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Everything posted by DerekSpeare
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Cheers, Wags! Thank you for the update!
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FlyInside for FSX/P3d is off the chain with the latest updates. ED is really WOW too.
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I installed the latest Oculus software released today. DCS does not run with it unless there is some magic needed.
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DCS is a NOGO with the new Oculus software.
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New runtime is out. You won't have CV1 support with the 0800 runtimes. DK2 is alleged to work with the 1300 runtimes. I just d/l'd the new ones and will report more on compatibility later today.
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Disable your Oculus Health and Safety Warning! Here's the video: [ame] [/ame] Since I've seen it a thousand times, I know the bla bla bla. I applied the registry changes exactly like shown in the video and it works like a champ. I'm running 0800 runtimes. I think it will need it again each new version, but it's a simple hack. This will give you the ability to turn off the Oculus H&S warning. WARNING: USE AT YOUR OWN DISCRETION AND USE AT YOUR OWN RISK - BACKUP YOUR REGISTRY FIRST.
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ATW baked into v1.3 Runtimes: https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/ This *should* mean that we enjoy an immediate benefit by going to the v1.3 runtimes for DCS.
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ATW as a native function in v1.3 runtimes is a HUGE deal, if you ask me. I do hope, however, that developers don't lean on it too much and neglect their obligation to ensure proper VR functionality by default. Congrats to everyone who is receiving their Oculus in the first run. Mine comes is May :joystick:
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ATW baked into v1.3 Runtimes: https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/
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Do tell how you do this?
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I can't drive in VR if the driver's hands are not there. It just doesn't work in my brain. I've become used to no pilot body, but it would be cool to have it. Perhaps instead of toggling it on and off, maybe it could be "ghosted" or made to be mostly transparent at any time the user enlists the mouse to control the various cockpit controls. That way you can still interact and see the various bits while not totally breaking the immersion. NB: Don't dismiss FSX if you HAVE NOT tried it with the Oculus and FlyInside. I thought my flight sim days were over until VR came along. FSX was an old dog, but VR made it new again.
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Like I stated a few pages back on the point of image clarity: I have it on good word from a developer that gauge "readability" is "much improved" over the DK2, so much so that in my opinion it's not much of an issue. I've been using the dk2 for well over a year and have become very used to using it. The image clarity at times isn't much of an issue now, and if I need to read something really small I just lean in a bit and read it. Gauge readability in DCS, for example, is pretty good now with the DK2. While things are fuzzy to a degree, it's decent and not a liability by any means. I agree, too, that objects in the distance are not easy to see. The DK2 is still long for this world and will be re-purposed to the DSD Test and Demo Rig once the CV1 arrives. My recommendations to those who's first VR device will be the CV1 is to start with the Oculus Demo Scene (presuming that it's there in the 1.n.n.n runtimes). You need to experience that first. The very first instance of life in VR is just as important as every time after it, and the Oculus Demo Scene will give you a great first time; it's also good to make sure your system is running properly because if it runs there, all is clear. I was hooked on VR the first second at the Oculus demo. I can't fly or drive without it and won't touch any game (for myself) that doesn't support VR properly. The future for VR is bullish now that it's on the threshold of becoming mainstream. All of us "propeller heads" and "wing nuts" have a very bright time in the future to anticipate! BTW: If there are any FSX/P3d fans here you MUST get FlyInside if you haven't already. It's really the cat's pajamas.
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There will be a number of folks who will appreciate any early reports the first recipients of the new Oculus are willing to give. Mine does not come until May. I'll have a detailed - if not redundant by then - summary when I have one.
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http://uploadvr.com/smi-eye-tracking-foveated-rendering-exclusive/ [ame] [/ame]
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I'm curious to know if anyone has actually used that successfully.
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-VorpX = NO for me -Dirt Rally is on Steam and has native Oculus support -FPS shooters are a bit of a challenge, but I don't want to have to stand to do it. FPS shooters can and should be a seated experience, and developers are smart. They'll figure it out -X-Plane - Dan Church may be trying to do it. He hit a grand slam with FlyInside for FSX.
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Here are my "must have for VR" picks: DCS - this one is a "duh" iRacing - (they're working on proper VR implementation) FSX/P3D - Both work perfectly with VR usinf FlyInside PCARS - Launch Title Phoenix (PCars II) - will get whatever PCARS gets for VR Elite Dangerous - Launch Title It's really a different experience in VR - wow! Dirt Rally - A blast in VR! Live For Speed - the first racing sim to implement VR - it's terrific! OVERLOAD - A Descent redeux and it's slamming! These are on my "hoping to have" list: rFactor/rFactor2 - It's a great racing sim, but since VR is here it's just "yesterday" without VR (to me) Assetto Corsa - A head scratcher - Runs in extended, but that's over, and they were so attentive to get three screens right...odd Atomobilista - a GMotor title like rFactor - they have indicated it will come Race Room - VR has been flaky in that one Dove Tail Games - Let's hope, but they didn't say "yes" when asked about VR Some FPS Games that would be cool: Battlefield Star Wars - the new one Half Life 3 - we can hope, but we'll see Santa in person is more likely Call Of Duty Metro Series Wolfenstein Doom 4 - or whatever the name will be I wasn't impressed with the Launch title list. Games from the spectator's view are not fully harnessing VR. IT's obvious the influence of Facebook directing the Oculus towards using it as a platform for "viewing" games and watching movies. If that's their direction, I don't see it being a smart move.
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They won't collect payment until the shipment is made.
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Those who remember flying using an 8088 or 80286 will have a better frame of reference on where we are with VR hardware. While the Oculus/Vive may not be quite that primitive, it's guiding to consider that we are still in the early days of VR. VR will improve greatly in the future, and given the fact that hardware is infinitely more advanced than it was thirty years ago we shouldn't have to wait another three decades for VR to advance to stellar heights.
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The FPS folks will be enthusiastic about it when games work well with VR hardware. I don't really see much excitement with too many games where you're the observer, however. VR is such a natural fit for gaming from the participant's perspective. First person games of any type are perfect for VR. Enthusiasm over other games in the longer term isn't likely. It's more hype than anything, IMO.
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I think it was Wags who indicated timewarp will be implemented in 1000 oculus runtimes, or something like that WRT firuture updates. It's a disappointment to see a lot of these VR titles to be from the observer's perspective instead of from first person. VR is SOOOOO much more than a platform of observation. A free CV1...yeah yeah..rub it in.
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The Overload VR demo is a good way to test one's constitution in VR. I never get vr induced "discomfort", but after about 20 mins of spinning and whirling in Overload I got a bit uneasy - and I have very high frame rates. I'd likely get used to it in time, but sub-75 frames there are a flat no go. Those who think low frames are ok should try it out in Overload. [ame]https://www.youtube.com/watch?v=4LZArZOVuEM[/ame] I ran that video in real time with Fraps running which kept the frame rates low...I won't make that mistake again :puke:
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It's just rubbish that low frame rates with the oculus is acceptable. I'm at least glad to know that the developers don't buy into this nonsense.
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Thank you for the VR update, Wags! I like the mouse interaction with the cockpits as it is, just make the label tags that appear when you hover over a particular cockpit control component larger. It would be good to know if DCS will use asynchronous time warp as well.