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Thudster

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Everything posted by Thudster

  1. UPDATE Control Panel Settings for Nvidia and DCS VR
  2. Just tune your Rig, it's not rocket science. There's no single setting to make it all better. A 1080Ti FTW3 with some added OC is sufficient for 45 - 75 FPS or better in a Reverb G1 with a great view and detail. Including MP and SP. If you're not there, you've got more tuning to do. (and no damn shaders mod needed) No, 100% SS does not mean exact resolution. Programatic warping is added to fit the lens optics.
  3. Yes - differences in VR headsets could use more tweaking in this area. Also having them in-game solves the in/out alt-tab BS for a faster adjustment. Keymapped in addition to sliders would make it even more useful in-cockpit. EDIT: And if you're going to do sliders, make them adjustable with the mouse wheel for a change. Should be a requirement in the world. Also - changing these things outside of the game changes the brightness for the entire PC not just DCS. I think it's better if we can just adjust inside of DCS and not throw all other games out of whack.
  4. Ya - I'm in. One-Stop-Shop. Too many variables to tune the Reverb today. As long as it's native support for the resolution and rendering and not a low-res solution.
  5. VR4DCS Updates There are some updates on the VR4DCS Blog. The instructions weren't as clear as they could have been for ensuring that you have WMR for SteamVR installed with the proper file changes to enable native support for the Reverb and the Beta Reprojection. Thanks! VR4DCS
  6. I've found lighting means a more diffused light around your pit area, allowing for good contrast. Remember you're looking down to the sides as well, not just up and around. The use of the "Flashlight" feature is a really good suggestion for seeing what it sees. Critical for DCS When you perform the "look around" during the WMR Portal Calibration, be sure you look down about 30 degrees throughout that process. This will ensure good tracking when looking at your panels to the side. These two things (lighting and downward-tracking) can generally solve most issues of tracking.
  7. I'm running a Reverb with a 1080ti FTW3 (OC'd a bit more too) 8700k at 4.8. RAM matters a LOT - be sure it's XMP enabled and you have 32 gig. I also have a swap file at 2x ram - because, ya. I have no MSAA (not needed) no SSAA. Anisotropic at 16x. Textures - Terrain - HIGH Water & Visb Range - HIGH Shadows - Medium Res Cockpit 1024 Terrain Obj shadows - FLAT Trees 65% Clutter Grass 1500 Reload Radius 150,000 I get 70-90 fps on/over the Tarwa 65-85 fps on the ground at Al Dhafra Frametimes in the mid to low teens. Steam is set to 100% Video and 100% App for DCS
  8. VR4DCS Updates Hey all - some updates at VR4DCS Those of you not seeing what you think you should see in the REVERB, really need to run through the Reverb set up on the Blog. Also, if you're transitioning from an Oculus HMD, then do the Pre-Flight before. There is a significant difference in the clarity of the Reverb above the other headsets if properly setup. Besides cockpit clarity, that difference comes in medium and long-distance sighting of targets. Seeing the tanker at 20 miles and targets from 10k feet is a significant difference. (ED: Who doesn't want to see the ball coming into the Stennis at 2 miles...ya) Let me know if you have questions! The DISCORD channel is up now and you can join it from the Blog. I hope this helps! https://vr4dcs.com
  9. Depends. You can create a profile that you activate for DCS. Or run the Rig that way.
  10. UPDATES Check the Blog for updates and helping with a transition from Rift to Reverb. Or those going from a sensor-based to Inside/Out based headset. VR4DCS
  11. Based on the chart and experience, a used O+ is also a great choice. Well priced and nearly as clear as a Rift S. If a Reverb is not yet available, I’d wait lol. An Index though is pricier and less clear, but maybe no wait.
  12. Choosing between headsets is really just a couple of key thoughts: What Games/Sims are you playing? If you play a lot of portal games, it's hard to beat a Rift S. Optimized for lower-rez low-poly count VR Games as found in the Oculus Portal. $1b worth of software engineering for all of that. But remember, optimized for portal games means adequate for flight sims like DCS, not optimal for flight sims like DCS. What does the objective data show? The Rift S is only 20% denser in PPD than the Rift CV-1. But well priced. The Index is 30% denser in PPD than the Rift CV-1. Priced high for what you get in visuals. The Reverb is 130% denser in PPD than the Rift CV-1. Mid-Price level but highest clarity around. The key to relative Clarity in HMD's is PPD (Pixels Per Degree) - Check the chart linked below. If you're primarily DCS and other flight sims, the Reverb is your best choice here. (Circa. 8/2019) Significantly clearer than any of the other headsets today. Period. If you want to spot tankers at 20 miles, ground targets at 10K+, call the ball clearly from more than 1 mile behind the Stennis - that's the Reverb. If you're using PD higher than 1 in DCS, and using any MSAA - then you're mushing pixels to get the illusion of clarity in a lower rez VR HMD. Then you aren't getting the Clarity you may think you have. Any of these is not likely to be your last HMD. The tech is rapidly changing and every 6 months something else will arrive. Good news is, used sells well. https://vr4dcs.com/2019/08/01/vr-hmd-specs-compare/
  13. Hello all. I'm building a Blog to house knowledge collected from various squadrons, pilots, and points from these forums, about using and optimizing VR in DCS. This includes some Rig tuning and settings. I'm hoping to consolidate knowledge and make a starting point for new pilots or pilots new to VR or pilots looking to optimize their VR experience. While this is early and very much a WIP, feel free to visit. I'm constructing it in more of an instructional fashion, especially for folks with less technical experience. Certainly, your mileage may vary on these if you're already very technical. Feedback so far has been good. This info has already been helpful to many of our pilots, enhancing their VR capabilities and flying experience. Thanks! -=Thud=- https://vr4dcs.com/
  14. Kneeboard nonfunctional Great Mod! The kneeboard doesn't seem to get past the first page. Won't advance. Also wouldn't open in Kneeboard builder. (yes I mapped a button for Fwd/Back) Thoughts?
  15. I don't expect it works the same in VR. (so, I haven't tried it in VR yet. But as I don't use the pilot body and I do use KneeBoard builder, so it probably won't be the same for me anyway.) Though my post was about detail, and I appreciate folks thoughts about getting more detail and about the Kneeboard capabilities in the F-18 now. Waaay too much interest on my part as a Harrier driver and sometimes Bug driver.:pilotfly:
  16. LOL I should have noted Cisco... In any event, too much trouble to say "Kneeboard now appears on the pilot's knee in the cockpit"? Not nearly as problematic as "We fixed something in the FM, fly it tell us if you noticed..." Or "(nonsense English word) weapons deployment." Or - "Everyone please perform this highly variable test in Beta and again in Release so we can see how highly variable everyone is performing on their highly variably configured gaming rigs." Classic
  17. Is there any additional detail available regarding the changes in this release? The summary is nice, but I feel like I'm poking around in the dark for understanding what things like "Kneeboard Now Works" means. It worked before....so what am I looking for now? Is there a detailed changelog sent along and stored somewhere in the updates? Similar to what Microsoft does with patching. Really, this would be helpful. **Bueller? ...Bueller? ...Bueller?**
  18. Anyone know what "Kneeboard" changes are in the F-18 for this release. I don't see anything obviously different. Though I don't fly it that often...
  19. THE 231st vVMA of the JTF-1 is on the Hunt for (2) Skilled Harrier Pilots We are looking for Flight Leads with aspirations of running their own group. About the JTF-1 and 231st vVMA Skilled Members Excellent joint missions with the JFT-1, 1-MEB, & CSG-1 Members JTF-1 offers training by former and current military experts in JTAC, CAS/Keyhole, etc Joint Missions with other DCS organized forces We run Casual Mission Nights, Formal Mission Nights, Pick-Up Training, Formal Training Exceptional custom skins for the squad with your board number and call-sign as a full member (2) Slots Available Pilots with most of the following skills: Flying the AV-8B/NA for close to a year Proficient in delivery of all Harrier weapons, navigation, formation flying Capable of LHA Case I launch & recovery Section or Flight Lead experience Minimum of 1 Year Multiplayer Experience in DCS High Fidelity aircraft APPLY HERE! https://www.vvma-231.com .
  20. The Harrier cockpit in VR with the Reverb is one of the two best in DCS. And these two are far and away better than any others. I have no FPS impact issues with this cockpit. I do have some slow-down with the Tomcat, but that's chalked up to the systems, not visuals as far as I'm concerned. The general texture, details even down to screws are 3D and not cookie-cutter all the same. The different metals have a different texture and you can tell. Brass vs Nickel - all apparent. With good shader support and lighting (variable in DCS Beta these days, unfortunately) even the paint scrapes have depth and texture. Only the Tomcat can compare. Even the F-18 has flat textures in places especially around annunciator panels, wherein the Harrier panels have depth, texture, and some very realistic smudges. Plastic or glass looks and has a sheen that it should. When my friends want to know what VR looks like and why is it special? I put them in the Harrier. I'm amazed really - the VR cockpit for the Harrier in the Reverb is just stunning.
  21. Graphic Horsepower for Reverb: I run it on my 1080ti FTW3 and it runs like a bat outta hell. Not an average 1080ti true, but no need to upgrade quite yet. Flickering in Right Occular: I've plugged it into a 4 Port/4 Controller PS Powered USB 3.x Card. Recommended card for VR work by several manufacturers. (The Reverb is the only thing plugged in there right now) I still get flicker about 5 minutes into the flight, it lasts for about another 5 minutes then disappears. It does not repeat for me over the next 1-2 hrs. The screens seem crisper and faster for having done so. Subjective to be sure, but seems better than when it was plugged into the MB USB ports.
  22. I'd recommend that it's not only FPS you want to look at, but also Frametime. Using the fpsVR Tool in Steam, you can get a good look at what the effect the changes you are performing are having on the overall experience. If you are CPU or GPU bound, this information can help you make appropriate adjustments to graphics controls to fix the stutter, or frame drag, etc. THis might point to where more tuning or overclocking of your game rig will take you a notch higher in capability. Low Frametimes in GPU and CPU = a smooth experience. FPS above 45-65....to 90 isn't so great if your Frametime is high and pushing you into frame drag, stutter, and microstutter. I CAN get 90fps on my 1080ti FTW but if the Frametime is so high I kick into dropping frames, then high FPS isn't enough. The experience becomes variable in MP as soon as more aircraft and objects come into play. Above 45FPS with horsepower to spare and a good set of Frametimes in the teens or mid-20's makes the overall experience very smooth and remove the variable response.
  23. (Sorry if this contains repeats. This thread has gotten long and hard to read/prevent a repeat of info from others) Using PL with Steam/DCS: I highly recommend separating the Steam Processes and isolating them (Server & Compositor) on their own cores. Then lock DCS.EXE away from those cores. This will reduce stutter and enhance smoothness. Applying other controls as listed in this thread are good too. General Recommends: DCS-PD = 1 No MSAA Steam SS at 188/200/240 - Depending on your resources and vid card one of those are likely a good fit. You would have reduced impact for high processing cost above those really. If you don't like the jaggies and sparkle at 188%, it's likely 200% will remove most of those for less processing cost than MSAA. Uncommenting and activating the "MotionReprojectionMode:auto" in the default.vrsettings file will give you quite a bit of smoothing and excellent play. I hope this helps!
  24. DCS-VR Open Beta vs Release FPS Testing FPS Release Average: 64 fps Open Beta Average: 66 fps System Specs • Windows 10 1803, highly optimized and contained with Process Lasso • Intel CPU: i7-8700K – Overclocked to 4.8 GHz • 360mm CPU water cooler • EVGA 1080ti FW3 (Driver V. 430.86 5/27/19) • EVGA 1070 card (activated in Nvidia CP as Use All Cuda’s) • Gigabyte Aorus Gaming 5 v1 • 32 gig 3000 RAM XMP • 3x RAM in Swap Space on OS M.2 DCS Graphics settings (Both Versions Matched for Testing) • Textures - HIGH • Terrain Textures – HIGH • Civ Traffic OFF • Water – HIGH • Vis Range – ULTRA • Heat Blur – OFF • Shadows – Flat Only • Res of Cockpit Display – 1024 • MSAA – OFF • Depth of Field – OFF • Lens Effects – OFF • Motion Blur – Off • SSAA – Off • Clutter Grass – MAX • Trees Visibility – MAX • Preload Radius – 87500 • Chimney Smoke – 0 • Gamma – 1.9 • Anisotropic Filtering – 16X • Terrain Object Shadows – Default • Cockpit Global Illumination – Off • Messages Font Scale – 1.5 • Rain Droplets – Checked • Vsync – Unchecked • Full Screen – Checked • Scale GUI - Unchecked VR settings • Pixel Density - 1.0 • Use Mouse – Checked • Cursor Confined to Window – Checked • Use Hand Controllers – Unchecked • Force IPD Distance – Checked 60.6 • Use Built-in Audio Device - Unchecked Type VR set used and driver version • HP Reverb • Nvidia Drivers - Driver 430.86 5/27/19 Mixed Reality Drivers • Microsoft Driver WMR 10.0.17760.1000 • 10.0.17134 1 Winbuild 160101.0800 Steam VR • 1.5.9 • Windows Mixed Reality for SteamVR - 1.0.432 • SteamVR 200% App-DCS.exe VR Testing - ED-DCS.pdf
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