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Shabi

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Everything posted by Shabi

  1. I think the head movement stutter is coming from your FPS dropping below 45fps every now and again. Reprojection requires it to be at least 45 to work, so any time it drops below it stutters a lot, at least this is my general understanding. I'd recommend turning off v-sync though, let the Vive decide what to do RE when and how frames arrive. Again, it looks like reprojection isn't matching the performance benefit (or appearance of performance) that Asynchronous Time Warp does. Fingers crossed Vive will get something comparable soon as not many people will push consistently above 45 fps on anything but the lowest of the low quality settings.
  2. If you're just after seated play then it makes more sense. Though I would caveat that with the fact that I haven't tried CV1 to compare image quality (god rays, fov etc). It's certainly a lot cheaper, but who knows when it's going to ship! I do think though that the DCS devs would be aware of this issue, and the disparity between Vive (and reprojection) compared to Oculus' time warp. Looking at this announcement it looks like the desired frame rate for repro to work is 45fps, which I'm probably not hitting at times: https://steamcommunity.com/app/358720/discussions/0/385429254937377076/
  3. Hello forums, after getting my Vive yesterday (previously I was using a DK2) I jumped into DCS. Performance is worse, a lot worse than the DK2. I haven't measured FPS as yet so this is subjective, but it would appear that the oculus timewarp was doing wonders for playability. With the vive there is severe juddering when looking around, something that I suspect timewarp was smoothing out exceedingly well. For instance, when using fraps on the DK2 the red number (shown while recirding) was in the 30s and I could still look around without being distracted by judder. I'm using a gtx980. Edit: I believe the valve version of this is Reprojection, but so far the implementation hasn't provided the results one could expect. Mostly the frame rate suffers when looking at buildings or regions of the air/ground where there are a lot of units, so this is an issue on dense multiplayer maps like Open Conflict. I've compensated by putting almost everything on low detail/quality settings. On the DK2 I could even have shadows on high and be OK, even with cockpit mirror reflections on. The other odd one is that I've bound numpad 5 (recenter VR view) to my saitek x52pro, and it's misbehaving quite a bit, possibly a saitek thing though. If I press it once it will recenter, and then lock the cockpit to my head's yaw. If I press it again it will release and leave it there. Either way, what's nasty is that there is a LOT of judder when doing this, kind of like when you first start in the hangar and look left and right to load things into memory. Quite untenable if flying close to the ground. I imagine a lot of this will be resolved as development progresses, but thought this info would be valuable to the devs and anyone else wanting to try this out. One day I hope to have a better experience than the DK2! Although in retrospect, the DK2 experience was quite good as the resolution bump hasn't provided *that* much more clarity. It's still bloody difficult to see things/text/hud. Oh, and the map doesn't display it's texture. That's pretty annoying hah.
  4. I tried Frusheen's suggestions in the other thread, mainly to install Oculus Home (should have occurred to me to try it, I guess you get tunnel vision in Steam). Performance is fixed, for the DK2 anyway. So judging from that experience and my friend's comments RE the vive and steamVR, I think there are some bugs to be squashed in the way they play with DCS.
  5. Ah yes, it would make sense to use Oculus Home to launch it. Interestingly enough I had used the runtime on its own before, with steam closed and it still started what appeared to be the grey room and light blue chaperone lines. I'll let you know the difference after I uninstall the old Oculus config and driver, and update to this new one. edit: 844mb?!?!?!? Is this iTunes?! edit2: after updating to oculus home and updating my nvidia drivers performance is back to what it was, maybe even better. It looks as though steamVR and chaperone may have its issues. My friend with the Vive (and myself when it arrives) may well have a waiting game to play.
  6. Have people noticed a performance drop in the last few days? I'm running 1.3 on a DK2 and it's become unplayable, most likely due to a valve update to steamVR I think. I've posted about it in detail here: http://forums.eagle.ru/showpost.php?p=2742913&postcount=916
  7. Has anyone else had severe performance issues turn up for the vive OR the oculus in the past 3 days? Previously I was running a DK2 and it was playable, I didn't measure my FPS but it was most likely above 60. Not perfect for seamless VR but playable. I visited a friend who now has a vive and we got DCS going, this was on the 11th April, and it was playable in the SU25. However the next day he bought FC3 and tried out the f15-c (loading the quick mission -> intercept misson) and texted that it was unplayable. Not quite believing him I decided to install fraps and check my FPS. Lo and behold yesterday on the 12th I was getting 45fps average, 60-70 when looking up at the sky, and when the TU-22 drops it's dozen or so bombs it went all the way down to 7fps. Crazy. A few days ago this was not happening. (I'm running a 980gtx). One tell-tale sign is that while I am using a DK2, I noticed the blue chaperone lines appearing in the cockpit, and sometimes the image would flicker to the white blank stage. I think there was a valve update to steamVR, and it's blending between two scenes that need to be rendered in real-time. Has anyone else noticed this drop in performance and insertion of chaperone features?
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