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Supmua

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Everything posted by Supmua

  1. Are you running DCS via force_steam_VR command? This is the most important step. Make sure the headset is not just on but also detected by placing it on your head, I usually run DCS from Workspace app with the Aero on my head. The only file that is really needed in the \bin for the newest version is the modified openvr_api.dll, which will need to be replaced after every DCS update since the original one would be restored.
  2. Varjo Base 3.6.1 is out. I noticed slightly more chromatic aberration with this vs 3.5.1, but it seems you no longer need to do the Cross Eye correction part (OpenXR only). This is a nice incremental improvement in QOL, and the manual brightness adjustment is a plus. In Steam's OpenVR mode, you still have to do the Cross Eye correction step. I cannot tell the difference in performance between the OpenXR and OpenVR mode with Harrier Caucasus freeflight, both appears smooth but of course my fps is >45 fps. OpenVR wins out in terms of ground detail pop due to Reshade's Lumasharpen filter, otherwise everything else is mostly the same. For scenarios that fps drops below 45, I still expect OpenXR to provide less juddering but going to have to test this some other time. EDIT: Sharpness isn't as good vs 3.5.1, as evident by Web browsing, but moving the headset 0.5 inch away from my face seems to fix that. So now I'm on the look out for a thicker facepad.
  3. I think 3.6 fixes the switch bug while introducing other issues. Just leave both switches to ON and don’t worry about it. The only time Varjo OpenXR is off for me is when I want to play MSFS in DX12, or Vader Immortal via Revive.
  4. Varjo OpenXR should be ON if you want to use OpenComposite again (Remember no DX12 support with Varjo OpenXR...yet), alternatively you can also use Steam OpenXR instead (might not give as good performance due to extra layer but might be more compatible, I haven't really done A/B testing on this though). Varjo OpenVR should be ON because 99% of the VR games out there including SteamVR overlay and home use OpenVR (the only released game I know of that uses OpenXR is MSFS), but due to software bug the switch appears off all the time. I think you can still click on the switch to toggle even though the appearance won't change, because when I did that in the past it triggered headset reboot indicating mode switch.
  5. Try plugging in your Valve Index and see if it works.
  6. Sorry to hear that. That’s one of the reasons why I generally don’t recommend systemwide installation of any type of hacks or mods. You just never know what can happen with your setup even though it may work perfectly for others, and the amount of time sink to fix this when bad things happen can be incredible in a bad way.
  7. The optimal resolution would be the highest pixel count that still gives smooth 45+ fps with your preferred DCS settings. So if you are currently getting 55-60, try 3200 or 3300 horizontal pixels and check performance. It is better to use CPU and GPU frametimes to assess performance rather than just fps because per frame gives much better info vs per second (22 ms frametime or less is ideal for the Aero).
  8. I can’t speak for others but the Aero is my 7th VR headset, and I just don’t have any significant issue with it especially in terms of stuttering compared to those other headsets that I have had. It doesn’t have motion smoothing at present, but I’m fine without it.
  9. Framerate doesn’t tell the whole story like frametimes, since it doesn’t tell you whether the bottleneck is GPU or CPU. And even having good frametimes won’t guarantee smooth performance especially if frame pacing is uneven.
  10. The return was way back when I first got the headset, found a debris embedded in the right lens. I believe I was one of the first US customers to return it since I got mine pretty early. Remember I had 2 headsets for awhile?
  11. Optimal resolution is relative because we don't have the same set of eyes or PC setups. For me it's whatever gets me 45 fps in most situations, and for my setup it's typically 3200 horizontal pixels in OpenXR mode although I might drop this down to 3000 or even lower in maps such as Mariana or in MP session. I'm not liking the blur that was introduced with VB 3.6.0.8 (more evident if you run the headset at 39PPD), also the headset tends to blackout/go to sleep inappropriately with this version. Varjo has been relatively slow with the software hotfix and update compared to other companies, which is unfortunate. We still don't have native DX12 support with Varjo OpenXR and DCS is still broken with Varjo OpenVR, at least on the Aero. The good news is that my (replacement) headset has been trouble free hardware-wise.
  12. My 2 cents. Smooth experience in OpenXR mode due to superior frame pacing, not necessarily performance. You can still get similar smooth experience in OpenVR mode if fps is 45+ and either vsync on or frame lock at 45 fps using Varjo Base app. OpenXR mode wins however if fps is below 45. This is based on my experiences with the Aero which may or may not apply to other headsets.
  13. Check out XRNeckSafer/VRNeckSafer if you have a chance. You can check six a lot easier now with fairly easy installation. Norbert Siepenkötter / XrNeckSafer · GitLab My current settings below, 1:1 turning until I go past 80 degrees.
  14. You mentioned aircraft disappearing but also DCS refusing to start, are these issues present on separate occasions? It will typically either run or not run. Also make sure there is no problem running other SteamVR apps with your Aero, to rule out the possibility of the headset malfunctioning. Which mode did you try (Steam OpenVR vs Varjo OpenVR vs Varjo OpenXR)? You would see double cursor in Varjo OpenVR mode, which is currently not recommended. To keep things simple, I suggest using Steam OpenVR mode for now. When you can get it to work consistently then try the OpenXR mode. Avoid Varjo OpenVR mode. It is not easy at present to get the Aero to work correctly with DCS, there are several steps involved. I'm not sure why it has to be this way (ask the devs) but the headset is pretty much plug and play with other VR games. The easiest fix from ED would be to switch the default mode from Varjo OpenVR back to Steam OpenVR, or just fix the current issues with Varjo OpenVR mode. I've recently updated the guide in the first post to try to minimize the headache.
  15. Just got back from vacation and had a chance to try some new things from recent DCS and Varjo updates. Varjo Base 3.6.0.8 update. This requires firmware update also which takes several minutes to do. The system wide brightness adjustment is nice but I noticed the reported blurriness right away especially on web browsing, so had to revert back to Varjo Base version 3.5.1.7, and this required manual removal of the 3.6.0.8 version prior to the reinstall. I did not have to downgrade the firmware for this, but did lose the brightness adjustment option. DCS South Atlantic map. The varying terrains are nice especially at high altitude but the textures at low altitude are relatively simple which reminds me of older flightsim games. What is interesting is that this map is very GPU-bound compared to other recent maps such as Marianas, Syria, etc. Low altitude flying in heavily populated areas yielded GPU frametimes as high as 35 ms, while CPU ft never went above 17-18 (in desolated areas it barely went above 11 ms). One thing I notice right away is the chromatic aberration with this headset, after not using it for 2 weeks. It's interesting how the brain can cope with this making it become unnoticeable after prolonged use.
  16. It seems the new Varjo Base (3.6) is causing issues for a lot of people. I haven’t tried this as I’m on vacation abroad. The current recommendation is to either reset the Base software or downgrade to 3.5.1, then wait for the hotfix next week.
  17. FSR by AMD is compatible with all GPUs while NIS is NVIDIA only. These are image upscaling tech. For example, at 70% setting it will utilize that res and upscale the image to 100% with very small performance cost at the expense of some visual artifacts. These techs use spatial aliasing for upscaling and lack temporal element so artifacts/shimmering may be more prominent compared to techs that have temporal elements (DLSS, DLAA, FSR 2.0, Apple’s MetalFX). OpenXR dev tool is for WMR headsets only, not the same as OpenXRToolkit which works with anything that supports OpenXR. Then go shoot stuff, no need to worry about all these extra settings.
  18. It’s nothing new, the same as watching 3D movies on your headset but 3D effect parameters can be changed on the fly. Use Reshade to convert 2D game to display in 3D SBS format, then use a VR app to make your VR headset acts like a 3DTV. This is done via Reshade nonVR API instead of VR API.
  19. One way to test if you're already getting good 3D effect in VR is to try Reshade SuperDepth3D_VR with your headset using a non-VR game such as Cyberpunk 2077, then compare what you see with DCS VR. Those are the 3D effects that should be seen in DCS VR (namely pop-out and depth, although not to the same degree since 3D effect in DCS is not very adjustable). If you don't know how to do this, I've made a simple guide in the Aero Guide thread which should apply to other headsets as well.
  20. Added 2D to 3D conversion section to the guide, if you want to try 2D games in 3D stereo.
  21. The new Crystal headset seems to be a direct competitor to the Varjo Aero, similar price point slightly cheaper with some extra features. It will be interesting to see how they will push all those pixels which will require significant bandwidth. With Varjo’s ongoing QC issues and delayed shipment this might drive potential buyers toward PiMax, but of course they could also run into the same problems Varjo’s facing right now. Since they’re suddenly introducing and pushing this headset for Q3 release, does that imply that the 12K will not be ready this year? It seems the immediate focus has been shifted from the 12K.
  22. 3D perception is a pretty complex process and quite hard to describe in wordings. There are pop-out effects where things appear flying out of the screen, depth effects where you see very deep into the screen, as well as mixed effects of the two. These effects are governed by parallax factor which is the relative distance between the two eyes or cameras (where zero parallax point is zero 3D) and convergence factor which is the angle between the two cameras. So any changes to the parallax or convergence settings will affect 3D perception, but since we’re not built the same the perception will also vary among individuals. For some reason, making changes in NVIDIA profile with NVI appears to have improved 3D perception for a lot of people, myself included. Whether it’s due to having corrupted initial profile or other new processes that alter those mentioned parameters remain controversial, but I just want to be clear that the improvement to my eyes is not placebo because I now have both pop-out as well as depth effects that weren’t quite there before. The said effects can also be enhanced further and easily seen by playing around with WMR crosseye correction tool, simply by manually changing the L R eye separation (parallax) at the expense of increased eye strain. And if you do not see those pop-out or depth effects then I would even say that you’re not getting the most out of VR experience.
  23. Soon you might be trying out everything like I do. It's all about stepping outside the comfort zone sometimes to experience something new, but this type of mods is relatively easy to do
  24. Interesting findings. The output images are not the same for sure. Are you running at 100% res or higher or lower, any chance of perspective shift? Not sure that this would affect depth perception though, but who knows.
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