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Werewolf_fs

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Everything posted by Werewolf_fs

  1. It is a problem with the STN of the DATA LINK of each group. All 4 members must be in the same rank.. if it is 01203, ALL will start with 01..., (01203, 01204,01206, ect..), if it is 11203, ALL must start with 11... (11203, 11204,11205, 11026), if any member of the group is with another rank,,, (01203,11204,11205... ) = CTD
  2. In OpenXR tool: https://mbucchia.github.io/OpenXR-Toolkit/ in performance In Oculus Tray tool: https://www.apollyonvr.com/oculus-tray-tool option VISUAL HUD ---> APPLICATION RENDER TIME In Oculus Debug tool: https://developer.oculus.com/documentation/native/pc/dg-debug-tool/ option Visible HUD ---> APPLICATION RENDER TIME With subtitles why is it in Spanish
  3. I am lucky that my USB-C port on my motherboard (Gigabyte Aorus Z690 Elite DDR4), holds the charge and after 6 hours of use the battery is around 60%
  4. This tutorial is in Spanish, but you can add English subtitles. I come from G2, and with these configurations right now it looks clearer even better than with my previous G2.
  5. hat has nothing to do with the QUAD FOVEATED. In the DCS VR tab options you can choose to make the mirror full resolution.
  6. I have both working fine, but it causes a 2-4 MS increase in CPU and GPU usage, compared to just DFR
  7. I have them sporadically, since v54, I don't use HTCC. I hope that with v55 it will be solved.
  8. Same... It was before
  9. Tested. The improvement is substantial, I already use the FIXED foveated and even so the improvement is noticeable. What surprised me the most is the Sharpening that this application adds, much better or more noticeable than that of OpenXR tools, the improvement by eliminating glare and flicker and so on is brutal in the scene. On the other hand, I continue to have problems with the tube mode, the ASW adds more artifacts and, apart from that, if I take off my heatset even for a second and put them back on, the DCS loock and CTD. Sometimes it also does so when returning to cockpit from the F10 map. This already happened with the Tubo Mode in OpenXR tools in MT mode, that's why I didn't use it, deactivating it solves it. Great job @mbucchia, you are the best! Tested in 13900K, 64Gb, 4090
  10. In the Oculus APP in your phone. MENU ---> DEVICES ---> select your QPro, ---> AVANCED CONFIG ---> FACTORY RESET ALTERNATIVE ----> Turn off the device, turn on by pressing the POWER + VOLUME + button at the same time. . When the meta logo appears, release the buttons, you will see the recovery menu, select WIPE DATA/FACTORY RESET,---> yes, boot device and login again.
  11. After the update to v54, I had to do a hard reset to the device because it had lag even in the menu of the device itself. Factory reset (with the same v54) was solved. It is already known that ANDROID (on which the META system is based) tends to do these things. Will be the cause?
  12. I had this same problem with my 12900K and 13900K with G2 and Q Pro in MT, associated with the use or not Reprojection /ASW and had two origins: - In MT, sometimes DCS charges 100% only one of the P cores, is this happens = suttering. To solve it you are going to establish affinity for DCS ( in task manager, dcs.exe ---> go to details ---> Establish affinity) and uncheck the ALL CORES option, check it again and accept, now there is no single P core with 100% load. - Motherboard / graphics management software, in this case GIGABYTE CONTROL CENTER (especially old version 2.0). Closing this software eliminates the problem. I don't know if the same thing happens with other types MSI, Asus ect... but it is possibly advisable to close this type of software due to some type of problem. With this I have solved my sutteers and performance problems in MT with the new intel hybrids
  13. I have owned the G2 for 2 years, and now the Qpro have become my preferred headset. I and compared them in "hot" swap and my first sentence after returning to the G2, "why does this look so blurry?" let's specify. the cockpit looks infinitely better in QPro, more definition, more clarity, brutal!!.... the scenery may look a little less defined but the difference is almost small, that if at the cost of a slightly worse performance (about 10-15% by load mission). the facial?, you don't know how little I miss it!... Nothing presses my face, I'm healthy and fresh and the lenses are so good that the outside lights don't even affect me! It's the fucking thing I appreciate right now!!. COMFORT!! The sound is clearly worse to G2, but not as bad, and it seems for simulation. Suitable for most thigs
  14. I have exactly the same config! but ASW in AUTO. I don't know why but I see it much better than in G2
  15. That is not my experience. I came from G2 to QPro. Better colors and clarity through the lens, with active local diming the night is much much better over G2 and the clouds are seen correctly and same in QPro.. Make sure you do not have the encode bitrate in dymanic and if it is fixed at 200 for air link and up to 500-960 for oculus link
  16. from the openXR toolkit's own notes on Oculus DFR: "[3] A bug in the Meta OpenXR support prevents certain applications from using eye tracking (due to the Meta Developer mode not being recognized). This is not an issue of OpenXR Toolkit. Please redirect your complaints to Meta!" Unfortumately Oculus DFR not working in DCS
  17. @mbucchia Really the improvement in the issue of rotors and propellers are incredible!, but we have a new problem in DCS, the night flight becomes almost impossible due to the amount of gosthing and wake effects that the terrain lights, aircraft lights ect... also with the NVG, test in the persian gulf map, I have to try in other maps and config. (Problems with DCS secondary shadows?). Settings: 70% SS, motion reproyectoin configure in openXR tools Unlocked, CPU: 3-5 ms GPU: 12-14 ms solid 45 fps with moments of 90 fps... DCS Settings: HIGH and EXTREME all else, MSAA 4x and SSLR, SSAA, Ambien oclusion and motion blur OFF. CPU: 13900K, Gigabyte 4090 Game Oc, 64gb Ram. Edit: small video where you can see something of the problem,(more clear in 00:01:17), are times that it happens in the entire image. (in this video SS 100% MSAA x2) https://drive.google.com/file/d/1kt_fEJpMj-xrrxTf5CUiJJleRaWm-jNS/view?usp=share_link Desactivate NVIDIA optical flow reduces the effect but does not eliminate it.
  18. https://forums.flightsimulator.com/t/openxr-toolkit-upscaling-world-scale-hand-tracking-release-thread/493924/3034
  19. The problem of crash after entering the vr menu is not the OpenXR tols 1.2.3, the problem is the motion reprojection, you cannot activate it in the wmr api or in the openxr tols. Wrong way ED!!
  20. It's very simple, the NVCP options related to AA (x2/x4/x8) are not activated in VR fron this way, to have it ON you are applied from the corresponding application of the game or simulator itself. And I have verified it in Oculus, (CV1, Q2), WMR (G1, G2), Pimax 8K, HTC VIVE PRO and PRO 2 ect, ect, ect... The quality may be acceptable for you, but I see clearly the aliasing and it only eliminates it if I put the MSAA x2 or x4, also the SSAA does NOT work in VR either, since this type of correction cannot be applied. It's not that I say it, it's an empirical fact, if you want AA in DCS and VR I use MSAA, it's the ONLY way
  21. And you are correct, the AA from the NVCP does NOT work in VR and DCS, that's why they see an improvement, normal if you don't apply it!
  22. WMR for STEAMVR has a Force DX11 Mode graphics option and what I see is that when I put the line: dx11backend = {flipMode = false,} in the aotoexec.cfg, the loss of image quality reminds me of what it looks like when you force said dx11 mode. That's why I ask if that mode is forced with this option somehow or messes up the MSAA in some way I always used ALT-Enter with DCS until the option disappeared, I noticed a slight improvement whenever i've used it. Now with this modifier, there is ONLY a slight improvement in 1ms GPU and whatever I do with Vsync, the mirror is always black and doesn't cover the whole screen... After many tests, my personal preference is to put the resolution of the vr mirror same of the game, even if it involves losing 1-2ms of gpu, black vr mirror and loss image quality is not practical.
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