/ Given the demo is developed by Nvidia using the Nvidia VRWorks SDK and the article explicitly mentions the foveated rendering is limited to Nvidia only cards at the moment - I'd be willing to bet that there's a MASSIVE caveat associated with their comment that it can "apply foveated rendering to any HTC Vive experience". Also Oculus Async Timewarp = Vive Async Reprojection Oculus Async Spacewarp is not the same, and the Vive does not currently have a comparable feature. However, Valve developers have said they're working on something that achieves the same thing as Async Spacewarp (https://steamcommunity.com/app/250820/discussions/0/341537388320793951/#c341537388325283591) but it was also almost a year ago, and since then more comments have come out saying that developers should be focusing on hitting framerate targets rather than suggesting that their ASW solution is being worked on. Can't wait until they do though. ASW has its limits but when it works it's night and day.
  11. Ah yeah, I remember now - I was looking at that at the start of the year. Vive definitely has the advantage of the tracking pucks making a reliable offset calculator without annoying mounting solutions. Again, not something I've had a chance to work on but in my head it seems like something that can be calculated given known dimensions and movement of the rig itself. Also, you do make a good point about using the Rift with DCS when you're not using the Steam version but want to make use of 3rd party tools - it's definitely not the most straight forward thing to get your head around and get working! :)
  12. You're right that asynchronous reprojection is akin to asynchronous timewarp, but async spacewarp (which the Vive has yet to implement anything similar to) is what makes all the difference in DCS.
  13. I stand by my post from the first page of this thread that the Rift is the better screen. However, now that the Rift supports ASW the Rift has only got better while the Vive has stayed the same. Using ASW with DCS (apart from problems with the gyro gunsights) means that it's playable at lower framerates which in turn means you can turn up super sampling with the Rift making an even bigger difference. I've not massively looked into it but I'm interested to see how the Vive solves your problem with your motion rig. I don't think either support offsetting the IMU natively and both would require 3rd party tools to allow it. Saying that the Vive is a great bit of kit. I still have both headsets and still use both weekly. They definitely both have their pros and cons. EDIT: Oh, and I should say, if you ever had any plans of mounting one of the Steam Lighthouse base stations to your motion rig (like some people have done with the Oculus Rift camera) then this won't work. As the base station itself has moving parts if you move it (or even touch it) it cuts itself off to protect the moving parts from being damaged.
  14. What?! How the hell do you unplug them? They're wireless and connect through the data feed from the headset. Close Oculus Home and your Touch controllers should go off. Open oculus home and don't touch your controllers and they should stay off. Start DCS and they should stay off.
  15. Be interesting to see how this runs with DCS. DCS is never included in benchmarks so down to someone in the community to do it. Who's going to be the first to compare the 1080 and 1080TI with DCS then? :D
  16. Hum, it looks like all this glove is doing is acting as a mouse click for using the switches. By positioning the mouse pointer in the middle of your view you can achieve the same thing effectively by binding a joystick button to left mouse (which if you've not done already get on the case) Additionally, the IMU tracking for the hand positioning for using the joystick must be the single worst thing I can imagine. If you want to try it today, pick up a leap motion for £25 second hand and try "FlyInside" for Prepar3D of FSX. Using this actually has full 3D positional hand tracking and overlay in game so you can get a feel for how bad this kind of thing works with no real haptic feedback.
  17. When I was running two graphics cards I had this issue when the Rift was plugged into the secondary card. The Rifts compositor isn't set up to detect the headset on anything other than the primary graphics device. Essentially you need to plug the Rift into the primary graphics card. So either you can't use your onboard graphics as it will always think it's the primary graphics device or you need to somehow get them swaped. No idea how to do that though, even with descreet graphics cards the primary one is defined by the PCIE slot you use, you can't just change them via software.
  18. By far the most straightforward way to do this is use Joy2Key - http://joytokey.net/en/ It's a tiny app specifically for the purpose of taking a joystick or controller button press and mapping it to any key on your keyboard or mouse. I've used it in the past for both Voice Attack (push to talk) and DCS (mapping a HOTAS button to "left click" on the mouse to let me toggle cockpit switches)
  19. Getting DCS to run well has always been a bit of a dark art. While no one will know for sure until the 1080ti is release I'm almost certain that you'd benefit from upgrading your CPU, but by how much is another matter all together. The latest software improvements to the Oculus runtime (namely Async Space Warp) means that as long as you get above 45fps the game is playable - but 90fps should be your target. Buy the GTX1080TI when it comes out and look for other people reporting on their performance with better CPU's and make a decision then.
  20. The tracking LEDs for the Rift are built into the front and sides of the "face bit" AND the fabric insert on the back of the headset. These images taken with an IR sensitive camera shows them well: http://www.roadtovr.com/wp-content/uploads/2016/04/oculu-rift-teardown-1.jpg https://d3nevzfk7ii3be.cloudfront.net/igi/o1XDDUZujHncbBFw.medium Keep this in mind when trying to diagnose tracking issues. I'd suggest having the camera as close to dead center in front of you when you're playing so that the camera has as much chance as possible of picking up the LEDs on the back of the headset when you turn your head.
  21. If it's not there you can add it, but this method (for DCS) is pretty redundant now as the in-game slider for "pixel density" (if I remember correctly) in the VR tab in the settings and does the same thing.
  22. Seems like this post couldn't be more timely! https://forums.eagle.ru/showthread.php?t=177404
  23. ASW is specifically designed to only kick in when you drop below 90fps. If you can easily sustain above 90fps ASW will cause no ill effect and will likely never kick in - there's no reason to disable it, quite the opposite in fact. ASW kicks in is when your Antivirus starts up for half a second in the background to check when it did it's last security scan and the frametime for your game suddenly spikes and ASW generates one frame that you don't even notice. That's what ATW and ASW are designed to do, cope with missing frames when, for an uncontrollable reason, your framerate drops below 90fps. With DCS we're using it almost exclusively because (as has been known for years) there's optimisations for DCS that we sorely need so no one is able to get 90FPS without dropping everything to low. Don't disable ASW if you're not using it, keep it on - because if you're not using it then your system is running fine and can cope well with any overhead it's causing and will likely help you out every now and then.
  24. If you've not already, try turning pixel density down until you can get 90fps - just for fun... If you love it already at 20FPS (which I can't stomach at all) you'll love it at 90fps, it's a whole new game :) Once you learn an aircraft enough that you understand the cockpit display without 100% legibility having pixel density above 1.0 isn't absolutely necessary. Of course, this doesn't stop me pushing it to 1.5... a value which I'd suggest to get a little more performance, I think you'll be hard pressed to notice the difference between that and 1.8.
  25. Good point! Just as ASW from Oculus currently only works with Nvidia GPUs, the Asynchronous Reprojection with the Vive currently only works with Nvidia GPUs. Both will definitely come AMD GPUs, but yeah, no timeframe just yet on either.
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