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RoyMi6

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Everything posted by RoyMi6

  1. Unplug and replug in everything (although technically it's probably just your HDMI connection) I've seen this happen on more than just DCS, even the Oculus desk scene.
  2. I was just signing in to post this. It's always been a problem in the past that DCS was never really that well optimised when it came to models, but it seems to be a problem that remains. I was tinkering for a few hours on Sunday and managed to get my graphics tuned enough that the FPS drops only happened when the other aircraft where in my field of view. Even at extreme distances where I couldn't actually even see the target I'd have a solid 75FPS then drop the instant I turned my head to look at even a single target. The test missions I was doing it with was the F15 Intercept mission. Unfortunately unless ED specifically work on model optimisation I'm willing to bet the "fix" is lowering your graphics until the game runs acceptably. Which is fair enough, but with twin GTX980's I was kind of hoping to get above "low/medium" graphics settings in EDGE.
  3. Wait, what? Moved to "wishlist"? Seriously? This will effect everyone, you might just notice it LESS with your rift on top of your monitor - but the positional tracking is still off and implemented incorrectly.
  4. Window 8.1 Oculus Rift Runtime: 0.7.0.0 Nvidia GTX980: 355.98 My setup is perhaps a little unique, but works for countless other game I've played, on every runtime, to date. Essentially, rather than having the camera on top of my monitor it's a little higher up on a tripod and is "off centre". This setup works really well because I'm able to simply move my chair depending on what type of game I'd like to play, rather than having to reconfigure my desk. The problem with DCS however is that the positional tracking isn't done relative to the view when it's "centred" and is instead tracked based on the position of the camera. In my case, this means that when you move "forward" (shown below) I move LEFT in the cockpit of my plane. In simple terms it makes my current setup unusable. In more practical terms as a bug it means that almost everyones tracking is a LITTLE wrong. Any time anyone has to press the "recentre view" button although they're now looking straight forward, their positional tracking is likely just a LITTLE off. Everyone can try it themselves by moving their camera to one side of the monitor and pressing recentre view. You'll find that the Oculus Demo Scene and every other game out there will have no problems with your movement, but DCS will now make your positional movement that little bit off.
  5. Perfect, good to know, but annoying right at this second due to the fragmentation of run-times. A few people are still stuck on 0.6.0.1 for various reasons. Plus, it's the first time I've seen this issue at all, on any Rift implementation.
  6. Sorry, not sure of the best place to put this - please move as required. When running DCS with the Oculus Rift, the view in the Rift is less saturated in colour than when playing without the Rift. Taking a screenshot of the desktop makes this very obvious as side by side it's a lot clearer in the mirrored version on your desktop. Window 8.1 NVida GTX980 - 355.98 Drivers Oculus Rift Runtime: 0.6.0.1 - Extended Mode
  7. Working for me with 0.6.0.1. Windows 8 GTX980 355.98 drivers. Does crash randomly loading levels and when exiting any mission.
  8. This is most obvious when you look directly up and down. When looking up the view seems to tilt to the right, and when you look down, to the left. This video demonstrates exactly the same problem I'm having: - skip to 35 seconds in. I think he skips over the fact that it seems to be off on all axis a little, just to a lesser degree. Positional tracking seems fine, but it's hard to isolate your movement without the obvious problem you get from vertical movement of the Rift. Windows 8.1 64 Bit GTX980 - 355.98 Oculus Rift Runtime: 0.6.0.1 - Extended Mode
  9. Ugh, same. Bizarre as I had this working last night, but can't get it working this evening. Using OBS to mirror my screen to the desktop while using the Oculus Rift DK2.
  10. Yeah, sorry, not had a look at the FC aircraft at all and no existing mods I'm aware of.
  11. I'd disagree. While I do use a Warthog I still find using some of the switches in cockpit a bit of fun. I've got a thread explicitly detailing some tips and trick to help aid the immersion of VR and using the virtual cockpit combined with a button on the joystick works a treat. http://forums.eagle.ru/showthread.php?t=129920 I've also got details on how to modify the cockpit "hover labels" so they're a little easier to read in VR which helps out us noobs :)
  12. Improved / More legible Tooltips Simple enough hack done by editing tooltip_cockpit.skin.lua Update the lines relating to the background colour and font size: bkg = Bkg.solid(Color.new(255 / 255, 255 / 255, 255 / 255, 255 / 255)), text = Text.new('dxgui/skins/fonts/DejaVuLGCSansCondensed.ttf', 18, Color.black(), Align.new(Align.center), Align.new(Align.center)), This should remove the transparency by changing the opacity to 255 rather than 150, then increasing the font size from 14 to 18.
  13. Mirror DCS to second display / Run DCS on Rift as main monitor Currently untested with DCS but currently it's not possible to see what's happening on the VR display, while in game, on a secondary monitor. Open Broadcaster Software works for other applications so hopefully this will work with DCS as well: https://obsproject.com/ Will update when I've tested! EDIT: Tested and working This works really well for getting the switches to work because you can set the Rift as the main display then use OBSP to see what's going on when navigating the menus etc.
  14. Clickable Cockpit without a mouse Another aspect we're thinking about trying is moving away from using the mouse to use the in cockpit switches. Is anyone aware of a way that you can bind a joystick button to a mouse click to active switches? It would mean we could leave the cursor in the middle of the screen then just look at the button you want to toggle and then click via a button. One possible problem with this is that the mouse cursor disappears after a while of inactivity, this could be OK if clicking the same button we assigned to left mouse click was able to make it reappear though. EDIT: Got this working. Trick is to use joy2key (http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm) to bind a joystick button to Mouse 1. In addition bind another button on your joystick to "Clickable Mouse Cockpit Mode On/Off" in General. This lets you get rid of the yellow cross when you're flying. Note, to get the clickable cockpit to function correctly DCS needs to be running as your main monitor. See post below as to how to get this working.
  15. As you can no doubt see from my post count this is my first thread here on the DCS forums but as a long time fan, and even bigger fan since getting to try the P51 with the Oculus Rift DK2, I thought I'd start a thread specifically about mods, scripts, tweaks and other customisations for DCS to make it run better with VR headsets as they currently stand. I hope this thread to be more generic, in the sense that it shouldn't be used for information relating directly to getting your VR device to work, but getting VR to work well with DCS. So if you're Oculus Rift doesn't yet work, please check this thread: http://forums.eagle.ru/showthread.php?t=93477 or even the developer forums for the Oculus Rift: https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=11328 However, if you've got some good ideas about how we can improve DCS with VR in mind, post away! Some ideas that my friend and I have come up with already: Enable Labels but then tweak them for realistic visibility https://www.digitalcombatsimulator.com/en/files/270020/ Based of the above LUA Script we work around one of the issues with current VR headsets, which is spotting targets with the current resolution. By virtue of the fact that the text from labels is rendered closer than the plane in 3D space, you ensure that by using a period (or any other small character) that the plane will always take up at least one pixel on the display. Currently it's possible for medium distance objects to be lost "between" pixels due to the resolution so this can be a little annoying. Obvious side effects are seeing the dots/labels through your cockpit - but compromises are going to be a common theme I think! We ended up with this which we think worked fairly well for Air combat: With this far away they appear as a small dot. Nearer they appear as a chevron Closer they appear as a filled in chevron Closer still it goes back to just overlaying a single dot. AirFormat = {} AirFormat[5000] = "'" AirFormat[10000] = "}" AirFormat[20000] = "]" AirFormat[30000] = "'" GroundFormat = {} GroundFormat[5000] = "" GroundFormat[10000] = "" GroundFormat[20000] = "" NavyFormat = {} NavyFormat[10000] = "" NavyFormat[20000] = "" NavyFormat[40000] = "" WeaponFormat = {} WeaponFormat[5000] = "" WeaponFormat[10000] = "" WeaponFormat[20000] = "" -- Colors in {red, green, blue} format, volume from 0 up to 255 ColorAliesSide = {255, 0, 0} ColorEnemiesSide = {0, 0, 0} Bigger font sizes for the HUD https://www.digitalcombatsimulator.com/en/files/374967/ Again, based on the above mod it's obviously possible to change the font sizes for some HUD elements. I found a thread (which I can no longer find!) that went into detail of why this was harder for some than for others but hopefully more mods like this will make flying other planes easier. There's an expectation by the mods creator that you "wouldn't want to go any bigger" than this, but that's obviously under the assumption you're using a monitor and the script easily support going higher if needed. Cockpit textures https://www.digitalcombatsimulator.com/en/files/569605/ While maybe deviating from reality these kind of subtle changes to the cockpit textures can be of great benefit when trying to overcome the loss of fidelity with the reduced resolution. More high contrast mods like this would be fab for quickly understanding the current state of your aircraft. 75fps target with graphics reduction I think everyone knows that when using a VR headset this is a minimum FPS we need. Even a momentary stutter below this can knock you for six so it's essential that high FPS is maintained. I watched a couple of vids from MrJwmcfarlin (https://www.youtube.com/user/MrJwmcfarlin) and noticed that even while trying to hit his minimum 60fps limit that really that's not good enough for us. For me, I put everything on low and take the hit. The immersion gained is second to none, but insight into any settings we can change that won't introduce random performance drops would be greatly appreciated by the VR community. Graphical improvements http://forums.eagle.ru/showthread.php?p=1873475#post1873475 While maintaining 75fps is essential, the slightly washed out colours of DCS combined with low graphical settings make target identification and route finding harder. Using something like SweetFX to bring out details in the terain and air could help us a low to make up some of our losses. Really hoping some of the more serious modders on these forums like PeterP and maybe even Mustang have some insight as to other areas we can improve. Regards, Roy
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