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DerekSpeare

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Everything posted by DerekSpeare

  1. Below is what one new CV1 user has posted to the iRacing forums about his immediate experience with the device: (emphasis added) Here's the link if you're a member of iRacing: http://members.iracing.com/jforum/posts/list/3476610.page
  2. I'm reading on the iRacing forums from one new recipient that the image is the clearest at the center :/
  3. DOH! Yes, three, ED/H - The Oculus Store is going to run no matter what. I hope we can add DCS to this list of "Oculus Store Independent" titles. I'm also hoping that iRacing adds proper VR support, but who knows when that will be.
  4. I know of two so far, FlyInside for FSX/P3d and Live for Speed. Both run independently of and externally to the Oculus Store.
  5. Thank you - I should have qualified my remark as "I hope users of the standalone DCS installation are not forced to use either Steam or the Oculus Store for VR support with the CV1".
  6. I seriously hope we are not forced to access DCS via the Oculus Store.
  7. Anything that has proper Oculus support will be in 3d.
  8. The ability to read various instruments hangs much on the size of the objects, the size of the text and the contrast the objects and text have with the background. This is one of those areas where developers can work to improve optimization for VR.
  9. Here are a couple of through-the-lens comparison photos of the DK2. The sim is FSX, and the bird is the Iris F16. If you consider the SDE in my DK2 against what little there is in Rico's CV1, you'd come away with the conclusion that it's a non issue in the latter example. The SDE in the DK2 isn't *that bad* when you're actually wearing it. I'd say that after looking at Rico's photos compared to mine that the improvement in SDE from the DK2 to the CV1 is nothing less than remarkable. Also some qualifiers: The last photo was behind my normal eyepoint when seated; photos were taken manually and without any stands, etc., making it difficult to maintain camera-to-lens distance. I have found that it's not too difficult to read the various instruments just by leaning in some. The HUD itself is nearly entirely readable from the normal position in the seat. Reading it isn't difficult.
  10. I don't presume to know the needs of others better than they do themselves. Others may, but I am not one to do it. It makes no logical sense to remove one feature with greater utility proven over decades of use in favor of one that's new and much less simple to use, even to the level of making is physically impossible for some to use. While I'd bet ED will give the user the option to use both, any objections to keeping the mouse living beside the new laser pointer would be bizarre and strange to me.
  11. I seriously hope that they do not disable the mouse entirely for VR users. Many "mousers", myself included, have been mousing for a long time. It's intuitive for me to use it to interact with various cockpit control elements. I have firsthand with a head-slaved "VR Interaction Pointer" with both FlyIsnide and the Oculus Home software. The former has had this feature implemented for about a month. For some things like menu interactivity the dot is ok to use; I'm preferring the mouse. But for other interactivity it's terrible. It's often difficult to reach far away control elements for the reason that the dot is in the middle of the screen, and positioning it can be literally a pain in the neck. Moreover, there are certain to be DCS VR users either now or in the future who may have physical limitations. Some folks may be faced with very limited physical movement. Forcing them to position their entire body to interact with the game would be a disservice to them. Of course, if the mouse is kept, then none of this matters. You can get an example of the VR-Dot and mouse combo with FlyInside. Dan's implementation let's the user decide which is best.
  12. ATW is a built in component to the v1.3 runtimes. Developers do not need to enable that function. It is done so automatically. FlyInside was the only one to do it pre-v1.3 runtimes. I'm expecting that DCS will be the business once v1.3 compatibility is established and runs with native ATW.
  13. I received the shipping fee refund as well. They've refunded everyone's shipping fees up to April 1st. This is likely many millions they've refunded and not insignificant. Good on them for it.
  14. I keep my ear to the ground. Here's what I know WRT VR integration and various popular flight and driving sims: DCS - v1.3 VR Support planned "soon" PCars Steam - v1.3 VR Support now Live For Speed - v1.3 VR Support now https://forums.oculus.com/community/discussion/comment/349557/#Comment_349557 FIFSX/FIP3d - V1.3 VR Support now Elite Dangerous - v1.3 VR Support now iRacing - v1.3+ VR Support (whenever) Asseto Corsa - VR Support = *rollingeyes* Dirt Rally Steam - v1.3 VR Support Unknown I'd personally expect that ETS and ATS to offer v1.3 VR support at some point since VR was implemented early on. I'd also expect that Phoenix (PCarsII) should get the same VR treatment as PCars eventually. All this is my speculation. I'd talk more about how great DCS is with v1.3 support, but right now there's nothing to say. I'm sure it will be good when it hits. I'm especially looking forward to the new planes in the works. I do hope that ED optimizes the various graphical elements to the sim's objects so to make rendering with VR more efficient. Frame rates have to be right, and there has never been more of a demand on frame rate performance than now with the advent of VR.
  15. Wasn't a bad adapter. Accel makes the best you get. Good luck with your efforts!
  16. I'd caution against an adapter. I have firsthand experience. I used an Accel DP=>HDMI adapter when I first received my DK2 some time ago. It had this terrible "washing" effect that appeared like water running down the screen. Anyhow, I put the DK2 into the HDMI without the adapter and all has been fine since. While Accel makes good adapters, the DK2 didn't like. Be aware you could have this same issue come up.
  17. And so the record is clear, I VERY MUCH want Oculus and Vive to succeed with VR and wish them only success in abundance. We all win then. VR is the future of gaming. I personally feel that by purchasing the hardware it helps to further the future of VR for the good of all. They can take my 629 clams anytime they want :pilotfly:It's there for them.
  18. It seems many peeps are caught up with the "Chicken Little Syndrome" and mass hysteria. Since no one has any skin in the game until their product actually ships, no one has any material risk exposure but Oculus. It appears that no matter what they do or don't do they get crucified for it. The gaming market is likely the most unforgiving and volatile segment to exist. Surely, however, there are some points where Oculus should have shined. Take for instance the scant technical information provided on the product so consumers could make an informed purchasing decision. They expected folks en mass to be ok with that. Another area where they really should have done well was on the ordering. It would have been a no brainer to mobilize Facebook's digital intelligence to ensure every order went perfectly. Couple those missteps with the recent lack of communication and customer frustrations over perceived delays and it's academic for a competitor to foment departure en mass to an alternative. "Gaben" is shrewd, and if the Vive had the compatibility Oculus enjoys, it would not be good for Palmer and crew. Experience trumps enthusiasm. Surely Facebook and Oculus have some amazingly talented hip kids in abundance. Their resources and intelligence cannot be understated. However, Oculus should have as part of their executive management team a salty dog of a corporate communications executive to handle second-by-second comms with the community to keep folks up to date and a logistics expert who knows everything possible about getting brown boxes from the departure point to customer hands anywhere on the planet. Both of whom should have long years of demonstrating success in these key areas. Anyhow, just my thoughts. They're crapping money. It appears it's made them somewhat delusional or clouded their best judgements.
  19. HA...duh...I knew this :wallbash: ATW is baked into the new runtimes. DCS isn't running. This was covered a few pages back. Here's a teardown of the CV1:
  20. I'm running the DK2 with the new Oculus Store (v1300 runtime) without isses. What is ATW?
  21. Woah, Boeing! [ame] [/ame] Maybe one day DCS will look like this in VR!!!
  22. You should get the DK2 at the very least, but the DK1 will give you some really rough initial impressions. The DK2 is very useable with DCS and would be the bare minimum for VR.
  23. You, you have to allow other apps, but external programs running VR like FIFSX, ED and LFS run just fine once that slider is set properly to allow it.
  24. DCS Oculus Items I'd like to see ED attend quickly: v1.3 support - DO NOT force it to be used via the Oculus Store Graphical optimization of the numerous objects to prevent frame rate degradation with VR Clickable cockpits for all planes - the FC ones are not clickable Leap support - for those who want it (I dont care for it) Visible/Ghostable pilot body to help with immersion - has to be somewhat animated, however
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