

Bob_Bushman
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Everything posted by Bob_Bushman
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If the frame timing is long enough either from CPU or GPU or anything really, high enough numbers and ASW will trigger regardless.
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And I would uncheck "use hand controllers", if they are anywhere inside the field, or not perfectly stationary they would supersede the mouse input.
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How can I get rid of Oculus Program to start DCS?
Bob_Bushman replied to cronustr75's topic in Virtual Reality
Two ways. Stop the Oculus vr service in task manager, services. Or launch DCs with "dcs.exe --force_disable_VR" Obviously this means playing in 2d. The Oculus software us how the computer knows how to use your device, it takes care of everything that makes VR work. Without these services and program's running in the background a VR headset is nothing more than a blindfold if a paper weight. -
Anyone actually (or claim) to have acceptable VR performance?
Bob_Bushman replied to Stal2k's topic in Virtual Reality
I can get 80 fps, in some situations. Those are . High altitude, not to busy missions. So if my style of play would be air starting at <15k and not going below 10 I would probably see 80fps for a lot of it. It also depends on the module. That's kind of boring so I spend most of my time in ASW. I did notice an increase in situations where I saw full fps when I got the S, it was easier for Dcs to do 80, rather than 90. The bottle neck is software, not our hardware. Do now for vr and DCs. The question is. Is motion smoothing acceptable to you? To me the constant ghosting from running between 40-80 fps is far worse than any minor artefact from interpolation. Fact is most doesn't notice SpaceWarp is running at all until it falls to keep 40 fps, once it hits the mid 30's it becomes absolutely horrible. But if you do that low there is no way disabling SpaceWarp would do any good. I'm also running a moderate CPU over clock if 4.7, don't see any reason to be red lining it, don't notice any difference from running it at 4.9. Expect that temps peak at 85, that's at takes like rendering video, when playing DCs it never barely goes over 65c. Adding a second set of RAM chips also didn't like running with xmp profiles at all, and while troubleshooting my pimax I was at default frequency for must of it. Didn't notice any difference in performance really. Wouldn't even boot at 3200, did sometimes on 3100, but could have bsod on occasion, running those at 2900 has been rock stable for 8 months now. I almost think the benefit I see from oc is less about frequency, and more a matter that all cores now run at a constant high frequency. But that's just an idea of mine. As for 32 gb ram I'm barely ever using now than 14 of it while playing, it's only when I'm off on Sunday mission with the sluggers and there's twenty plus players with lots of ai units I notice running close to 20gb of ram. Figure I'd rather have it not need it. -
I have the opposite experience, the tracking on the S has been nothing but an upgrade as well. Something isn't right and I would recommend starting a support ticket with Oculus.
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Because the core DCS engine can't use more than a single CPU thread, unlike most newer games that could easily make full use of dozens of threads. Since it only has one thread to work it just can't complete it's workload per frame in manner quick enough that the VR runtime won't trigger motion smoothing or SpaceWarp. Windows rotate load across cores and threads, and considers all the available threads as 100%, so if a single thread from a process is maxed out, any task manager won't show more than that thread spread over all the core graphs and a CPU with 12 threads won't show more than 8% utilisation. So as a picture that cou basically looks like it's idling.
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DCS - Two Projectors @ 4K
Bob_Bushman replied to speedbird5's topic in PC Hardware and Related Software
As we always recommended on AV forums when someone inquired in regards to a DLP projector I would try a demo, and if you don't notice any issues fairly immediately I would say go for it. -
DCS - Two Projectors @ 4K
Bob_Bushman replied to speedbird5's topic in PC Hardware and Related Software
I was fairly heavy into Home theater stuff, but after getting hooked on VR and DCS I haven't really bothered paying attention for a few years, so I could be outdated already. So didn't know per say about units like the Optoma UHD60, but I can't say TI has developed a native 4k chip either in the interim. All optoma projectors as far as I know uses DLP chips made by Texas Instruments, only game in town for DLP anyway, and I haven't heard if they have made a proper native 4k chip yet, their version came middle of 2017, I googled it, but I'm too hungry to google deeply, so as always take anything I say with a shakers worth of salt. But I would think I would have heard if they made a proper 4k chip. These DLP chips has a pixel resolution of 2716x1528, that's what I googled, so quite a bit more than 1080p and their pixel shifting is significantly faster than the E-shift that is performed by JVC and Epson projectors, I believe Epson get their panels from JVC. DLP mirrors are blisteringly fast when compared to even gaming oriented TFT lcd panels, and any lag in these projectors come from the signal processing in them I would not consider these shifting panels as a bad thing really, in HT cirlces we are dealing with "those guys" who belive a certain cable will make their rock music sound richer, and they get hung up on things like, native on chip resolution and any technical trick around it is in their eyes and immediate invalidation of the entire tech. These people tend to overreact as well as being incredibly profusely vocal online. I'm not sure at what rate these shifts are taking place, but they are quite quick, quick enough that even with 60hz they show every pixel in a 4k image several time, even though they technically don't show all the pixels at the exact same time. But we are talking milliseconds in the low singel digits. A thought would be if one of these projectors would allow sending a native signal at 2716 x 1528 it would still look a lot crisper than native 1080p but take a lot less to render than two full 4k signals, but this would again depend on the processing in the projector, and I suspect they are tuned for the standard video resolutions unlike a monitor so they might not accept that input at all, or do something else visually weird with it. Personally I also don't pay too much attention to Optoma since they, like all single chip DLP projectors rely on the spinning colour wheel, it doesn't drive me into a migraine, but I do find these projectors to have a strobing artefact that I find very tiring. I have also been lazy when looking at prices, I haven't gone further than my own borders and all prices here include 25% tax, so they can often seem a little 'inflated' if your in the US or something. -
DCS - Two Projectors @ 4K
Bob_Bushman replied to speedbird5's topic in PC Hardware and Related Software
Well, the only true 4k projectors I know of for the home market are the Sony's that starts at around $5000, each. And these will need about 3m or almost 10 feet of throw distance from the lenses to the screen to optimally fill about 100" diagonally. Now you might go smaller per, but basically you will need a fairly large room. Also, every two-three thousand, hours you will want new lamps, and these will set you back another $500, each, that's an optimistic life expectancy. There are cheaper E-shift panels around, those projectors are a few grand cheaper, an entry level would probably run you about $3000 or so. These are either 1080p native, but accept and process a full 4k input signal, but with the ability to shift each pixel half a width at a few thousand times per second, causing the illusion of 4k, Dlp chips should also be about, not sure but these use a native res between 1080p and 4k with rapid shifting. DLP on the other hand will use a spinning colour wheel that for many viewers seem to cause the image to strobe and induces either mild discomfort, or full blown migraines, I personally really don't care for single chip DLP projectors because of this. Bottom line, 4k projectors are far less mature than for tv's and require high end and expensive optics or any increase in resolution will never be seen. -
DCS - Two Projectors @ 4K
Bob_Bushman replied to speedbird5's topic in PC Hardware and Related Software
A 1080ti or 2080ti should be able to get close to about 60 fps with two feeds, then it's the same warping as with any other dual projection setup. But you probably won't be rocking maximum settings, some tweaking would be needed. Two 4k monitors is not 8k, it's half of what 8k would be. Sli could be an avenue to investigate, the frame rate limit of DCS is mostly CPU base but the biggest load here should be the amount of pixels to be pushed, not the physics or sim calculations that are hampering us from exceeding 130fps. -
Cougar mfds in vr for the hornet(and the in the future the f16)
Bob_Bushman replied to Rakamora's topic in Virtual Reality
Now my next "problem" is that it feels weird grabbing the trackball when I do stuff on the UFC... -
Cougar mfds in vr for the hornet(and the in the future the f16)
Bob_Bushman replied to Rakamora's topic in Virtual Reality
I'm sure you have gotten your answer already, but after some initial warming up period with my cougar MFD's my main problem in the hornet was that I kept pressing buttons on the right cougar when I was intending to do stuff on the center console.. So this week I just grabbed another pair. Using the fourth as a button set for other things like map\cockpit view, course marker, heading select, recenter VR, labels etc, the fourth is getting as much use as the other three :P It takes some getting used to, but in the span of a month or so I went from thinking these are kind of neat, to I need another pack now ! Shameless frankenpit pic https://cdn.discordapp.com/attachments/415685339810627584/611932771656400917/IMG_20190816_164150140.jpg -
As a VA user I can attest it won't be anything like 2200 AI. It's like 2012 voice recognition software, so look forwards to: "Landing gear... lAndiNG gir, Laaaanding gEAr,, Christ ! ****ing ****. LANDING GEAR !!! Give up and just press the button. "Oh hey kitty." Nightvision goggles engaged! There was also a time when VA would only recognise my voice commands if I tried to sound like a drunk Sean Connery.
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These where false warnings in the PTC branch for a awhile. The latest Oculus beta should have removed it. The USB update error came when I updated win 10 to 1903 feature update. This update also caused my inateck card to stop working with the S. But my regular 3.0 port on my mobo works fine. The 3.1 port on the other hand introduced a display glitch on had movement. And the "headset unable to track itself" I think was introduced with the ptc update that vid the white flashes. As for the 2080ti, that would depend a bit of what you are running for the rest of the system. The S can be rather tricky. I find even sometimes different ports, even though they are contented to the same control chip I got variable nose or connection issues
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Oculus Rift S and USB 3.1 Gen 2 (Red Ports)
Bob_Bushman replied to iKyrThraad993i's topic in Virtual Reality
It could be complete circumstance but I tested my 3.1 port with the S and had an odd stutter every few seconds. Moved it back to a 3.0 port and everything is smooth again. Wasn't just in Dcs either but all game I tested. Something is being hinky on my rig lately so thinking it's time for an os re-install. -
That's the first I have heard of an inateck card doing this and these have been recommended for years as they where supposedly recommended by Oculus themselves hardware they tested in-house with. Seem the windows 1903 and the Fresco drivers has some issues at least with the S. No surprise if they cause problem with VR in general. But upgrading to 1903 that then that card has been solidly running my cv1 for two years, that's hmd itself and both sensors, and the S for a bit. Neither of the two current drivers work for the S, the Fresco driver didn't even recognise the S to the pc, the MS drivers recognise but image in the device freeze. No issue running from motherboard though, I connected the hotas hub to the card now and they work fine.
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It's not the GPU, the problem is DCS is unable to make use of our new CPUs and thus won't ever reach high fps. It's a problem with the game so we must simply wait for ED to rebuild their engine from scratch... That's going to need more than two weeks..
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Brunner Force Feedback Joystick Base
Bob_Bushman replied to Mozart's topic in PC Hardware and Related Software
Saw something on reddit yesterday that vjoy has been updated and signed for win 10 1903. In case it helps. -
Yeah all vr views are distorted, they have to be. Best you can do is crop the vertical view from one eye to only see a somewhat centred viewpoint. But the pimax uses so severe distortion that not a single part of view is distortion free what so ever, yeah the lenses zoom and distort that much, much more than most. In fact for 5k to look ok it needs to render to 3000+ or more vertical. The rift S on the other hand looks good at 2300 vertical render target. The fov just wasn't worth it. As for recording, well it's a reason why so few bother with recording VR. At the best of times the result is distorted, and skewed, most titles hardcrops the view to a 16:9 of the left eye. And they crop from the bottom down, so what you actually perceive as forward in these games will be the top 1/4 of the recorded image. Dcs gives you the full image so you can manually crop in OBS at least. As it also doesn't bother to filter out head movement you got all the dashing, wobbling and general shaky news which makes it for some very uncomfortable viewing. Hence why there isn't really any streamers or YouTubers that use VR for their content creation as a main stay. What you get is simply what you get.
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Yeah those new ryzens are looking very good if your upgrading. I don't see any reason to upgrade from my 8700k to either platform right now. But ryzen is looking to be very polished compared to the other previous generations. As for dcs and vr. Well I wouldn't sweat it too much. Unless we get a CPU that can do 6ghz and Ram to keep up, like 4-5000mhz, that's not going to happen. The difference between these will be very very slim. And we will still rely heavily on ASW or projection modes. That's not our hardwares fault, dcs was simply designed for the hardware we had a decade ago, with some eye candy slapped on top since.
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The S has an extra 'Quality' or 'performande' setting that will greatly affect render target when supersampling. It is set by default depending on your GPU, I suspect if you have a 1070 or lower gpu it will default to performance a 1080 and better it will default to Quality. That quality setting is pretty much a straight supersampling of 1.2x right out of the gate. So whatever supersampling value you set after this is a compounded multiplier. You can find this setting in the Oculus device setting, right next to the software IPD.
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All hardware require services and drivers loaded up in the background, from your basic mouse to your audio drivers and GPU. The Oculus has those through the oculus software, without that and the processes running under that umbrella it would be nothing but a paper weight. DCS for instance talks directly with the oculus software side of things. Unlike with WMR where it would need to run up against Steamvr that then talks to the WMR services. Same Pimax for that instance, dcs run on steamvr, steamvr runs on top of Pitool and services. And this extra step could take as much as 10-30% performance head room. Is the S the killer VR HMD. Nope not by a long shot, but neither is any of the others either. It is however the better performing HMD that looks as good or better than the 5k+ with nearly none of the issues while rendering half as many pixels. So unlike the pimax or index, which quite frankly is "get a 2080ti, or don't bother" it instead works well with even a 1070. All these new HMD's are better than those from 2016/17 indeed, but they are just an iterative move forwards not a giant leap in any major direction.
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1. The S has a pass through camera mode you can enable in the dash menu settings, that is accessed by pressing the dash button on the Oculus controller twice once the feature is enabled. Unfortunately, you can't map this to another button. And it is isn't of a resolution where you can read the lettering on a keyboard, but you can at least see where it is. 2. Ancient bug present with all HMD's i ahve tried so far. Rift, rift s, pimax 5k etc.havent tried dcs with my original vive. Can't see a reason to.
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Only ever use vr controllers for systems navigation, all DCS input so much more easily managed using a trackball\mouse. As for Captoglove, It's not so much about DCS going dark as it is I haven't seen anything from them for over a year now. And then even at best they would have been $3-400 peripheral that would need custom implementation in every single game. That's just simply never going to be applied so you would be left with basic wand emulation.
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I doubt anyone would choose to use VR controllers over the tactile feel of an actual hotas. Buttons do what buttons always have done. I don't even use controllers for clicking in cockpit , I find a mouse is a far quicker interface than that, and a track ball Is even better. Especially for scrolling dials.