

Nagilem
Members-
Posts
386 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Nagilem
-
That definitely would change the perspective on chasing down migs with guns only hahahahaha
-
Congrats to the OP by the way! and welcome to the VR club. As some one said, you will never go back! If you want to know some additional tweaks and settings from other O+ users, you can try this thread. https://forums.eagle.ru/showthread.php?t=239020&highlight=nagilem
-
For those wondering about the O+ vs the Rift S - I would say as an O+ user, that HMD is good, not great. On tracking - With a lighted room, the head tracking is good with some occasional glitches. The resolution is good in cockpit - I can read all gauges and DDIs; the AMPCD is a mess with the map up, but fine with the map off; the hud and JHMCS is good as well. Spotting outside is ok. planes at distance (~10-15nm) are visible though very small (think size of a pixel); The anti-sde screen makes details fuzzy. Once aircraft move to 1-7km, I still can't visually discern aircraft that look similar shape wise, which is frustrating. Ground targets are near impossible to spot, and buildings are visible, but make sure you have your objects setting to better than high, ultra, or extreme or they disappear at ~7-10nm on high (this feels very short at +20K ft in altitude). I can make out the iflos at 1km but really seeing clearly is a challenge until I am almost at the wires. All of this seems on par with what I've heard so far with the Rift S. I think the head tracking may be better with the Rift S, but the resolution sounds similar, so I don't think it would be worth moving to the Rift S from an O+ for me. YMMV
-
in a word - differentiation They needed their product to be more differentiated in the market. All these headsets are looking the same from a marketing standpoint. The channels for sound are different without the standard over ear headphones. To me this, along with the fixed IPD pushed me toward the Index. I have one on preorder. From what I am hearing from the review, the 'upgrade' for those with CV1 was good, but not sure it would have given me a better experience than the Samsung O+ I already have. I can already read everything in my cockpit with the O+ (albiet slightly fuzzy), and I am sad to hear that he didn't get much improvement on distance objects, which is also a challenge for me with the Anti-SDE screen on the O+. I can spot ok, but aircraft aren't sharp enough to identify unless they are less than a mile away, which is way too close to be wondering if you should fire or not... I suspect the Index will also not be light years better than my O+, but just slightly better. I guess I'll have to wait to see.... Congrats to those of you who are receiving your Rift S! We live in miraculous times!
-
@Silver_Dragon - and that right there is why I love DCS and say thank you again to the team that keeps making this thing better and better!
-
I think the scale from $1.5-4m kinda covers the gamut. F-18 would be higher given the more systems to model. A-4 on the lower end. One other point of clarification - Devs to me = programmers, artists / modelers, and consultants (someone who can provide experience from the aircraft). So much goes into these modules - more than we all probably realize.
-
Just wondering - does anyone else have ATTH AP issues where when you turn the Attitude hold on, the VVI sinks 3-4 degrees before staying put? This happens all the time to me in BOTH level and pitched up flight. I don't think its speed related as it happens without any airspeed change, and happens immediatlely after I turn on AP and let go of the stick... It's not a joystick thing because I can put the plane in level flight and let go and not have the VVI sink... Only when I put AP on. I also have a similar issue of drift with ATC - I set ATC for say 350kts and within a few seconds, the speed drops off to 348 or lower without any change in attitude. This is in level flight. This started up after the last few OB patches. Not sure if its maybe something with my setup or maybe that its a realism thing...
-
@blkspade - that makes sense. I know the 2v1 isn't realistic, but I also can't say it won't happen from time to time. I guess I'll have to stretch the first shot out a bit - maybe 20nm to get bandit 1 defensive then turn on bandit 2 before I get within 15nm to aquire and get the second shot off. Not sure if the first missle will be pitbull in that time... I'll try it out and see how it goes... Thanks all for the comments. I had a feeling that TWS would likely be the best answer. I hope that releases soon.
-
In the heat of all the comments, thread debates, and constant demands for 'when', I wanted to take a moment to express my heartfelt thanks to all of the great people at ED bringing this game to life. After watching earlier communities fail and other great endeavors fall flat, or worse, close up shop never to be heard from again (MicroProse with F4 for example), I am humbly grateful for what has been done to date and for all of the hard work and care that is being taken in continuing the development of this awesome sim. I get how hard what you are doing is, and I thank you!
-
Some points of clarity - I used US resource pricing, which means it might be done for less. 75% less I doubt, and I seriously doubt that $500k figure given the complexity of the software and the time it takes to make a fully functional module (not EA). Also - Don't forget that employers have overhead like taxes, benefits, licenses, hardware and software for development, and other costs that also add up per employee. Given the time it takes to get modules through the door, I still think $1.5-2M with the assumption of foreign labor at lower cost as still a valid ROM (albeit low) for such a large and complex undertaking. The reason you take this on as a company is boilerplate sales - you write the code once and continue to sell that same code in perpetuity. And hopefully reap additional future benefits creating 'new to users' material with the same or slightly modified code.
-
I loaded up the MSI afterburner software a few weeks ago, and noticed I wasn't crushing the 2080ti card I have. I am using a Samsung Odyssey + with WMR and SteamVR for Windows. I consistently got 12-15% CPU utilization with~65% GPU utilization with 40-45FPS almost everywhere. I do have the SteamVR set to reprojection. No SSAA or PD set outside of DCS (Steam at 100%). I set PD to 1.3 inside DCS. I'm not sure I have any ideas for how to try something different as I do not think I can launch DCS without SteamVR and see anything on my HMD. I'll take a whack at changing a few things this afternoon to see if I can reproduce this issue with a WMR headset. I don't think this is restricted to Pimax alone...
-
I've been playing around with A2A quite a bit and have been struggling with 1 v 2 (or more)engagements where I have to engage multiple targets. So my question - how do I get multiple shots off on the first engagement? I've primarily been working on this with AIM120Cs since I don't think multiple shots is really possible with AIM7 (missile support required until impact). Right now, I setup one target, STT that target, take the shot at ~16-20nm, notch supporting missile, until TTG, then work to find the other target after the first missile is active - which usually turns into a merge and me getting shot down because I can't find the other guy before he starts lobbing IRs at me :). Just looking for some ideas on how to get better. I'm starting to wonder if I am missing something... Any thoughts are appreciated.
-
I would guess 6-8 Devs with a PM full time for 2 years. That would be ~30-35k manhours with a general cost of $125/hr. including benefits in US (other places may be cheaper but with other overhead costs) So ballpark rom for me would be in the $2.5-4M range not counting any other significant costs (infrastructure, dev tools, licensing, etc.). Those things could add up to $1m or more.
-
A wingmate of mine just posted this... Interesting findings... I am also seeing my 2080ti card peg at 65% with a WMR headset. I'll do some testing tomorrow but it looks like there is a bug somewhere... Not sure this is new or not, and maybe there is already a solve.
-
I was lucky enough to get into the preorder. Hopefully I see the headset before the end of June.
-
I would say only if we can keep them from spamming the channel LOL
-
I am so very sorry to hear about your husband. I live in Gilbert and would be happy to help you with his equipment. Please PM me and we can work out how I can help.
-
Yup. Wing, hope and a prayer.
-
@hansangn - I own the o+. Its good. Like a solid b good. Good resolution, deep blacks. My only complaint is the softness for objects in the distance. SDE is low but the trade off is that general softness. I have an index on preorder to see if it is better.
-
Nothing in the Ui - Turn on motion reprojection https://forums.eagle.ru/showthread.php?t=238832&highlight=Steamvr+motion+lua
-
Yea - I just went through it all again. For me, I put all of the NVidia settings to either off, app specific, and also added max performance on energy efficiency. You're right Ravenzino! it does make a big difference. Inside SteamVR, I moved the slider back to 100% SS and also turned most of the other components off (same as the 1st post). Inside DCS I tried a bunch of stuff, PD 1.0, SSAA, MSAA x4, shadows low, shadows high, etc. For me, all textures on low, shadows flat, PD 1.3 with MSAA x2 and AA16 looks and performs best. Anything else microstutters for me which kills my immersion or looks really blocky if I lower PD. SSAA had no impact on visuals and killed my frames bad so no go. Once they fix the Terrain engine, I want to get MSAA x4 up as that looks even better and seems to kill some of the fuzziness for objects in the distance. Interestingly enough, my vid card and processor aren't pegged in free flight. Processor is sitting at like 10% (not surprising since DCS uses only one core) and GPU around 50% on average. I am seriously hoping for VR optimization AND Vulcan. Those both happen and we will have a great experience in VR.
-
Oh and I received the StudioCreative head strap. That combined with the VRCover has been awesome!
-
Thanks for providing your settings! I'll try those settings... For me any high textures beyond the water seems a waste. They don't really provide any better view of the ground or of the aircraft. To me, everything seems soft. YMMV If I turn on MSAA and SSAA in control, the pic stutters bad. Shadows also kill my frames. IF they are working for you, good on ya! Not working for me. I think that may get a fix at at some point. PD of less than 1.3 looks very blocky to me. I don't like it so I've kept it at 1.3. I'll try it again with SSAA and MSAA set (1.5 and x2)
-
I think xtal would have some serious buyers if they could cut the price in half. At $2500 I think they would have orders out the door and then some.
-
As a Samsung O+ owner, I am struggling more with outside the pit clarity than in. I can see the gauges, hud and DDIs, what I can't see well are any units outside 5-7 nm. That, and having the headset move as I pivot my head to see my six and have the sweet spot go out - feels like looking through coke bottle bottoms at that point, and equals an automatic loss of sight (and with it, the fight) I am squarely on the fence. My primary use case is DCS - I may play other games, but it will always come back to DCS. I like both Oculus and Valve because they are the primary software developers... Not sure I want another WMR, as that has been rather difficult at times to make work consistently. I think I may have to wait for further reviews. I don't think I want the Reverb or the Pimax 5k+. Too many software issues for me.