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Panthera_Tigris

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Everything posted by Panthera_Tigris

  1. As long as one of the sensors on your headset has line of sight to a lighthouse, you should be fine. Think of the lighthouse like the radar on our fighters. They both send out energy in a conical shape. Just that the cone for the lighthouse is pretty wide.
  2. You are correct. They both super sample. There is a difference in the calculations though. DCS's PD is applied to both axes. So 1.3 PD will mean 69% more pixels (1.3 x 1.3). Steams resolution settings is just the overall pixels. So 130% SS in Steam means only 30% more pixels. Another thing is that there is a minimum level of automatic/ default super sampling. If you keep your SS and PD both at 1 or 100%, you will still find that you are pushing significantly more pixels than the HMD's native resolution. This is done to make up for edge distortion and stuff. This, and other such factors, make VR really inefficient compared to flat monitors with the same res in terms of performance. But the fact that even these Gen 1 HMDs are indispensable to us highlights the awesomeness of the technology.
  3. The Vive Pro Eye is already available for purchase by the way. EUR 1376 + VAT https://enterprise.vive.com/eu/product/vive-pro-eye/
  4. Not everyone is a DCS regular guys. That AMA guy is mostly an Elite Dangerous streamer and maybe 150% SS is ok in that game? Another user and I asked him about DCS and that is when he told us the results of his limited testing.
  5. Yes, you do. If the lighthouse loses line of sight from the headset. It happens pretty rarely though. Rare enough that I didn't even bother to take out my second lighthouse from the box and plug it in. ;p I was like, do I really want that thing plugged in and looking ugly when I probably only need it for 2-3 seconds a year?
  6. I don't bother much with the usual updates, but 2.5.5 is the VR improvement patch and we have been waiting for this forever!
  7. I don't think so. Read the comments on that video. Some people with a 1060 also reported improvement. I personally didn't see any improvements. Seems like a weird bug with DCS specifically though. The Youtuber said this: "The whole glitch brakes though every time u go to main menu as far as I can see. So if u start a new flight u need to do it over again". That would not be the case if it was a GPU thing. It's got something to do with DCS software. Especially since it doesn't work with other games. My theory is that it has got nothing to do with resetting the overclock. its just that when you change GPU configuration while a mission is running, you reset something that is in the rendering pipeline. Which is why you have to do it again after starting another flight. Maybe this is the VR improvement that ED is working on for 2.5.5?
  8. Yea, I am not sure if they have any of their own Microsoft repro techs but I know for a fact that they can use SteamVR's algorithm. https://steamcommunity.com/games/719950/announcements/detail/3229520292644260853
  9. Of course!! All that super sampling does is change what colour the existing pixel displays. So instead of a stark contrast, you have a gradual transition between objects. Having more real pixels is so so much better than just having more SS. In fact, with enough real pixels you don't even need SS. Same thing for the shimmer. It also happens because of low pixel density. Supersampling, anti-aliasing etc. are all just different algorithmic techniques to compensate for low resolutions. The higher the native resolution, the less of that you need.
  10. Well, his biggest advantage was that 60 Hz thing IMO. If you can hit 60 Hz, you dont need to bother with repro in WMR and that also saves some computational horsepower. In other HMDs, that threshold has to be 90 (or 80 with the new Oculus). Also, he did dip below 60 sometimes which kicked in repro. He said that was bad because the repro tech is not as good as Occulus'. I am not sure how bad it is because WMR actually uses SteamVR repro tech. Exact quote:
  11. My thoughts exactly. At this point I think I might go with the Reverb, with the Index as my backup option. I mostly just play sims so the Index's awesome controllers and high refresh rate would be a waste for me while I could really use the Reverb's better resolution. I do wish it was a SteamVR headset rather than WMR though. Could have used my Vice base stations with the possibility of getting the knuckles controller if needed. SteamVR is unmatched in terms of cross-compatibility and upgradability.
  12. He was testing a lot of games so maybe he left it at that. One thing he mentioned is that you can reduce the screen refresh rate from 90 Hz to 60 Hz. So he reduced it to 60 Hz because 60 FPS stable was better than 45 FPS with re-projection to 90. So that is good for performance heavy games where we struggle to get 90 FPS anyway.
  13. #1 happens to me with the Vive as well so I doubt its WMR specific but rather a DCS issue. But yea, the rest of the stuff does seem annoying, especially #4. I think I'll add one more - WMR frame interpolation algorithms are nowhere as good as Oculus' or even Valve's. Correct?
  14. Can you elaborate? I am learning towards the Reverb now and the 2-3 DCS with Reverb reviews we have had have all been praising it a lot. I have heard their repro tech sucks? And tracking is bad which would be a no-go for action/ shooter type games but they say its not an issue for seated games.
  15. There is another Youtuber doing an AMA on the Reverb in WindowsMR subreddit. He plays DCS too and I asked him a bunch of DCS specific questions. He says the sweet spot is pretty wide. No issues with vertical FoV. But DCS is performance heavy so he ran it by reducing the refresh rate to 60 Hz but was still getting some repro with 150% SS and a 2080Ti. Also said he saw no Mura and that the delay was due to some other minor issue.
  16. DCS related comments from a Reverb AMA on reddit (not sure if reddit links are allowed here but its in the WindowsMR subreddit): He was running a 2080Ti.
  17. Interpolation is a crutch. I would rather have 80 FPS stable in a 80 Hz headset without interpolation, rather than 144 FPS of which 72 are fake interpolated frames. Interpolation works by looking at previous frames and then predicting the shape and position of objects in the next frame. So it will work wonderfully for static objects but not so good in a dynamic environment. Additionally, running these interpolation algorithms also has a performance cost, although I dont know how much.
  18. No one would mind that. But how do you achieve it? I cant even hit 90 FPS with my 1080Ti on Gen 1 resolutions. How will we reach 120/ 144 FPS with more high res panels? It might not be worth it for DCS and not even necessary. Its more beneficial for super fast paced games like Beat Saber. Which is I am hoping the Reverb doesn't have any major issues because its res is pretty good. If it does have other issues than I'll have to settle with the Index resolution. I would rather take more res (which will allow me to reduce sub-optimal trickery like super-sampling) over more refresh rate. Obviously, a minimum refresh rate of 45 is mandatory.
  19. I guess the NDA already lifted since we have close to a dozen reviews since yesterday: https://www.polygon.com/virtual-reality/2019/5/28/18642360/valve-index-vr-headset-impressions-price https://www.pcworld.com/article/3397088/valve-index-vr-headset-impressions.html https://www.theverge.com/2019/5/28/18639084/valve-index-steamvr-headset-knuckles-controllers-preview https://arstechnica.com/gaming/2019/05/one-week-with-the-valve-index-a-vr-game-changer-with-a-few-question-marks/ Also, increasing PD is a rather inefficient way of increasing clarity since they are not real pixels. It just changes the algorithm behind what existing pixels display, making it a bit clearer. BUT, there are diminishing returns going beyond a certain amount of PD. A PD of 2.0 (which means 400% more pixels if you are using DCS slider) is surely not practical.
  20. OP, I am not sure which threads you are reading, but if you see the sticky Rift S thread at the top - a lot of people are having technical issues and saying its not enough of a upgrade from the original. Some have even said they are returning theirs. The obvious advantage of Rift S is that is available NOW and that is is CHEAP. It is also certainly an improvement over Gen 1 so if you don't have Gen 1 already, it might be worth it. But not in YOUR specific case because you are certainly an outlier when it comes to IPD. But the biggest argument AGAINST a Rift S is that possibly (and probably) better headsets are just around the corner. In fact, the reviews for them have been promising enough to prevent me from buying a Rift S even though it's so cheap right now.
  21. New Review: What do you guys think?
  22. Like I said, SS in Steam and PD in DCS are not the same thing. I specially said SS in my very first comment. I mean 2x PD in DCS with a 1080Ti should have sent alarm bells ringing. Probably wont even get 10 FPS :megalol: How much do you go with your 2080Ti?
  23. Lol, that's bad advice. Who's saying that? We are days/ weeks away from Reverb and Index getting into consumer hands. The smart bet would be to wait for the reviews and then pick one of them. If the Rift S is still the best bet, even I will buy it. But right now, unless you have a hard limit of USD 400 on your budget, the logical option would be to wait a few weeks. And this should apply doubly for your specific case. With IPD that high, why the heck are you even considering a HMD without hardware adjustments?
  24. Please do leave a detailed review for us!
  25. I wish HP and Valve would hurry the F* up. I am so tempted to pull the trigger on the Rift S!
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