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Everything posted by DerekSpeare
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If you're not getting 90 fps AT ALL TIMES and in all places, you will not run the CV1 without ghosting/stutter/judder. YOU MUST have a system capable of sustaining these frame rates. If you use VR you must have your frame rates exceed your HMVRD's refresh rate at all times. For the DK2 it's 75 and for the CV1 it's 90; Vive is 90 as well. The instant the frame rates drop lower than this is when your get out-of-synch display anomalies causing judder, leading to disorientation.
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FlyInside has Leap integration ;) I think I'd like to see DCS with it, too.
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Perhaps it would be a better option to have a virtual hangar with all of your planes like a FPS setting so those who want to look at their birds can do so for as long as they wish. I'm assuming that the aircraft is properly preflighted and inspected prior to takeoff, so when I jump in the seat it's be signed off as ready to fly. I'd not want to get bogged down in having to preflight myself if it's not necessary. Some racing sims have showrooms where you can view your cars. Assetto Corsa and PCars have this feature. Maybe at some point in the future DCS can have a hangar area where we can view, walk around (like FPS), inspect and interact with the planes as we wish separate and apart from the task of flying missions might be the way to do it.
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I'm curious to know what benefits Vive gives users over and above the Oculus for 200 more in cost. As I see it, controllers and the ability to have a standing experience are not on the top of the list for flight (and racing) sim enthusiasts. I'm also under the impression that the Oculus edges out the Vive in terms of FOV, and both devices are basically similar in terms of other specs. Oculus also has been "on the ground" for almost two years (?) now, finding a substantial amount of developer support and TOMA traction in the VR Space. Vive doesn't offer that, and unless their device blows Oculus from the water, I don't see it as something towards which Oculus fans will run en masse. Palmer has generated substantial affinity that Gabe has not claimed. While the Vive is surely an excellent alternative, I don't see it as a competing product for most Oculus folks. It may bring more folks into VR, however, as Steam and Vive are a nice fit. Time will tell.
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It's full on double rainbows across the sky! Woooo! I just about felt that way when I donned the DK2 for the first time. Here's Oculus' next marketing message: The Oculus CV1..."For that 'full on double rainbow across the sky' feeling".
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Oh - seems I am out of touch with some things. Multiplayer gaming with VR is a natural fit, a no-brainer realization likely many have already had. I wonder some times if game developers and even the VR makers themselves even see the potential it has.
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I don't get it :/
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Maybe gradually increasing your BCS in increments of 5 is the way to go. Overclocking requires a lot of trial and error. I was just lucky with my settings.
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I use the term "Tactile Feedback" to mean "anything that drives bass shakers; this can be simple just just a sub or all the way up to the four corner versions with software. It's more optimal for the reason that you get some sensations of movement without the movement and without the dear expense. One of my technicians uses 4 shakers and sim vibe and swears by it; and has a 6000+ irating. He loves it. If he says it's good, it's good. Four shakers, an amp and software is a few hundred. A full motion deal is MUCH more. While the two are not identical, you get some feelings of movement in the first case.
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Get into your BIOS and set your BCS clock from 100 to 125. I have done exactly this on the exact same CPU as you have. I am running at 4.4ghz from 3.5g, the stock frequency. That's the only change I have made and it's super stable. You could go gradually. I use Linkpac for CPU stability tests. I use Flaming God's version. I have an Asus MB, P79 something. Of course, any changes are yours to make, and I am not responsible for it. There are zillions of guides out there on on the topic. I never did any comparisons. I'm assuming the o/c is making a difference. Is there a d/l for this program? Does it push 4 shakers? There are 62 pages...can someone give me the cribs?
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Good information! :thumbup: Seems like we need to wait until early April for more details. I'm with m-i-w - if a game doesn't support VR, they can keep it. My faves are: DCS 1.5/2.0 FSX/P3D 2.5/3.1 - all with FlyInside iRacing - waiting for DX11 0700/0800+ Live for Speed PCars1/2 ATS and ETS have VR, but I have not done more than testing. AC had VR support, but it's still a struggle from what I understand. ED WAS great with VR, but now not so much.
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I agree that one must squeeze and wring out as much performance as possible and stretch that buck as far as possible to get the most bang...a fact I very well know! It's just my point of view on the GPU :) I'm not convinced that in the near term we'll see a new card from nvidia. Dunno...that's the last piece I'm getting for my new system, so I am putting off the GPU buy for as long as I can stand it. As far as motion goes, my opinion is that tactile feedback is a more optimal way to go in many cases. Surely the full motion is cool, and if we all had unlimited money and space we'd all have it. Tactile feedback technology is more accessible to users and offer a great amount of immersion for much less money and space. Oh, and the position of the VR sensor/camera MUST be affixed to the motion platform to prevent out of whack views.
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My opinion is that a 980ti is the card to use. It gets 11600 passmarks and is the highest ranked card on their list: http://www.videocardbenchmark.net/gpu.php?gpu=GeForce+GTX+980+Ti&id=3218 The R9 290 gets 6857 passmarks: http://www.videocardbenchmark.net/gpu.php?gpu=Radeon+R9+290+%2F+390&id=2719 My advise to anyone building a system is to put the most dollars/euros/pounds into CPU and GPU. Everything else is ancillary to those to components. While the 980ti is much more money, the performance advantage is considerable. Besides, I much prefer nvidia over AMD. I made the switch in my last system to nvida. Before that I was a loyal AMD user with a 5770, 6950 and two 7950's in various systems. I scrapped the 7950 in favor of a GTX780 and haven't looked back. And the next system I am putting together for myself includes a GTX980ti. The oculus is going to need as much power as you can give it. my 2 pence :smilewink:
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Dat pri$e!!! 460 Euros! :music_whistling: I like the technology, but this segment has a LONG way to go. @hannibal - Encoders work great for any function that is dual in nature and through which you want to adjust quickly. Radio freqs are one :)
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ED really needs to update all of the planes without a clickable cockpit to have a clickable cockpit. If anyone here is using FlyInside for FSX/P3D they will know how good it is to use. There, the control information flyout banner is also quite easy to read, unlike in DCS.
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Yes, so some are pro FFB and others are not. Such is life :joystick: Back to the Oculus...Clickable cockpits are really vital, there's no question there. I would really like all of the cockpits in DCS to be clickable, the F15 being one of them. I like to have my most important-to-use functions readily available on a button, but many others are easier to use simply by looking down at it and using it just like in real life.
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For flying, like driving, the most mission critical function controls must be right where the hands are. All good HOTAS systems have loads and any good racing wheel the same. I am in agreement!
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Sure they do - there's no question about this. The pure essence of why a button controller is useful is for the reason that YOU DON'T NEED TO LOOK AT IT to use it. If your button controller is well designed and laid out ergonomically (like DSD boxes; disclaimer: my company makes them) then you never should have had to look at your boxes in the first place, VR environment notwithstanding. Hundreds of our customers are active and avid VR users. Our feedback from them is that nothing really has changed since it's never been vital to look at them to use them. In fact, for racing sims, NOT looking anywhere other than on the screens can be instantly deadly. Reaching to a keyboard to press a key will kill you. Mashing a button is as simple as reaching down and doing it. Moreover, the experiences of real life is what should close the argument. Pilots of both aircraft and racing machines of all types are able to flip switches, turn dials, push buttons and actuate levers are all types without looking at them...they do it all the time. We even do it in our road cars, etc. While there may be some claim that because we can "see control functions in our periphery" they are easier to use than in VR, but that's really not an argument with any traction. While not to launch this thread off the runway, it's noteworthy to dispel this assumption with some facts. Although Jason is not a DSD Customer, I'll double down with some material value. We'll ship off a DSD FLT2 button controller Monday for free. Use it with your VR flying and report back about your impressions. How's that? Send your full and complete shipping address to tom.harris@derekspearedesigns.com and consider it done. I personally need more button controllers over the two I use right now for DCS. I have been mulling over some new designs specifically for flying, but still don't have what I want. But if I want to fire up the engines, close the canopy, setup for refueling, turn the labels on and off and a score of other secondary functions I just reach down and do it...without looking.
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Apparently :music_whistling: Immersion holds the patent on canned FFB. Sim Experience and another company both use their own FFB technology which is - from what I understand - a connection to the physic's data pipeline. These are high end racing wheel makers. Their implementation is different somehow different than Immersion's, thereby not running up against the patent (at least as I know it). A FFB stick for the 21st Century would be cool. The F16 uses load cell technology from I recall. Anyhow, this is the Oculus thread...FFB in VR could add some immersion (no pun but a freebie) to the experience. Tactile transducers would be cool, too. Since my company's business focus is on sim racing, I am in tune with all of the goodies we have there. I can say that it's very sophisticated, with some really valuable hardware components to steep one into the moment. Why do I feel flight sim enthusiasts are behind the immersion curve to a degree? Just a FFB stick and properly-driven transducers on four corners would really liven up things. For VR it would be a different experience. :pilotfly:
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One must have some type of FFB in racing/driving sims, especially with VR...AND one AbSoLuTeLy MUST have many buttons!!!
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QFT :thumbup: @Glowing Amraam - GREAT videos! :clap:
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This is a good point. There are two causes of disorientation in essence. There is the first cause related to a user who would is susceptible to motion sickness in general. The second is "VR Induced Disorientation". What causes that most acutely is judder or when the frame rates go below the HMD's refresh rate. That gives rise mental dissonance from the mixed signals from the inner ear and eyes resulting in queasiness. While some users can get used to it and grow their "VR Legs", others may not be able to. Doing the best to run VR applications on a high end system should help to prevent judder/ghosting/flickers/frame skips, which would reduce the chances for VR disorientation. I personally feel the issue is overblown. Most folks who have experienced it report it goes away after they get used to VR gaming. DCS + Oculus = WOWOWOW for me. Racing is a blast as well. For flying and driving, VR is a natural fit.
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when frame rates go below VR refresh rates you get judder (old way with extended) or ghosting (in direct to rift, the standard convention now). Again, frame rates in non VR are irrelevant and mean nothing. The closest comparison is to a three screen system, and anything less than 75 fps there is below acceptable levels for VR. It's not 75 fps you want, it's 75 * 3 or ~225 FPS. You're generating a stereoscopic image which is basically "3 layers" or three images in one (as I understand it). It's much more complex than that, but suffice it to say that if you have a system incapable of producing stellar frames now without VR, you'll be disappointed should you get an Oculus CV1 - that one will be even more demanding. Screen resolution is irrelevant for comparisons as well. You get one resolution with VR, the resolution of the HMD's screen. Many of us have been using this regularly for more than a year, the collective knowledge just here on this forum is likely encyclopedic. I've told newbs this many times that when you first get a VR device and begin using it, you will need some time to adjust to it. Once that passes, you'll not even think about it. VR induced disorientation is most commonly caused by low frame rates and inadequate hardware capabilities. Don't expect to connect the Oculus to an old dog and not get dizzy. Having a VERY powerful system, like 980ti on a high end i7 cpu, will ensure a positive experience with the new Oculus.
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It's impossible to compare VR frame rates against non VR frame rates. If you drop below 75 FPS with VR you know it IMMEDIATELY. The folks who have no experience with using VR owe it to themselves to really spend some time with the technology in order to enlighten and inform their perspective greatly.
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http://www.roadtovr.com/dcs-world-flight-simulator-gets-improved-oculus-rift-support/ Matt Wagner's reply is claimed to be as follows: Hi Raphael and thanks for the article. We feel that VR is an important aspect of DCS World moving forward, and it brings a new dimension to the simulation experience. I think you'll find the readability of the cockpits MUCH better in the CV. We are also working on improvements to the UI and how the user interacts with the cockpit in VR.I found this from the FlyInside FSX forums: http://forum.flyinside-fsx.com/viewtopic.php?f=8&t=1294 I am looking to dig up the link for the source, but the man posting all of this is very reputable. I thin think article touched on some of the glaring issues with DCS in the VR space. The menus have some more to go and the comms options are impossible to use. A menu like Elite Dangerous is precisely what's needed - Live for Speed has an excellent one as well - and the text for the comms options needs to be in the acute visual zone, be larger and with a high contrasting color. I know ED is on all of this - or am assuming they are. VR is the future :)