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BobFlex

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  • Flight Simulators
    DCS, Falcon BMS, Microsoft FSX somewhere
  • Location
    TN, USA
  1. So I was actually able to get somewhat close to this functionality. With this code aft on the pinky switch is unzoomed, then it'll toggle VR Zoom when the pinky switch is moved from aft to middle, and then toggle spyglass when going from middle to forward. Unfortunately, I cannot get it to toggle from spyglass zoom at the forward position back to VR Zoom at the middle position. Going from forward to middle on the switch just sets the view back to the normal unzoomed setting. {category = vr , down = iHeadTrackerZoomToggle , up = iHeadTrackerZoomToggle , value_down = 0.0 , value_up = 1.0 , name = ('Custom Toggle VR Zoom')}, {category = vr , down = iHeadTrackerSpyglassZoomToggle , up = iHeadTrackerZoomToggle , value_down = 1.0 , value_up = 0.0 , name = ('Custom Toggle VR Spyglass Zoom')}, I've tried a few different things here, but it seems that you just can't toggle a different setting when releasing a switch right now.
  2. "USE HAND CONTROLLERS" Does this mean what I think it means, or is it just controlling whether the hands get rendered or not?
  3. It's controlled by your framerate in order to keep it smooth. If you're getting 90FPS it'll will zoom in pretty quick, if you're only getting 45 though it's going to go a lot slower. If they made it any faster it could stutter bad when your framerates are low and that's pretty undesirable.
  4. At the moment, 2.0 is significantly better. With the same graphics settings and pixel density set to 1.5x I drop to 20-30fps in multiplayer in 1.5. In 2.0 though I can run my pixel density at 2.0x and still hold 45FPS no problem in multiplayer, lower pixel density doesn't increase FPS noticeably. A few months ago though 1.5 was just as good 2.0 performance wise, I'm not sure what's changed to affect it, whether it's my comp or a game update.
  5. I don't agree that you're at a big disadvantage while in VR, at least in modern fighters I feel much more effective, and depending on my pixel density setting I'm able to locate and track targets much more easily while in VR than on my 4k monitor. However, a VR only server could be fun and I'd probably hop on when I can. I don't have a twitch or even know how to stream to it though.
  6. Unless you have a HOTAS with a scroll wheel built into it I'm not sure if that's possible right now. If it is it should have been in the same section as the mouse click in the keybindings.
  7. What you're experiencing is literally the point of Reprojection. The game is only running at 45fps or so, but SteamVR is running outside of the game and based on the frames that it is getting is creating new frames in between to keep your head movements appearing smooth. The thing is DCS is only running at 45fps (or whatever it shows), but because SteamVR is what is actually running your headset, it's creating extra frames so that your headset runs at 90fps. They're not perfect representations of what you should be seeing, there are artifacts even if they're difficult to see. DCS isn't able to and doesn't need to do that on its own, so DCS won't report on the frames that isn't creating.
  8. Oculus actually won the lawsuit, they were just fined mostly for copyright infringement because they used Doom as part of their Kickstarter program. What I'm reading now is that Zenimax is threatening to sue for a halt on Rift production is more so just a threat to keep Oculus from appealing the ruling so they don't have to pay. Zenimax is just trying to ensure that they get the money. Oculus is owned by Facebook so I don't think Facebook will let it fail in any way.
  9. Oh, I actually need to update that, I have a 4k monitor now hence the high resolution. The game gets rendered based on the HMD's resolution and super sampling value then that just gets mirrored on the monitor, the monitor doesn't get rendered separately, it just get the image that's rendered for your left eye (or maybe right eye, idk).
  10. Here are my settings, and I run also run pixel density at 2.0. Framerates stay consistantly around 45-60fps, but of course do dip down into 30fps on occasion depending on how intense the server is at that moment (I only really play multiplayer). This makes things in the cockpit super clear for you, and frankly anything outside of the cockpit will never look super sharp due to the screens/lenses in current VR anyways so you don't miss out having everything set low there. The one downside is no shadows I guess, but those things are unnecessarily demanding on the hardware so I've gotten used to not having them (it's really not that noticeable). One big change I did though was opt into the steamVR beta, and I highly recommend you do that, it gives access to Asynchronous Reprojection (basically ATW for the Vive). It makes the game way smoother when you turn your head, just not when you lean your body. It's a big change and allows the game to run just a touch higher than 45fps for the most part, instead of cutting you down to 45fps as soon as it can't hit 90, which DCS can never hit.
  11. It's not quite as good on the Vive, because for some weird reason 2.0 doesn't have full Vive support even though 1.5 does. The pixel density slider does nothing for the Vive in 2.0 for some reason, so everything is super blurry in 2.04, but I can run 1.5 at a pixel density of 2.0x and still get a consistent 45fps while everything looks great. Also now that the Vive has essentially ATW 45fps is pretty smooth too.
  12. We will definitely not be getting a new Generation within the year. Oculus has stated that they want their release schedule to be longer than cell phones, but faster than current consoles. So more like Every 2-3 years in my opinion. The tech is gaining popularity right now and moving quick so that's a good sign, but it will be at minimum another year before we see a CV2 even teased in my opinion. The other possibility is a new company coming in with a higher end headset before Oculus or HTC release a new one themselves. There is actually no Vive 2.0 due out this year, there hasn't been one teased, unless there's some insider information recently released that I've somehow missed, there's been no announcements for a Vive 2.0 that I've seen. There is a lot of new accessories coming out for it though, like a rigid headstrap (like the Rifts) and a wireless add-on kit. Also the 4k VR HMD (Pimax) isn't actually 4k. The screen in it is in fact 4k, but it splits it in half to use 1 screen for both eyes, and the real problem is the chip driving the screen actually only drives 1080p. So it does at least solve the screen door effect problem, but you're actually getting a lower resolution than the Rift/Vive. I believe the spotting has a little to do with VR resolution/screen-door effect and also with DCS itself. I can hardly spot ground targets on my 4k monitor as well, however, air targets are significantly easier to spot in VR than my monitor due to the sense of distance you can get in VR. It's a matter of tradeoffs, nothing will be quite as clear but estimating distances, and all that fun stuff is worlds easier.
  13. Previously post gives a good base for video settings. You really don't need anything too high because you won't benefit from anything outside of the cockpit anyways. I run shadows off and AA at 16xQ and pixel density at 2.0 just so I can read the cockpits easily. I do run at 45fps for the most part though, but I've learned to deal with it, especially since even when I drop pixel density to 1.0 I still hang around 45fps anyways. Basically though, this is simply how the Vive software works. It either gets 90fps from the game, or it forces the game down to 45fps and the reprojects every other frame so you get a smooth 90fps in the headset. You don't want anything in between until Valve fully implements ASW. It'll be super juddery when you move your head. One thing you can do though is look up how to opt into the steamVR beta and enable Asynchronous reprojection. It's basically ATW for the Vive, so when you turn your head it will be a lot smoother, but leaning will still produce a bit of double vision.
  14. I like how this thread went from "Is there any chance of the touch controllers, that are available now, being implemented to interact with the cockpit?" To almost immediately "No, that would be too inconvenient. Lets imagine a bunch of ideas that may not exist for years and could potentially be impossible to implement because they might be easier to use in game." Then Wags comes in with the most vague reply possible and throws everything off and now we have no idea what could be happening. I'd personally like to see the motion controllers we have now implemented in a way that we can use them. Maybe it won't be the most efficient, but we aren't playing DOTA or CS:GO here, it's a simulator and I'd rather have the extra immersion or whatever you like to call it. Once haptic feedback VR gloves actually exist at the consumer level like Oculus Touch then I would definitely want to try them out in DCS as well.
  15. One thing I'm noticing here, everyone claiming to be getting better performance on Nevada are all using maxwell cards, but OP and I have 1080's and I'm definitely getting worse performance in 2.0 with lower settings than I run in 1.5. I believe I've read before that DCS doesn't utilize the Pascal cards properly right now. My gpu utilization usually hangs around 40-50% in game. So maybe that has something to do with it?
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