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Supmua

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Everything posted by Supmua

  1. Right now I've settled for central position cyclic trim and no rudder trim (no springs setting). This way I find that I can keep hovering forever and exercise my thigh muscles at the same time. Whatever works for you I guess.
  2. I think I would prefer the FFB trim option with timed release to the center. Due to long extension on my joystick it can take awhile for the stick to spring back to the center for me to regain control of the cyclic, and centered trim mode just doesn’t quite feel natural since I often have to manually yank the stick back to center. Right now it’s better for me not to trim at all and just use the lowest spring tension on my stick, but flying other aircrafts such as jets with minimal stick tension isn’t my thing. May be ED could give us another trim option? edit: now if I use Realsimulator FSSB base, the centered trim works perfectly since it goes right back to the center very quickly. Funny how the joystick base made for jets is working better right now.
  3. I’ve had zero issue after running in Steam VR mode, of course cross eye correction is also needed. When used with Reshade’s lumasharpen, the image quality is pretty much 4KTV material plus the immersion factor from VR.
  4. Supmua

    AH-64D VR

    For me it's the GPU VRAM that gets saturated, up to 21.5 GB on my 3090 with high textures and terrain textures.
  5. Looks like the prelim fixed foveated rendering is in, hopefully it will be on par with mbuccia’s OpenXR toolkit soon. EDIT: it seems FFR is for NVIDA RTX and GTX 16XX GPUs only.
  6. run DCS in SteamVR mode via command line option will get around this problem.
  7. Supmua

    AH-64D VR

    I found the CPU to be the bottleneck with this module, at least on my setup (9900K/5.0GHz, RTX3090, Varjo Aero at ~3000 horizontal pixels per screen/HIGHER SETTING config). The visual quality is incredible in VR, one of the best cockpit experiences I've had. Using my own training mission I'm getting very good GPU frametime 15-18ms, but CPU frametime can go up to 21-22ms at times. So people with high-end setup who have poor framerate you may want to look at your CPU frametime with fpsVR. Sadly, reducing rendering resolution or DCS graphics parameters, I found, have minimal effect on CPU frametime vs GPU counterpart. So I think this is both good and bad news. This means you don't need crazy top end GPU to run this in VR, but you will need to make sure that your CPU has as little overhead as possible (i.e. don't run stuff in the background that would eat up CPU cycle)--on the other hand, the game engine will need better optimization for multi-core CPUs. For Intel owners who want easy overclocking you can try Intel's Extreme tuning utility to try to squeeze out more CPU performance, YMMV depending on your motherboard, thermal and cooling system.
  8. Second the force_steam_VR command line. Losing access to Reshade, fpsVR, and Steam Overlay is a no go for me, I don't need a direct access that would bypass SteamVR. At least we still have this option via command line, but please don't take it away.
  9. As soon as I’m home, gonna clean the internals of my Virpils CM2 base and swap out the springs to the lower tension one. Then my wife won’t see me again until midnight
  10. Supmua

    AH-64D VR

    Can’t wait to fly it as I’m a big Apache fan, although due to low level flying and complexity of the aircraft I don’t expect the VR experience to be as smooth as typical jets. But let’s hope that I’m wrong about this.
  11. 1.0 works great with emulators and 2D games, but doesn’t give me the image quality that I want in VR at the scaling factor that I’m looking for. Hoping version 2 will make it happen. I’m hoping the word temporal implies shimmering reduction.
  12. Does this work with non-native OpenXR HMD such as the Vive Pro or Valve Index?
  13. This is huge for me, Don. Can’t wait to try this. I bet I could get good fps (hopefully 45) in densely populated areas with this considering I can get around 40 with the fixed foveated. OpenXR is the future, hopefully it will gain more traction from VR developers seeing how much this little tool can achieve in very little time.
  14. Interesting, do you have the discord link? I’d like to join. Edit: I’m in that OpenXR Toolkit discord now, it seems that it’s not yet working but they’re looking into this. It would be neat to see OpenXR Toolkit’s fixed foveated rendering—which is my absolute favorite MSFS mod—in DCS, but we might have a better luck with fholger’s OpenVR native VRperformance toolkit since fixed foveated is already in just needed to be better implemented. Both of these tools are very similar in features and functionality.
  15. Nope. Opencomposite is a reimplementation of OpenVR that bypasses SteamVR. It has nothing to do with OpenXR.
  16. I think so. The problem or should I say unique feature of the Aero is that the optimal focus isn't distance (not sure I'd consider 2.8 feet distance anyway, for me it would be 5-6 feet away at least). Lens companies typically work with HMD manufacturers, so this should already be accounted for when you order your lens. Anyway, we will know soon once people start getting their lens from VRoptician. I'm planning to order a pair myself but decide to wait for the reviews first.
  17. You should see sharper images unless your current corrected vision is already perfect at 85 cm focal length. My insert lens give even sharper images than multi-focal contact lens at the exact same prescriptions (but that’s also the case with general use). As I said before, unless your vision is 20/20 the images might not be perfectly sharp. However, this can be hard to notice unless you do direct back to back comparison since it is already plenty sharp without optimal focus. But when focus zone is optimal, the visual quality is amazing just like typical 4K monitor. That’s why I said that the sweetspot on this HMD isn’t easy to achieve, even though the nonsweetspot areas already look great. Now things can get a bit more complicated since the focal length of the headset is 2.8 feet instead of higher number, especially for people with split vision. For me this means I can’t wear the HMD too close, as it will get a bit blurry, so I have to use a thicker face pad. If I want to wear it closer then some sort of magnification (i.e. reading glasses) is needed. But I think lenses from VRoptician will have all this correction done for you, hopefully.
  18. I've done back to back testings in DCS with and without the new distortion correction, found the new option to cause slight reduction in image quality. Cockpit and distant details aren't as crisp as before, YMMV. Will need to check with other VR apps. The distortion correction appears to fix the slight geometric image shift that occurs when you move your head left right up down (similar to the effects when wearing thick high prescription eyeglasses, but not the pincushion distortion around the edge of the image.
  19. Imagine if Varjo could just offer system wide fixed foveated rendering options similar to OpenXR toolkit that works with every single VR apps, we won’t really need anything else, and I think this should be doable too. The eye tracking foveated option has limited practicality requiring that particular software to support it.
  20. Ok, been testing the new firmware, so far so good the distortion has improved significantly. Varjo setting at Very High (30 PPD) is mostly as sharp as my 4KTV which is crazy, tested with games as well as web browsing. I'm running DCS at 68% resolution (2972x2548 per panel) and the visual quality is still just bonkers. Other than the coloration which isn't as good as OLED TV in black areas, everything else is on par.
  21. What we need for now is a good implementation of fixed foveated rendering for DCS. It’s been proven that when done correctly the fps goes up dramatically. I gained extra 20-25 fps easily in MSFS which is just crazy, and the author of the mod said this will get even better.
  22. Something for me to play with after work, thanks. Curious about the performance, it’s kinda funny that the other flightsim now gives me better fps than DCS which wasn’t really possible before with that level of graphics.
  23. XPlane supports Vulkan (royalty-free). VR implementation is a separate thing independent of Direct X or Vulkan or OpenGL, devs can use whatever runtime they want (oculus, OpenVR, openXR).
  24. Microsoft games will not utilize Vulkan (a successor to OpenGL) since they develop and use their own Direct X API. You can bet that OpenXR will eventually come to DCS, as it is the new (unified) VR standard that is being pushed and supported by all major parties (MS, Steam, Meta).
  25. Don, check out the latest beta of OpenXR Toolkit. A true game changer for VR for MSFS or any OpenXR apps, can u imagine getting 60 fps with 70% rendering on the Aero? You can now with Fixed Foveated Rendering option, I couldn't believe my eyes when I saw the number. I settled for 45 fps at 85% rendering with some visual effects on medium. You can also change brightness/contrast/saturation to correct overexposure. Imagine having this working in DCS, this would actually allow supersampling instead of downsampling on the Aero.
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