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Cytarabine

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About Cytarabine

  • Birthday 04/21/1982

Personal Information

  • Flight Simulators
    DCS
    Il-2 BoX
  • Location
    Australia
  • Interests
    Flight sims, model aircraft

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  1. This entirely. The fact that the next step up is honestly something like a Pimax Crystal Super says a lot. A DP headset with dynamic foveated rendering, a wide field of view and acceptable sharpness for the money is a great deal, and makes the PSVR2 a good choice for people who want to enjoy VR in DCS and don’t feel prepared to drop large amounts of money just yet. As PS5 users get sick of the lack of new content it might lead to some good used deals as well. The QP is a good option for some other aspects. It undoubtably provides a somewhat sharper cockpit (the full RGB stripe display means that while the resolution is slightly lower each pixel has independent sub pixels unlike the pentile arrangement) at equivalent resolutions to the PSVR2, however the trade off is that with compression you get less detail in the distance and compression artefacts. The more you increase the bitrate, use encoding like HEVC 10bit or double pass encoding the more overhead there is and the less the benefit of being able to get away with less supersampling helps. I also find the eye tracking more accurate in the PSVR2, in the QP I will frequently look into the region that is low resolution before it catches up, that basically never happens in the PSVR2. Ultimately I think before the introduction of DFR the PSVR2 was a tough ask for DCS. You needed to pump so many pixels that it was tough to run without making major sacrifices. Now with combining DFR and DLSS with the transformer model the performance to run 90fps+ at high supersampled resolutions is there for those with high end systems.
  2. On my Quest Pro I have a dedicated router in the same room as my PC and headset and run virtual desktop with 10 bit HEVC at the maximum bitrate the Quest Pro supports and use adaptive quantisation and 2-pass encoding in the host side options. With that setup it runs well and the colour banding is minimal. There are still some compromises compared to a direct DP connection, though the only headset with a similar feature set and price (PSVR2) has a different set of compromises to make. I end up moving between the two depending on my mood… until I eventually decide to spring for a Pimax Crystal Super.
  3. I’ve removed the face gasket on my PSVR2. It doesn’t give the same view of your HOTAS that you get underneath or around the QP but it is helpful to orienting your hands to your controls particularly to flick switches on the throttle base.
  4. I’ve used the HP G2 (and the G1 before it) and the PSVR2 and I would say; - Comfort - the G2 is a bit heavier on the face but sits on the head better than the PSVR2, so both have pros and cons, with the globular cluster though the PSVR2 is super comfortable and being light is a big plus - Colours - no doubt better on the PSVR2, OLED is just so much better than LCD when it comes to colour and contrast - Resolution - here the G2 has the PSVR2 beat. The G2 has a higher resolution display and that display is full RGB stripe so things are sharper. Both suffer from having older fresnel lens designs so have relatively narrow sweet spots. - Depth perception - is probably a bit better on the PSVR2 - Performance - now this is a tough one. Because you can run the G2 at 60Hz, and you don’t need to supersample as much without foveated rendering the G2 has better performance. You simply don’t need to pump as many pixels as quickly to get a similarly sharp image. However with dynamic foveated rendering that performance gap can be bridged and overcome. Which is better? Some will say the G2, particularly if sharp image is the priority, for others though the colours and DFR on the PSVR2 will win out.
  5. If you’re in the sweet spot I find that the loss of sharpness is pretty minimal looking around the cockpit. Like if I’m scanning instruments I don’t really notice it.
  6. I was blown away by the F-14 cockpit at that resolution. Everything is really crisp, the dials all comfortably readable and by using DFR and the transformer model DLSS on performance with a 4090 it runs almost locked at 90 fps (usually if it drops it’s CPU and that’s despite running a 9800X3D and 64gb of RAM). Also @Qcumber if you find things look good at the sweet spot but struggle to keep it there consider getting the globular cluster head strap for the headset. I was struggling to keep it in the sweet spot, now I have the globular cluster setup properly it’s easy to get it there and keep it there.
  7. The magic comes not from any technical wizardry but from how our brains perceive latency. When repeatedly exposed to latency of up to around 150msec our brain adapts and we perceive events such as our motor input on the controls and the visual feedback in the headset as being simultaneous. That however does not make the events simultaneous in reality and means that for things where a delay could be significant (like say oblique gunnery in BFM) the effect is still there even though we don’t perceive it. So when someone says they can’t feel any latency with a standalone headset they are entirely correct, they can’t feel it. That doesn’t mean however it isn’t there.
  8. With the Quest Pro; Comfort is awful unless you get a third party strap, I get a headache after a while. With the pancake lenses you get edge to edge clarity on the QP, as opposed to a sweet spot on the PSVR2 with its older Frenel lenses which makes things less clear outside that spot. The LED panels on the QP while lower resolution are sharper for things like text due to its subpixel arrangement (full RGB stripe) as opposed to the OLED panels on the PSVR2 which uses a pentile arrangement where some pixels share subpixels. On the other hand the PSVR2 has much better contrast, particularly notable on night missions where you either have grey black skies (with local dimming off) or lots of halos (with local dimming on) while on the PSVR2 it’s a true black and just looks spectacular. Other things like looking into the sun or bright clouds are much better on the PSVR2 when they get washed out on the QP. The other big difference is the PSVR2 is providing native display port output while the QP is sending a compressed data stream. Firstly there is an overhead to that compression (even though most graphics cards handle it very well) and there is decompression required on the headset side which eats battery life. The second is that no matter what people say I do notice compression artefacts, particularly on things like the sky. Another factor I noticed is that the stereoscopic vision is better in the PSVR2. It reminds me of when I first put a Rift S on and was blown away by that feeling of being in the cockpit. The Quest Pro feels a lot more like you’re watching the game on a screen to me. Ironically both are helped a lot with a third party strap, the quest pro can be made more comfortable (albeit still not brilliant), and the sweet spot issue on the PSVR2 is helped a lot by having a third party strap so you can get it stable on the sweet spot. I use the Globular Cluster kit on both headsets. The way I would summarise it is that if my absolute 100% priority was having the cockpit as sharp as possible I would go QP over PSVR2. On the other hand if the environments and immersion are the most important thing (which to me is kind of the whole point of VR) the PSVR2 is by far the better of the two now that the performance can be so good. Do a nighttime cat shot in the PSVR2 and you will understand.
  9. A bit of a late reply, but I have both the Quest Pro and the PSVR2. The Quest Pro still has the better edge to edge clarity (those lenses are something else) but in basically every other way the PSVR2 is better for DCS. While I have to suspect the high end headsets will be better; from a value standpoint in DCS having a wired headset with OLED panels and eye tracking support for the price is incredibly good.
  10. I think in part because you have to do a little more to get the most out of the Hornets radar, but if you do that more you get a whole lot more back. The Vipers radar is pretty good with doing nothing (though I hate the way TWS works in it), while the Hornet you have to deal with its quirks a bit.
  11. Not sure if this is a bug or it was some form of damage from over stressing the airframe but after pulling behind a Mirage 2000 in BFM and destroying it with guns (and not as far as I could tell hitting any debris) my F-15E continued to oscillate like it was still in the wake turbulence no matter what control inputs I made. I've included a track file of the incident (including my horrendous BFM skills). Anyone noticed anything similar? Edit: To save having to watch the whole track it is right at the end in the last minute or so. wEIRD.trk
  12. Yeah I have to agree. It just feels amazing. I particularly love how clear the HUD is and the UFC is so good (I am starting to love the old school UFC). Yes there are some issues, and it's far from complete, however it's a great start.
  13. Thanks @mbucchia for your work on this. It is fantastic, running it with my Quest Pro gave me a nice performance boost, and enough that I have gone from 90Hz forced to 45Hz to 72Hz with ASW switched off which is nice. Even over Sinai in a Mudhen with stuff happening all around. Still tweaking the settings a little bit to find the exact right balance, have turned up the render scaling in the center a bit and down in the peripheries (it's so rare that I actually catch the foveated rendering missing). It also makes me feel better about the Quest Pro compared to the upcoming Quest 3 so that's a bonus.
  14. I replaced my warthog throttle with a winwing Orion 2 recently and while it’s a nice upgrade, it doesn’t really compare to the difference the QP makes over the Reverb G2. It might be worth waiting to see what Meta announce at the upcoming event, the Q3 might be most of the feature set for a more reasonable price, particularly as some of the features (like DFR) which might not make it to a consumer level headset don’t work in DCS. Sent from my iPhone using Tapatalk
  15. Could just restrict mobility no matter how much you move… which would add some nausea so make it a really visceral experience. Sent from my iPhone using Tapatalk
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