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DerekSpeare

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Everything posted by DerekSpeare

  1. As a customer who has much ED content, it appears that the importance of VR is overlooked by this remark. The improvement of game controller technology has never been a watershed event for gaming. VR has. It's actually peculiar that you'd post something like this. My perception of this remark is that, "it's really not a big deal, so you get what you get." Frankly, it's disappointing and discouraging. Developer advancement of VR implementation and utilization should be your highest priority. Maybe some fresh perspective would loosen up some perceived institutional ossification. A subforum for VR would organize and enhance the discussion better for everyone.
  2. Special request to ED Forum Moderators: A subforum in the Input/Output names "Virtual Reality" would be prudent in my opinion. The Oculus and Vive threads should be moved there. A VR subforum would allow other VR specific topics to be made which would make it easier to have beneficial discussions and keep topics much more organized. This thread alone has 682 pages now with much discussion, some of it more suited to other threads within a VR topic group. Anyhow, I'd like to see this!
  3. As much as I don't like waiting an additional month for my CV1, it's prudent to look for the silver lining. As with any manufacturing effort, it's normally good to be farther down the line of completed parts if for anything that they can be better than the first few to roll off. Perhaps the extra time may mean a difference in the overall quality. @SZ - yes, my list included only those ideas which have not been addressed by ED at the present time. Those are, in my opinion, some important areas to see improvement in an effort to enhance the VR user's experience with DCS. NB - Someone wanted to know about the amps/shakers I ordered. Here are the links: http://www.parts-express.com/dayton-audio-sa100-100w-subwoofer-plate-amplifier--300-802 http://www.parts-express.com/dayton-audio-bst-1-high-power-pro-tactile-bass-shaker-50-watts--295-244 I'm running those off of an Asus Xonar soundcard and will be using Simshaker utility to drive it. I have a custom seat platform going into the CNC this week to use to mount the shakers under the seat and to the chassis. I'll report more on this experiment as I have facts to share.
  4. I forgot to include this on my list of DCS-VR necessities: VR Friendly Radio Menus - This is SOOOOO important!!! Here's the list for reiteration: 1 - menu optimization for VR users 2 - seat adjustment bindable to joysticks, boxes, etc. 3 - binoculators or zoom function 4 - optimization to the various world objects to reduce inefficient rendering 5 - update the frame rate counter to include ATW frame rates 6 - kneeboard function like FlyInside 7 - VR Friendly Radio Menus
  5. Thank you - yes, I was aware of the microphone. Many are not, and it's cool they did that. I'm sticking with my Plantronic muffs with volume control and integrated mic.
  6. Question for those who have the CV1: Can you remove the built-in speakers?
  7. NM - Mine got flopped to the end of June from an original May estimate at time of ordering.
  8. Today is the the day for the "July 12th" emails. Is this what folks are receiving that indicates a change in expected shipping dates?
  9. I ordered in a pair of transducers and an amp for SimShaker. My PC has a second soundcard which will be for the transducers. I use headphones and don't want to use the Oculus muffs...those will go right away.
  10. And perhaps it's the way those objects are optimized or created that can help or hinder rendering fidelity for VR? Maybe extraneous objects within the LOD radius can get skipped or rendered in lower detail instead of everything, even when not all of it is necessary.
  11. This: Juxtaposed against this: Presents an interesting dichotomy... Thank you both for your perspectives. Let me add that it was either Vic_X or Sentry who did some very careful analysis showing that certain graphical objects in DCS were killing frame rates unnecessarily. One possible hypothesis is that the objects in question had texturing on both sides, even when the object could be seen from only one side. There's much more detail to the claims farther back in this thread < < < Moreover, intermittent frame rate degradation is often not experienced when using a monitor. However, in VR frame rate performance is paramount. While these latest updates using v1.3 runtimes and harnessing ATW are quite good, there's really no reason at all why my 5930/980ti should get bogged down on a solo flight with all low settings. There are times when flying over cities the frame rates drop to 40 or less. ATW helps, but it's still noticeable... And it's a good thing it's not frequent... Perhaps it's prudent to approach "optimization" for VR differently than for screens. Maybe there are tricks that maintain frame rate fidelity and graphical quality that are specific to what is seen through the VR HMD. Of course I don't presume to know this stuff like the professionals, and I am just an outsider, but instead of a "one size fits all" solution for both screen and VR users is better replaced with one that does not appear to relegate VR to second class status. So far, so good...that's without question. I think VR-specific tweaks will make DCS great. All of this IMHO, of course.
  12. It's worse in v2.0 - ED really needs to optimize the sim objects for high fidelity rendering in VR. Look about hundred pages back where we talked about this.
  13. Oculus Home opens automatically when you start any VR program that uses the latest runtimes. You have to leave it open. Closing it closes the VR application.
  14. I'm thinking that developers should work - or could work - on rendering optimization to sharpen text and other objects to make them more visible and clear in VR. It's my hunch that more work can be done to sharpen the text font and that some fonts may be more clear in VR than others. Sure, I'm FOR accuracy, but not at the cost of fidelity when it comes to minor matters like this. You need the latest updates to v1.5.3 (beta?) only - v2 is not yet. Make sure your autodetect oculus is checked. dunno. It starts automatically. My son used to grab the racing wheel I had at the time when he was two, insisting, "drive...drive...drive...DAD...drive!!!" He's sit on my lap and fly, drive and FPS with me. Good times!
  15. Thx, Wasy! I love that baby in your avatar! Mine are grown...such great days when they are little :) That image is a really good one. It says a lot!
  16. The option to enable cockpit shadows and disable static object shadows should be available.
  17. Here in the US there are a number of places where one can demo the Vive firsthand. Both MS Stores and Gamestop will have a Vive in some of their retail facilities: http://arstechnica.com/gaming/2016/04/heres-where-you-can-try-out-the-htc-vive-without-spending-800/ We have two such locations here in the West Central part of Florida where I am, and I intend to go myself to one of them and demo the Vive in person. As an experienced VR user, I have my own perspective on what to inspect and how to compare it to my own needs. I'll report my personal impressions when I have some time with the device. These stores are supposed to have them in about a week. The MS store is only about a 30 minute drive, so it's not far. I did some digging around last evening wanting to know more on image clarity in the CV1. I found this image here comparing the SDE between the DK2 and Vive: I'm not vouching for the credibility of the image as I didn't take it. But it is telling if it's accurate. Vive v Oculus A lot of us have been enjoying PC simming for years, many decades. We've seen much come and go by way of technology. Each man will decide which hardware solution is right for himself. Each man has his own goals, wants and needs. I find all the division to be a strange phenomena, and it plays out in so many forms. If a man goes for either VR solution, he's a new VR user...all of us benefit because our ranks have increased. Besides, Vive, Oculus, Whatever, they are means to an end. Whichever one offers the best personal ownership experience will be the one each person will choose. Will either or both of them be around in 10 years? Maybe. Will something else better, bigger, lighter, clearer, cheaper and more reliable come along from someone else in the future? Possibly. Just because a company originates a product doesn't mean they can innovate. VR is here to stay, but the companies that make VR hardware may not always be, and if they fall away others will replace them. My point is that who cares who makes the thing so long as the thing delivers the benefits each man wants. In the end it's more VR things in service and that means the potential for better hardware and software sooner.
  18. We'll call it the 1st VR Air Group - princeps certaminis et novissimi exiremus. It should serve as a complement to the pilot's primary squadron to account for overlap. Now it needs an insignia. Who's a hella good artist and fellow DCS/VR nut?
  19. I'm reading responses from folks which appear to be running on two separate tracks. The first track are the responses from the brand new VR users and the second is from those who have made the upgrade from DK1/2 to CV1. It's particularly fun to see the replies of those who are entirely new to VR. I know how I felt 18 months ago when I donned the DK2 and sat at the Oculus desk scene...BINGO! I had been waiting 20 years for it, and BAM, it hit me like a freight train. I've always known flying and racing sims were perfectly suited for VR. Those who have had their VR devices know this too. Congrats and welcome to the fun! Fortunately we have many here who are experienced and who have much time in the VR space. On the second track we have those who are coming from one of the DKs. I'm guessing that the leap from from the DK2 to the CV1 will not be monumental, but the leap won't be insignificant, either. Of course, those who leapfrog over the DK2 from DK1 to CV1 will find otherwise. However, I'm thinking most are coming from DK2. I'm expecting that I will be pleasantly surprised when I have my own CV1, but I can say that the v1.3 runtimes make my DK2 quite good to use. For me, the biggest issue will be the SDE. Any noticeable and material reduction in that will be very exciting; I'm expecting that it will be much improved, with my through-the-rift photos and Rico's showing much evidence of that. Ok...just some brain droppings this morning as I move through my duties...I'm thinking it would be fun to have our own VR Squadron or avatar identifier would be cool. And a base on a multiplayer server for DCS with occasional fly-ins with other VR pilots would be a hoot, too. BTW, I used to do the AOL Falcon 3.0 ladders way, way back in 1993...on a dialup connection!
  20. I use Joytokey to bind Num+5 to a joystick key. Works perfectly.
  21. BoxxMann's "pet" suggestions/wishes for DCS: 1 - menu optimization for VR users 2 - seat adjustment bindable to joysticks, boxes, etc. 3 - binoculators or zoom function 4 - optimization to the various world objects to reduce inefficient rendering 5 - update the frame rate counter to include ATW frame rates 6 - kneeboard function like FlyInside 7 - VR Friendly Radio Menus - This is SOOOOO important!!! Thank you!
  22. This is what I am thinking or the HMD needs to be adjested (I know he reported it was adjusted properly). I posted one CV1 recipient's lens observations which was exactly opposite of this one, and he said it was clearest in the middle. I'd expect nothing more than perfect out of the box. Anything short of that is an RMA and back to the DK2 until the replacement arrives.
  23. Lovely, just LOVELY! Excellent first draft of ATW. Just BRAVO! :smartass::smartass::smartass: And many thanks for keeping DCS as a standalone, external-to-Oculus-Home package! :thumbup::thumbup::thumbup:
  24. WOW! THANK YOU ED AND Wags! I have not updated yet today, but I just fell off my chair with excitement!
  25. @ED - What's the status of DCS and the v1.3 runtimes?
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