-
Posts
1185 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by DerekSpeare
-
CV1 RIFT AND HTC VIVE DCS VIDEOS! POST HERE
DerekSpeare replied to hannibal's topic in Virtual Reality
Thanks, Roie! I really enjoy the videos you make with the Oculus. I agree the the dot needs improvement - a lot of it. It needs to fade off unless it senses proximity to cockpit/menu control elements. Have you done a video talking about the differences between the DK2 and CV1? I am patiently awaiting mine, but still using the DK2. -
We need the option to use the mouse pointer as well. The head is not a suitable input device for mouse interaction. Here are my thoughts on the matter: http://forums.eagle.ru/showthread.php?t=164889
-
Something is making DCS run at the Oculus Home clock speed. I don't have the same issue with FlyInside/FSX, which also runs on the v1.3 runtimes. The clock speeds when flying there are maxed out.
-
I have found that my card runs at the Oculus home rate of 1189 when actually flying, but the DCS menu screens run at ~1400. This doesn't happen with FlyInside/FSX. I'd love to change it somehow.
-
Menu bug is known. We need the option between the dot and mouse. Heads are not best suited to be used as mice.
-
I really dont know about this type of stuff...outta my pay grade. Where can I set it so the GPU runs at the max speed? It drops when flying. When in the DCS menu it's 1400 or so o.O EDIT: It appears that when in the seat/plane, the GPU is running at the clock speed for Oculus Home. When in the DCS Menus it's running at 1400. I made a couple of adjustments and got it to 1189, but it it'll run at 1400, then that's what I'd like to run it at :/ EDIT2: I ran another test, this one with FSX/FlyInside - It's also v1.3 supported. That one runs at 1405mhz when flying. It appears that when flying in DCS the GPU clock is at the same as the Ocuhlus Home speed.
-
Ok, I need some help. My GPU clock runs at 961mhz when in the flight session. It goes to 1200 or so when back into the DCS menus. What gives? Can I change this in the nvidia control panel? If so, where do I do that? Thank you!
-
Today's patch for Alpha has some bugs, but the ATW implementation is pure love. Bravo to ED's developers! I took a fast flight down the main strip in the F15 and my ATW frame rates dipped below 75 only for a tick. Excellent work!
-
It's the dot pointer on the v2.0.2 alpha update.
-
Thank you - I must check mine. Would it be possible to obtain and list or be pointed to a summary of what each setting in the Graphics menu control? As such it's trial and error, and some settings show nothing where others are obvious. Discering the GPU and CPU load with terms like, 'minimal, moderate, high and very high' would help many of us know where to look and what to adjust. :smartass:
-
You have to grow your "VR Legs", son...gut it out and power through it! It took me about two weeks to get used to it. Lower your settings and use the most powerful hardware you can to keep the frames high. Prolonged frame rates lower than the device refresh rate can cause VR Induced Discomfort. ATW will only get you so far.
-
Great LeapMotion implentation - possible solution for DCS?
DerekSpeare replied to Kirin's topic in Virtual Reality
I posted my thoughts on the leap some time ago. I've not found any change to how I feel now. Here's the link: http://forums.eagle.ru/showpost.php?p=2708280&postcount=5827 -
Couple of wishes after maidenfligth in VR (Vive)
DerekSpeare replied to Kirin's topic in Virtual Reality
Here are mine: menu optimization for VR users (pending) seat adjustment bindable to joysticks, boxes, etc. (See my tips here to do it manually) binoculators or zoom function optimization to the various world objects to reduce inefficient rendering update the frame rate counter to include ATW frame rates kneeboard function like FlyInside VR Friendly Radio Menus -
Which one works with the DK2? I tried one and it didn't work for VR :|
-
I'm sure some folks are doing complete missions. I mostly test myself and freefly. The communications menu, however, is impossible to use with VR. It's really an example of one of those glaring deficiencies that need improvement. So far, though, it's still the same. I think some people are using a third party voice command utility that can drive the comms. I can't recall it, but someone will note it.
-
lemmie beg up this, then. Does one change this setting in the nvidia control panel? Thank you!
-
I agree that the "excellent experience" is somewhat enthusiastic, but since it's a highly subjective claim, it's impossible to qualify for each man other than leaving him to decide it for himself. However, the expected performance from those who have very high end hardware is quite different than the actual performance encountered on not infrequent occasions. For example, I posted my settings previously, and I have high end hardware. All of my settings are essentially low, but there are times where the frames drop out badly, and this is in inverse proportion to the object count indicated by the frame rate counter. The higher the objects the lower the frames. I'm wondering what is the root of the cause, as I'd expect simple textured polygons not to kill frame rates like this. On balance, VR basically makes the system render what is somewhere between 2 and 3 frames for each "frame" displayed. My experience is that VR demands roughly the same as performance as what's needed for three screens. However, and I have said this before, three screen users likely do not respond to the the occasional dips from 75 to 60 to 50/40 frames at times like a VR user would; lower than refresh rate frame rates can increase the potential for VR induced disorientation and discomfort. I don't see how any system currently offered that could run a sustained base sim frame rate of 90fps and run DCS on maximum. That's an impossibility, but if ED knows that there are optimizations they can make which lead to more efficient rendering that enhances performance for VR (and all users), then they owe it to the user base to implement the changes. They know their product best, and all of us are on the outside looking in. But I do believe that more can be done to harness the PC power available to many users. Multicore CPU support and SLI are two (I believe one of the testers indicated SLI may be happening) things they can do. Perhaps they can clean up how objects are rendered as well. In they end they know what they're not doing. ED has been attentive to the VR groundswell. There's more to do it seems to make it an "excellent experience" for me. But I have been simming for almost 30 years, so I'll likely have to wait longer for what I would call an excellent experience for myself.
-
Hello Andre! I have two transducers and an amp ready to go. All I need is some appropriate wires to connect them, and I'll have it tonight. From there I will connect it all and report more. I'm enthusiastic about your SimShaker utility. It's really cool you have it for iRacing as well. You should really join up with iracing and make your program known there. There are a ton of people using another program like yours, but yours is simple and appears to be much easier to use. Anyhow, you should go see what's there. (if you are a member, I've not seen your utility referenced there) I'd also like to ask if you plan to support FSX:SE/P3d? This would really be great if you did!
-
Greetings friends, Sec 1: Since a lot of new people to VR might not know this, there exists some useful functions in DCS to make getting your seat/eyepoint position properly configured when using a VR HMD. It's simple and here are the key commands: RCTRL + RSHFT + KP4,2,6,8 = Moves your eyepoint L,D,R,U respectively RCTRL + RSHFT + KP*, KPMinus = Moves your eyepoint fore and aft RALT + KP0 = Saves your current eyepoint position KP5 Recenters your view (Bind to a joystick or button box button with Joy2Key or other remapper to make centering simple) Sec 2: There may be those who do not know you can activate your frame rate counter as well. I find activating the frame rate counter really helps me in fine turning my graphical settings in order to keep frames high: RCTRL + Pause/Break = Activates your frame counter; doing it again gives more detailed information Sec 3: And if you want to "trap" your mouse pointer to keep from deactivating DCS as the primary application running on your Windows desktop, the following key combination is what you want: ALT+ENTER = Maximizes the DCS mirror on your desktop to keep the mouse from clicking outside of it Options => VR Tab => Check "Confine Mouse to Game Window" Sec 4: Force VR on and OFF - thank you Alex O'Keefe: dcs.exe --force_enable_VR dcs.exe --force_disable_VR You'd use those commands in two separate DCS shortcuts on your desktop. Sec 5: Turn on and off the tooltip flyouts when hovering your mouse cursor over a cockpit control element (TYVM Skatezilla): Options => Gameplay Tab => Tool Tips => Uncheck Sec 6: Enable RECENTERING and ZOOM for VR and bind it to a button/HOTAS: Options => Controls Tab => Left Dropdown (planes) => UI Layer => Recenter VR/ZOOM VR (bind to a button) Sec 7: Using Asynchronous Space Warp (ASW) for Oculus Rift (CV1 users only): CTRL+KP1 - Disable ASW and USE ATW CTRL+KP2 - Force apps to 45hz, DISABLE ASW CTRL+KP3 - Force apps to 45hz, ENABLE ASW CTRL+KP4 - Enable ASW to operate automagically NB: It appears as if ASW is set to "Automatic" mode by default. NB2: Windows Mixed Reality headset users will go into Steam VR and activate their Reprojection settings directly within Steam VR; additional WMR settings linked at Sec 11 below. Sec 8: Make your Tooltip Text larger and more readable (thanks to jimiC for this one!) Edit the file vrtooltip.DLG in the dcsworld\scripts\ui folder - Use Notepad++ to edit this file. Change the text size at line 71 to 20 or so. I personally use 30, and that makes the text size pretty big for easy reading - note that the same setting may be found on Line 36. Sec 9: How to enable mirrors without a huge FPS hit (thanks to Knock-Knock for this one!): https://forums.eagle.ru/showpost.php?p=3755292&postcount=1 Sec 10: I wrote up a post summarizing the basics of pixel density, so if you're interested in that topic, see my thread here: https://forum.dcs.world/topic/143157-understanding-pixel-density-making-sense-of-it/ Sec 11: How to enable Motion Reprojection within Windows Mixed Reality for Steam VR: https://forum.dcs.world/topic/195091-how-to-enable-motion-reprojection-for-wmr/ Commentary: What's particularly useful about doing this is that the WMR for Steam VR app has a very cool frame rate performance icon represented as a green square when you're getting full 90fps. There are three other squares that can appear, those being a light blue, dark blue and red. Light blue means reporjection is on and the CPU is bottlenecking; dark blue means the GPU is bottlenecking, Both blue squares may appear simultaneously. If you get the red square then the PC is running below the reporjection frame rates; you should take that to mean you have some adjusting to do. I recommend that you take a look at this topic to see more about it. The reporjection setting might be redundant now that it can be controlled in Steam VR directly, but the frame rate icon/square is useful since it runs in real time on your VR display in the top left corner of your view. Happy VR Flying!
-
Here are my settings from v1.5. I keep everything low to keep frames high with VR, and a lot of fine detail is lost anyhow with the DK2 so I don't waste the frames. I run a solid SIM frame rate of 75 all the time except when flying over bigger towns with a lot of buildings. I see the object count in the frame rate counter get above 4000+ when the frames drop to the floor. Fortunately ATW makes it a bit easier to bear now.
-
well goodness...now I want a button box emojii, too...what a morning this has been...
-
This review has been posted in this thread at least 5 times already, lol. - Yes, hence another reason to support a VR subforum We need a VR Headset Emoji. - I'd fear then, that TrackIR people would want one, too...then we'd have cats and dogs living together in no time... I'm just happy to have DCS working with the Oculus v1.3 runtimes. It's really great to have it, and gives such a wonderful user experience. I look forward to the improvements as they come! Happy flying! :pilotfly:
-
QFT - among other things...
-
My PC scored an 11 on the Vive test and passed the Oculus test as well, but there are still times when in DCS that the frames get bogged down to < 40 over dense "urban" areas. I wonder if implementing SLI and Multi/Hyperthreading could help!