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Jyge

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Everything posted by Jyge

  1. Not sure the increase in pixels is going to make a huge difference past the point. Both Odyssey+ and Vive Pro feature the same resolution. Foveated rendering might achieve a better rendering on the focus point with less SDE but would you still need overall more pixels for it? Localized rendering can unload the GPU and provide an improved local rendering but what is the final image quality? I am not sure about other things in optics. Where does the "sweet spot" come from? Is is due to relatively flat displays we have in the goggles? So If I look off center, the distance between iris and lense changes which I guess would be outside the sweet spot? This apparently would not be repaired by foveated rendering? I somehow still believe that a next improvement in the real image quality might be achieved with varifocal on top of it all. Other than that I do not think the foveated rendering is so much vive specific. It will be supported by Nvidia drivers, so for DCS it should not really make a difference whether it is Vive or later Pimax that is connected with eyetracking. The question is rather whether DCS need to be adapted much for it, I am pretty sure a Vive specific interface is not needed, if they need to do something it is probably going to cover all (with Nvidia that is, of course but who cares about ATI anyway)?
  2. So we'll be seeing 2nd generation in 2019 after all? I wonder whether this requires adaptation from DCS side as well or whether the foveated rendering is done directly between the card and the goggles. Also I read that NVidia is working on foveated rendering support, meaning that it might not be there yet for consumers...but yes it is defenately good news for PC simmers and maybe an egg to the face to Oculus and Facebook should they still care about PC gaming market...
  3. What I am wondering actually is that Pimax 5K and stuff that is coming, they have actually smaller vertical resolution than O+, the whole load of pixels is actually blown to larger FOV? So I am actually wondering if the O+ is going to remain the benchmark for picture quality for awhile? I expect you get a proper performance hit for secondary gain. I slowly get the feeling that before the eye-tracking is out, the advancements in picture quality will be neglible.
  4. Is it really going to be a big leap? 5K features less vertical pixels as odyssey+, so in the end the cost of performance is shot to larger FOV, right? I am not missing FOV as much as seeing sharply straight ahead, at least. Only difference is then just looking even dorkier in that humangous headset...
  5. Does this entirely rule out its use as a PC output device. As such it should get a minor resolution bump. That is kind of wasted in a cell phone processing power? I understood Quest should be a sort of mixed breed of Go and Rift but that way it sounds just like Go+
  6. From what I read Oculus S could be coming out 2019 Q1, but it's only about inside out tracking and a moderate resolution bump, nothing like Half Dome. Also featuring gaming free of PC with headset alone? So is the Half Dome dead? To me that sounds that Oculus is not going to push the technological envelope and that would make it uninteresting as a future PC sim hardware. I think Facebook is going to drive the brand to multimedia and lightweight entertainment for everyone. I think the idea behind foveated rendering is to ease the rendering expenses and that would bring better focused picture and performance bump? Is there anyone really bringing it on? I get the impression that pimax 5K is more like brute force, readable instruments and yet the sharpness is not going to equal 2D in mid-range? I am not sure I need a huge Lord Helmet headgear for my gaming sessions, FOV in rift is already enough for me, I miss other things... Is it just me, but I do not think 2019 is going to be that exciting?
  7. I got myself a rift about a month ago as I figured that there is nog going to be anything world breaking for awhile. I might have focused on Odyssey+ , but even there the reception is so mixed that it might be just as well that I went for Rift. I am very interested in varifocal, but the way Oculus is loosing people it might be that the whole FB thing is bringing the whole company to a sh!tter and the direction might be less interesting for PC VR gaming and simming. Anybody else working on varifocal? Any ideas what to expect for 2019? Is it likely that most will stick to CV1 for another year?
  8. You can practically stall any plane by just pulling the nose some 60° up, center the stick, pull the throttle back and wait.
  9. Sorry I am not that deep into electronics, but what I meant is that LED is a diode, right? So instead of 1N4148 I just tried to plug in a LED after the button but it did not want to work - for whatever reason. For what it's worth without the LED I could test a simple 2x1 matrix and MMJoy. Meanwhile, I have ordered a bunch of 1N4148 diodes, but I would still like to understand why it did not work that way...
  10. I am following the thread and I am now toying with an idea of building myself couple of MFD frames, instead of buying the thrustmaster stuff. It is not really a matter of money, I just need to do something... Now I came up with couple of Pro Micro boards from amazon https://www.amazon.de/dp/B07DLXTHFM/ref=pe_3044161_185740101_TE_item For one MFD I need 20 buttons, then I thought about one rotary and 4-5 three position rockerswitches (On/Off/On). So it should make 28-30 buttons and 1 axis? I have couple of questions: -I already tried mmjoy and updated the firmware. I made my first small test with couple of buttons on a bredboard. Firstly I tried to use a led instead of a diode (did not have one handy). It did not work - is it because LED has so much resistance? Well anyway without the diodes the boards work. -I think I will go for a matrix solution here, I am not so keen on getting the components for shift registers and soldering them together. Are there not ready shift registers available? Both of my MFDs will have an own board - I think it should be easier that way? I think I did everything right in MMJoy and got the button responses. Now I changed the names of the board, but Windows game controller setup still lists MMJoyReset or something as a device there? When I go for properties in Game Controller Setup I get some fancy error message? Is there a further step here that I need to do? EDIT: I see I need to assign the buttons as well - however, I still have the device name MMJreset in Windows game controller setup?
  11. For some seriously odd reason this works: {down = device_commands.Button_8,cockpit_device_id = devices.NAVLIGHTS, value_down = 1.0, name = _('SA342 Panels Lighting On'), category = _('MODDED')}, {down = device_commands.Button_8,cockpit_device_id = devices.NAVLIGHTS, value_down = 0.0, name = _('SA342 Panels Lighting Off'), category = _('MODDED')}, Button_8 is what I can see in clickabledata.lua I do not know whether it has influence that I moved the whole thing "MODDED" group, where I already have some flare dispenser commands etc. that I copied from somewhere...
  12. My bad, the second one is of course "Off" - does not work though. Both functions can be assigned a key but still they flip the switch up and down. Did not work when I put down=-1 to the "Off" either. I'll look at the linked tutorial, it is not the only switch I want to change, just an example...
  13. I had a look and ... for example the Panels lightning has following: elements["PUPITRE-PLANCHEBORD-PTR"] = default_2_position_tumb(_("SA342 Panels Lighting On/Off"),devices.NAVLIGHTS, device_commands.Button_8,arg_int.inter_pupitre_planchebord) -- 382 arg number Well beats me, I do not see the connection here. The default.lua names the switch as Button_43 not as Button_8 so no idea what gives. I am trying to google but I do not hit the relevant link about cockpit switches and so... Is it possible at all to achieve what I am trying to do?
  14. I hope this is the right forum for the question. I am trying to modify some keybindings. For example in Gazelle there are some switches with On/Off keybindings. I would like to modify them to separate On and Off. tried following: {down = device_commands.Button_43,cockpit_device_id = devices.NAVLIGHTS, value_down = 1, name = _('SA342 Panels Lighting On'), category = _('SA342 Main Panel')}, {down = device_commands.Button_43,cockpit_device_id = devices.NAVLIGHTS, value_down = 0, name = _('SA342 Panels Lighting On'), category = _('SA342 Main Panel')}, I can see the new keys in the game, assign the keys but both keybindings still work as On/Off - for example if I assign a key for Panel Lighting Off pressing the key twice will turn the lights Off and then On again. Also, I assume the name of the button has some relevance (device_commands.Button_43) where can one find which button triggers what in the cockpit? I would appreciate some first steps as I have some other aircraft as well where I would like to do my changes. It is more important now to get my Warthog more to my liking as I got into VR...
  15. I came up with this old thread while googling on flare dispenser. Well the appetite got up and I would like to ask if someone knows how to modify the light switches. For instance panel lights is as an on/off in the .lua I would like to change it to two keyassignments on and off Apparently this did not work: {down = device_commands.Button_43,cockpit_device_id = devices.NAVLIGHTS, value_down = 1, name = _('SA342 Panels Lighting On'), category = _('SA342 Main Panel')}, {down = device_commands.Button_43,cockpit_device_id = devices.NAVLIGHTS, value_down = 0, name = _('SA342 Panels Lighting On'), category = _('SA342 Main Panel')}, I am wondering about this Button_43 number, where does it come from? Similarly I would like to change the formation lights to separate On and Off and Navigation Lights to three way switch?
  16. I disagree, it hits the framerate, at least ;) However, in my case it really smoothens the graphics on low level flight. I did not check MSAA x 4 (and no SSAA), but with MSAA x 2 only, telephone poles and stuff like that have quite jagged lightining effects, SSAA smoothens it out, maybe MSAA x 4 would accomplish the same...I am still testing on actual gaming, once I have figured out the coarse parameters. In some other discussion it said that SSAA is nothing else than pixel density for screens, go and figure. I still can not say if it makes any difference to set the pixel density in Oculus Tray vs. setting it directly in the game...
  17. Well from what I have gathered disabling ASW is not a worth the effort. Why should I disable SSAA? I think it looks smoother with SSAA on? I made my first low level flying with Mi-8 and lightpoles and stuff smoother with SSAA - I am still going around 40 fps. For me it is still smooth going...
  18. I updated my rig some time ago. I have i7 8700K, 16 GB Ram and 1080 ti. Basically with 2D I get some 120+ fps if I drop out MSAA and SSAA? I noticed that SSAA is a greater hog than MSAA. Here I do not know actually what they are and what they do. I noticed that with MSAA off I get sort of flickering edges on building and stuff. I also googled and got the impression that they are exclusive . does not really make sense to use them simultaneously? So with I have following - Caucasus - Free Flight in Harrier (just start nothing extensive): MSAA & SSAA off ~120 fps SSAA 1.5 x ~ 90 fps SSAA 2.0 x ~ 60 fps MSAA 2 x ~110-120 fps MSAA 4 x ~ 90 fps MSAA 2x and SSAA 1.5 ~ 60-70 fps So SSAA seems to be the hog here. Never mind anything here is playable for me. Then I go to rift. Whatever I do I get some 45 fps always. If I set the pixel density to 2.0 I get about 30 fps once I use MSAA 4x or MSAA and SSAA simultaneously. Now everything here is entirely playable for me. Frankly, I hardly notice any difference in any setting above MSAA 2x (in quality, I mean - probably need to take a closer look somewhere). However, there is another issue I now tried Oculus Tray Tool and the Visual HUD. Here I notice that my performance headroom is in about -80% with PD 1.6 and MSAA 2x. In fact I haven't found any settings whatsoever where I would even get anything positive for performance headroom, nor do I see any significance with the whole figure. So can someone clarify why I am roofed at 45 fps - is it the ASW? (Whatever it is? Antisubmarine Warfare?) or what? Are these normal figures with my hardware? I was also thinking that I have the huge Samsung 49" screen connected with 3960x1080 resolution, does not that eat up some performance of the GPU?
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