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Milopapa

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Everything posted by Milopapa

  1. My list: Menu window not stuck to my face in-flight (so same as main menu) Pointer made more usable in VR (as discussed) Performance optimizations for VR (or at least guide to achieving 90fps) After mission window clickable by mouse again (if not already fixed) Nice to have: Performance overlay (RCtrl+Pause) fixed, showing frametime totals properly - maybe even some logging for benchmark purposes Pilot body becoming transparent when mouse pointer is moved over it to access instruments occluded by it Control settings window using bigger fonts (and/or major redesign, like eliminating specific joystick columns and using a single column denoting joystick by ID, eg. Pitch: Joystick4-X, Gear toggle: Joystick3-Button3.
  2. Elaborate this please. Btw, it auto-detects VR headsets so if you have it plugged in, it will launch in VR mode. You can disable that in the options.
  3. AFAIK, control panel settings are pretty much ignored by SteamVR. I might be wrong.
  4. That just shows that no matter how much muscle you throw at it, the engine is fundamentally incapable of rendering complex scenes at a high framerate. My bet is on DirectX.
  5. Well, to be fair, that's a more or less accurate evaluation when it comes to AMD CPUs. They come nowhere near to the Intel Core family in gaming performance.
  6. Not sure I understand what you're trying to do here, fly with your Xbox controller? Forget about this, this is a flight sim, flying without at least a proper joystick will be a painful experience. Oh and the control settings are from a different century, you'll need to get used to it.
  7. The version I use is 'openalpha' 2.0.0.49135.73 - it's from Jab 15 so you'll be missing updates since then if you use this. Here is how you can downgrade: http://forums.eagle.ru/showthread.php?p=2548018 Btw, I tested binding mouse click to my CH Pro Throttle in the CH manager software (similarly I have Numpad-5 on another button for recentering view) and it works flawlessly. I can click the button, the pointer comes up, I move my head on a switch, click the button again, the switch is now flipped.
  8. My Vive setup Please post a picture of your room layout, not sure I understand. Here's my layout: As you can see, I have the basestations in the corner of the room, one of them sitting above me, looking down. I also sit in the corner, that's where my PC desk is, facing the basestation. This works perfectly fine for both roomscale and seated (also see my previous post above). Hope this helps.
  9. No need to do that. My seated position is outside my play area. I just sit down and play. DCS won't draw my chaperon, so I can safely ignore it. EDIT: Play area is for roomscale games, where they need to know the available space. For seated, it doesn't matter, plus you don't need chaperon to keep you safe - although I hit my desk a few times when looking to low in the cockpit :)
  10. I personally dowgraded to January version of 2.0. That gives me better performance, doesn't have the stupid bug of after missions screen stuck to your face or the always visible pointer. Oh and it lets me use the mouse for clicking in the cockpit.
  11. Leap motion could be great if native support is added sometime in the future. You just release the HOTAS with one hand, push a few virtual buttons and grab the controls again. Better than a mouse or gaze control as your hands have depth information. Would be like a dream.
  12. Steam != SteamVR. DCS implemented the SteamVR library to render to the Vive.
  13. I'll test this with my CH throttle. I already bound NUM5 for one of the buttons (in-game binding to joystick button doesn't work... *sigh* what was I expecting, really...).
  14. When you adjust your IPD for the Vive through the little knob, that also tells SteamVR the adjusted value. So if the game implements SteamVR properly, the knob automagically sets the right IPD in-game as well. No need for luas.
  15. I don't think this is a problem. I actually quite like it, that it's not 1:1 mapped to my head (it's not 3DOF, btw), I don't need to worry about looking exactly in the right spot. Couldn't agree more. This should be one of the first thing to be fixed for VR (plus the same thing happening after you quit a mission in the latest 2.0.2 version. I actually downgraded to make this work). I can't even understand why they chose to do this in the first place when the main menu works well. Same menu, different rendering? :doh: To that point, the whole control setup is ancient and awkward as hell.:crash: To end on a positive note, I just landed after doing some random stunts in a Mustang over Vegas in a beautiful sunset. Not just looking at it on a 2D screen - I was actually there, thanks to VR! :pilotfly:
  16. What's your fps? 30 will stutter, 45 should be okay. Can you record your mirror window and post? I'd be happy to look at it.
  17. Hey Vivoune, do you have any source for this? It would be the best thing that could happen to the Vive if this was true.
  18. Derek - you have 32GB RAM. Why not increase the preload radius to max? That should help with the stutters. The bigger, the smoother, only limit is RAM (of which you have plenty).
  19. First, let me quote myself from an earlier post: I spent 2 hours flying around Vegas last night in a Huey chasing civilian traffic like a police chopper and had a blast. But, to date, I've spent ~$240 on DCS licences, most of it after they claimed VR support. I think it's fair to expect proper support of a feature they promised for that amount of money. That's 5-6 full AAA titles worth of money. I have a Vive and it's not smooth. I'm trying to be constructive and did a lot of research already on performance tweaks. I've yet to see someone with a Vive claim they can run it fullspeed in VR. I'd shut up the instant someone could tell me how to run this at 90fps.
  20. Never mind then. My point was to highlight the engine needs some work with VR and unfortunately if all the Rifters are going to keep saying "hey, this is smooth as butter for me", ED is not going to do anything about it's bottlenecked engine.
  21. @14th_JAR: What you're seeing is probably the effect of Oculus's Asyncronous TimeWarp (ATW), which basically takes the last valid frame and distorts it, in case it doesn't get a new frame from the engine in time to refresh the display at 90fps. It's a last resort mechanism for frame drops and shouldn't be used to make up for engine issues. For the HTC Vive, a similar mechanism duplicates the last frame to avoid frame drops - it essentially lowers the fps to 45 to fight frame drops, a more drastic solution. My point is, in both cases the game engine fails to supply 90fps so the VR API needs to insert fake frames to create the illusion of constant head movement - otherwise you get stuttering which results in nausea. As an illustration, look at this chart (from Niko's benchmark thread). I've added the 90fps line with color coding myself to illustrate the engine performance - look at the ratio of green vs red... These only show medium and high settings but you have the same effect with Low.
  22. Right, silky smooth. Can I please get a framerate/frametime measurement? Not the fake one with ATW but what the engine outputs (rctrl+pause). Thanks!
  23. What are you implying here? I'm having performance issues and I have 980Ti running full speed. Seems like a few people on these forums want to downplay the importance of the fact that even with top tier hardware you cannot run this game at VR framerates, no matter how much dumbed down the graphics. No need to get all defensive, it's a fact. Disclaimer: I simply love that in VR DCS I finally approximate the feeling of IRL flight. I just want it to run at VR firendly framerates.
  24. I love you. :pilotfly:
  25. Forget that 24fps bullshit. That's a lie. Especially for content that doesn't have motion blur = 99% of computer generated imagery. Even on a 2D screen you need fps > 60 and in VR you need 90, otherwise you'll get stuttering which will quickly get you sick. (Your brain expects the world to move when you move your head.) To answer your most important question: it's totally playable with the 45fps (90fps is a dream), it's one of the most immersive things currently in VR and a total gamechanger for flight sims. On Rift vs Vive: If you're interested in sims only, get a Rift. ATW is pretty nice to help with performance issues. If any of the roomscale videos about the Vive looked cool to you, get the Vive. It's going to change your world.
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