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Everything posted by DerekSpeare
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Nvidia finally releases VRworks driver.
DerekSpeare replied to Ferrum Intra's topic in Virtual Reality
Yes, this would be nice :) -
Aha! Molodets! Spaceeba :smartass: Are you planning to update the program for the F5 which was released today? @BMT - I have only two running off one Datyon SA100 plate amp. The shakers are the Daytons: https://www.parts-express.com/dayton-audio-bst-1-high-power-pro-tactile-bass-shaker-50-watts--295-244 I didn't think we could get 4 channels with Simshaker yet. If we can I will get 2 Dayton APA 150's: https://www.parts-express.com/dayton-audio-apa150-150w-power-amplifier--300-812 So far the shakers are just under the seat for the subtle effects...I dont want to shake the place down :joystick: Maybe one day...
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Nvidia finally releases VRworks driver.
DerekSpeare replied to Ferrum Intra's topic in Virtual Reality
When do they plan to do this? -
Open Source Virtual Reality - OSVR and DCS
DerekSpeare replied to wormeaten's topic in Virtual Reality
OSVR HDK2 Releases for preorders today: http://www.razerzone.com/store/hdk2 We may get one of these to test on another machine. -
Graphic Settings for Wing tip vortices - Help
DerekSpeare replied to hannibal's topic in Virtual Reality
The Home program is absurdly intrusive. Contrast that with Steam where you never see it unless you want to see it. -
If you change your GUI Theme to something other than the main one where you're flying through the clouds your frame rates should go to 90 in vr.
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Nvidia finally releases VRworks driver.
DerekSpeare replied to Ferrum Intra's topic in Virtual Reality
I doubt it. ED seems to have not the most "rosie" inclination to nvidia from what I have read here. Anything that helps VR get better is always a step in the right direction :) -
^ I would really like this! ^
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I updated both my Nvidia drivers to 368.61 and the latest Oculus updates. The DCS beta runs just fine so far. I have not tested the other two.
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Open Source Virtual Reality - OSVR and DCS
DerekSpeare replied to wormeaten's topic in Virtual Reality
Will the HDK2 have something like ATW? -
[WIP] VR Multiplayer Servers - Where? Who? How to?
DerekSpeare replied to DerekSpeare's topic in Virtual Reality
What is your server? Does it allow "casual" flying, too? -
me three...
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[WIP] VR Multiplayer Servers - Where? Who? How to?
DerekSpeare replied to DerekSpeare's topic in Virtual Reality
Thanks for the feedback. So it's clear: THE SERVER WOULD NOT BE VR ONLY - ANY PUBLIC SERVER IS OPEN TO ALL WHO JOIN - THE EMPHASIS IS ON THE VR FOLKS, REALLY AS A CENTRALIZED HUB TO LIKELY HAVE OTHERS WHO ARE VR USERS AS WELL. Since the name would be for example, "DCS VR Community Public Server" (or something like that), folks would be on the honor system to join in. There's no way to screen out users of various hardware there's no reason it's even needed. Since most of us are familiar names, it might be cool to "fly among ourselves" in VR instead of going out there in the wild all the time. If there is a simple-to-follow guide on setting up a DCS server, please post it or the link to it here. :thumbup: -
My frame rates plummet when looking at towns as well. It's murder in VR. I'd expect my PC to run anything and do it well with VR (and it does with everything else), but DCS is proving to be the exception. All of my settings are essentially the minimum; shadows LOW and PD = 1.5. *shrugs*
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Hi VR pilots! Would a dedicated DCS VR server be something folks would want? It seems we're a small, but dedicated micro-community of DCS fans, and it's my hunch that a VR Multiplayer server would be something folks would use. Sadly, however, It looks somewhat daunting to set one up...but not impossible as we have a surplus of PC's, one of which can be repurposed to act as a dedicated server for DCS's VR pilots. We have a dedicated TS host as well running right now. That said, here are the questions: Would a dedicated VR server for DCS be something folks would want? Is there a simple, concise and easy to follow guide to setting one up? Would you want TS for voice chat? Would a monthly fly-in be of interest? Do we have any DC IPs who would want to do training missions on occasion? Is a dedicated 100mb (+/-) internet connection enough? Is there a service out there who hosts DCS servers like we have with sim racing? If it's feasible, we could set this up :joystick: Cheers! Derek "BoxxMann" Speare
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I use the Rosewill RC-508 USB 3.0 PCI-E card without issue. It has 4 ports on it. They're ~20 bucks.
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Understanding Pixel Density - Making sense of it
DerekSpeare replied to DerekSpeare's topic in Virtual Reality
P2S1 above: Right now DCS allows us to adjust the VR Pixel Density directly in the "VR Options" tab. It should be obvious what to do. -
Displaylink drivers don't like Oculus. It's possible you can get some traction with Startech's drivers and adapter, but I have not tested it personally to confirm it (no time or interest since VR). Bottom Line: Kill Displaylink drivers with fire, acid or anything else that eradicates your PC of them if you want to run VR.
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Greetings Friends of VR, It's my opinion that a clearer relationship between "Pixel Density" and your VR device's resolution should be made, and it's my intention with this post to - hopefully - make it clearer so folks can use this setting to their advantage. Right now DCS allows us to adjust the VR Pixel Density directly in the "VR Options" tab. It's set to 1.0 by default (IIRC). What does that number really represent? Great question! A Pixel Density (PD) of 1.0 is really a resolution value, and that value is the native screen resolution your VR device; with the CV1 and Vive it's 2160x1200 and with the DK2 it's 1920x1080. Therefore, when you set the PD to 1.0 you are simply running your VR application at the device's native resolution. Ok, Derek, tell me what happens when the PD is set to 1.5? I will! When you set the PD to 1.5 you "upscale" your device's resolution to a value of 1.5 times what it is natively. In the case of the CV1 it's 2160*1.5 x 1200*1.5, or 3240x1800. Make sense? It should... So, then you can see what happens when you run the PD to 2.0. There you'd have a 2160*2 x 1200*2, or 4320x2400 resolution running. You can see another relationship emerging as well, and that's that the total number of pixels being rendered increases exponentially to the increase in PD. Here are the total Pixels for popular values: PD = 1.0 => 2160x1200 resolution = 2,592,000 pixels PD = 1.5 => 3240x1800 resolution = 5,832,000 pixels PD = 2.0 => 4320x2400 resolution = 10,368,000 pixels PD = 2.5 => 5400x3000 resolution = 16,200,000 pixels What I recommend personally to anyone is that they keep their PD value to whatever number gives that a solid 90 base simulation frame rate (or as close a possible). If you ramp it up too aggressively you run the risk of frame rate degradation to the degree that ATW cannot compensate and you get ghosting, judder and, worse, VR induced disorientation and discomfort. (Note carefully that it's often the case where no computer will run DCS at a base simulation frame rate of 90fps. You're encouraged to reduce your settings the best you can in order to keep frames as high as possible) We can also draw a parallel for those who want to determine if their PC will run DCS well with VR. Say "Misha Mignichnik" has a three screen setup and he wants to know if his PC will "run DCS in VR". He can easily run test flights in various locations, conditions and aircraft while running a framerate test on each one. If he has frame rates running at ~90 or more all the time then he knows with ease that he can - should - run DCS with VR; e.g.: Misha runs three screes at 1920x1080 x 3 => 5760x1080 resolution = 6,220,800 pixels generated. If Misha can run that then he "should" have a good VR experience as his PC has enough power to do it. I hope this helps folks understand the relationship between Pixel Density, Screen Resolution and expected pixels per frame more clearly. NB: You can also see that if you're running a PD of 150 and generating a total of 5,832,000 pixels per frame cycle, then if you're getting 90fps you're generating a whopping 524,880,000 pixels per second! WOW!
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:thumbup: Anything aimed at making the VR experience better will be appreciated!
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It would be a good way to do it.