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Rosebud47

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Everything posted by Rosebud47

  1. Yeah, this is a dead end.
  2. @Baldrick33 Thanks for sharing your impression and solving the relation of different figures. There surely need to be done proper testing, which I want to, when I find half a day space to do so. So far we are just sharing and discussing impressions, which is not science, but at least makes us understand the whole thing a bit more and maybe we could get to individualy better results by try and error.
  3. That´s great! Also got the impression that the SDE had become a little more visible - I usually don´t see any SDE in the P5k+, but after your comment, it could be also an indication of a more clear and crisp image... need to put more attention to this. When I got more time, I will make some before/after screenshot with the steamVR mirror. After every DCS update, the edited stereo.lua will be overwritten with the default stereo.lua. Having a copy of the edited values to put in again after every DCS update is recommendable.
  4. Yes, me too wondering why the lua values are so much different. Have you restarted your system after you´ve edited the .lua? I think it´s necessary, as windows mixed reality for steamvr need to be restarted, respectively openVR of steamVR, which connects to openVR within DCS. Yes, it´s the values for left eye: left, right bottom, top and the same for the right eye - I´ve took the values from hmdq, right eye head and left eye head. Don´t know if there´s a difference to the values hmdq, left eye raw/right eye raw. Yeah, me too didn´t long time test and back and forth test etc. but got the impression that these values work much better for me with the P5k+ in normal FOV mode ( approx 150° horizontal FOV ). If you don´t see a difference on first view, first means that there´s nothing gone completely wrong by editing. The first thing which came to my eyes was a less flat landscape - mountains appeared more massive ( and more real ). Take a flight close to the caucasus mountain area and especially if your observation into the depth of the picture has been slightly changed. Maybe it does not at all, maybe only so slightly that it is not so much perceivable with a narrow FOV, maybe I´m nuts and talking s***. So far I like these new settings - looks better to me, but need to do some more flights and have a look for a viewpoint, which obviously changed to a better more natural perspective from the viewport settings before. Would be glad, if you would share your impression after some more flights even, when there has nothing changed.
  5. The values are not in the log file. You have to execute hmdq.exe via an I/O system like windows console and then hmdq returns the specific values of your headset into the console ( in former times we named it the Dos-Box of Windows ). I could imagine that nowatimes people are not used to handle console inputs. If you are still interested in this and google couldn´t help, please give a sign and I´ll try to support you getting the values of your headset, but you have to find and identify the windows console first to browse to the directory, where you have copied the hmdq folder and its .exe.
  6. Open with an editor in windows administrator mode the ´stereo.lua´ located in ...\DCS\config\MonitorSetup\stereo.lua exchange the default values in red with the ones with the ones you get from hmdq: _ = function(p) return p; end; name = _('Stereo'); Description = 'Stereo render two viewports for left and right eye respectivelly' Viewports = { Left = { x = 0; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; eye_shift = -0.032; --tans of side angles projection_bounds = { left = -1.742, right = 1.346, top = 1.270, bottom = -1.270, } }, Right = { x = screen.width * 0.5; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; eye_shift = 0.032; --tans of side angles projection_bounds = { left = -1.346, right = 1.742, top = 1.270, bottom = -1.270, } } } UIMainView = { x = 0; y = 0; width = screen.width; height = screen.height; } GU_MAIN_VIEWPORT = UIMainView What I am wondering about is, that the default values are so small like 1.xxx and the real values are much bigger like 50.xxx ... I think the default values are kind of one-size-fits-for-all, what might have worked for the very first generation of VR headsets, but especially for the wide FOV HMD these values are off and need to be customized to reach the potential of your device and for proper graphical fidelity. Here´s the sensitive part in trying to adjust the values: Personally I only trust hard facts, things which could be measured at any time, every place, reproduced any time, every place or followed up any time, any place - but at this point we´re only dealing with perception, what is more subject of personal impression, than common hard fact. But beside the one-size-does-not-fit-to-all compromise, there must be a technical explanation for the FOV and how off values it result in perception - I don´t have this technical explanation, but would think of kind off effect of magnification glasses, if the FOV is off set, respectively narrower than the physical limitations. In VR you don´t perceive the magnification effect, as you don´t have a negative to compare to the positiv. After putting in the values from hmdq, me got the impression that the perception of depth in the image has become much more accurate and ´widely´ - the first flight in DCS with these values reminded me instantly of some TV documentation, where people fly at 500 ft. filming the ground. Also before, I always fiddled around with the IPD settings in DCS, as the cockpits appeared to tiny, like filigree toy cockpits, so I have had used the IPD setting as a world scale to by lowering the IPD setting to get a more accurate image ( which has also negative sideffects ). Maybe with regular FOV HMDs the effect of correcting the values is not that much perceiveable, than with a wide FOV HMD, but at least it should be better than the one-size-fits-for-all values. Would be interesting to read if you could see a difference at all. Edit: openXR solves this problem, when it is implemented in the driver of the headsets ( Valve, Microsoft and Oculus already stated, that they will implement openXR ) and implemented into DCS world. DCS world would then directly interacts with the characteristics and specification of each specific headset to set up the right values for rendering and adjusting the images in VR.
  7. I don´t have your problem - pain is my only brother.
  8. I don´t think so. Personally I´m not very convinced of any handtracking module in combination with DCS, as I expect it to be very fiddly and error-prone. As far as I know only captoglove handtracking is supported by DCS, but it´s hard to find any valuable feedback on its functionality.
  9. Rosebud47

    hmdq

    ´hmdq´ is a small tool which reads out detailed values and figures of your HMD ( Head Mounted Display ) It could be downloaded for free: https://github.com/risa2000/hmdq/releases After downloading and unzipping, simply execute the application, while your headset is connected and running. ´hmdq´ now creates a log file. Now open the Windows console ( Windows DOS-box ) navigate to the folder, where the hmdq.exe is and execute the hmdq.exe. It now shows in the DOS-box all relevant information of your HMD like in the screenshot attached ( which is the configuration of my P5k+ ) The interesting infos are the ´real´FOV settings of the HMD. In next step I´ve copied the FOV values from hmdq to the stereo.lua in DCS and have overwritten the values for FOV left and right eye in the stereo.lua ( the ´stereo.lua´ located in ...\DCS\config\MonitorSetup\stereo.lua ) with the values from ´right eye head´ and ´left eye head´ of the hmdq dos-box. Now, I don´t want to convince people - everyone has to trust his own eyes... At this point I´m quite struggling to share my impression, but so far it seems that everything looked more right to me, with the exact FOV values. It´s difficult to describe. Most visible is the structure of the landscape, like small hills, big hills mountains, etc. Also I think the dimension of objects in relation to the distance from the viewing point is more correct... I would say it looks better with the real FOV values of your HMD, but again: everyone has to make an impression of his own. Didn´t put it in the Pimax thread, as it works for every HMD and could be of interest especially for HP Reverb user, as the Reverb got an 1:1 ratio. Edit: after editing the stereo.lua I would recommend to reboot your PC.
  10. I would say, there are pros and contras, if you defenitely want to look for it, but perceiving DCS through a high-res monitor on your desk is a totally different thing from VR.
  11. only the pilot seat limits your view ;)
  12. Yes, when set stereo_mode_use_shared_parser = true the clipping only appears on the left eye at the outer edge. There the whole ground textures are affected and disappear completely, so that the underlaying water textures get visible. But different from the cloud clipping issue, which takes place in the center area of view, the clipping with set stereo_mode_use_shared_parser = true appears in a approximate 15-20% area on the left outer edge.
  13. But when the issue appears as well on the monitor, it seems to be related on the graphics engine. Technically for the game it is not so much an issue, but when I fly in my MiG in the sunset over the mountains and deserts in Nevada in VR, I really live that moment while watching this honey clouded sky melting with the night ... as long as no flickering cloud appear.
  14. Confirmed! I was wrong with claiming, that the flickering clouds are completely gone with correct IPD setting. Still there at a certain distance, but with a bigger world scale due to lowered IPD setting in DCS, there are too flickering clouds at a closer range. @Magnatilla: Really? Even without VR? So far I thought it was a VR related issue, specifically with the canted displays in the Pimax ...
  15. Heute werden auch Actionfilme nicht mehr so erzählt, wie in den 80ern. Denke schon, dass Top Gun 2 da zeitgemäß mit modernen Erzählabsichten und Subplots kommt. Neulich wieder "Flug durch die Hölle" gesehen - geile F-6 Action, aber die angestrengten Dialoge waren einfach nur lachhaft.
  16. Yeah :), waiting for INS alignment in the Harrier is hopefully for a much better precision than a modern smartphone provides :huh:
  17. There´s a gyroscope in every HMD, which translates the 3DOF headmovement into the VR environment. The inside-out-tracking cameras work as Harlekwin mentioned, by detecting contrasts in their view to translate the 6DOF body movements. Beside darkness, where is no or less contrast; mirrors, glass windows or plain surfaces could interfere with a proper tracking solution for the inside-out-tracking.
  18. In the following video Neil Trevett from Nvidia explains openXR. Since VR got popular with the Oculus Rift and HTC Vive, openXR is by far the most significant milestone in the development of VR Hardware and Software, I think. And it is very much needed to come over the mess with different VR platforms or so called ecosystems. As well the implementation is very promising with regard to performance ( for sure in combination with Vulkan ) and visual quality in VR. Hope ED won´t miss to be on first place to get all the support to implement openXR into DCS.
  19. Rosebud47

    FPS Drops

    Thanks Alec, much better performance without wake turbulance and cockpit global illumination with the MiG.
  20. try to deactivate in Steam Options ( not steamVR! but Steam ) the option for bigscreen overlay and/or ´start steam overlay for non Vr games ...´ maybe it helps ...
  21. If you go into Pitool under ´Games´ and Import the DCS.exe from the the DCS folder, you should be starting DCS from the desktop icon without steamVR loading. Maybe after editing the profile.json the setting need to be saved also via Pitool or maybe it is more advisable to edit the profile.json as well in administrator mode... anyway as long as it works everything is fine. The flickering cloud still appears, but it is not so "often" when the IPD setting in DCS is the same as with the Pimax ... but don´t take this comment as hard fact, it´s more an observation as I had different IPD settings before and the impression of more often flickering clouds and contrails. @Evilbert the new Pitool beta works fine for me - don´t have this problem.
  22. Steam is only needed because you do need SteamVR, but SteamVR does not need to be executed to run the Pimax with DCS, but SteamVR ist still inactively determining the render resolution you´ve configured in SteamVR. edit: wait... do you mean you don´t have steam or steamVR on your system and run the Pimax natively with DCS? Have never tried if this is possible ...
  23. A small step-by-step guide for better clarity/3-D effect and performance with Pimax5k+: 1.) set in Pitool Render Quality to 1.0 or 1.25 2.) open with an editor the profile.json located in c:\user\*yourusername*\AppData\Local\Pimax\runtime\profile.json set the value in line "FOV_outer_adjust_degree" : -2.32 ( default value is "10" instead of -2.32 ) save and close the profile.json. Reboot windows/PC 3.) start SteamVR Under ´Video´ enable ´manual override´ and set the slider to 30%. if you have set render quality in Pitool at 1.0, steamVR at 30% should now result in a render resolution of 2560 x 1440. If you have set render quality in Pitool at 1.25, steamvr should now result in a render resolution of 3200 x 1800. I would recommend to set Pitool to 1.25 render quality. 4.) open with an editor in windows administrator mode the ´stereo.lua´ located in ...\DCS\config\MonitorSetup\stereo.lua exchange the default values with the following ones marked with color for normal FOV with Pimax5k+ _ = function(p) return p; end; name = _('Stereo'); Description = 'Stereo render two viewports for left and right eye respectivelly' Viewports = { Left = { x = 0; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; eye_shift = -0.032; --tans of side angles projection_bounds = { left = -1.742, right = 1.346, top = 1.270, bottom = -1.270, } }, Right = { x = screen.width * 0.5; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; eye_shift = 0.032; --tans of side angles projection_bounds = { left = -1.346, right = 1.742, top = 1.270, bottom = -1.270, } } } UIMainView = { x = 0; y = 0; width = screen.width; height = screen.height; } GU_MAIN_VIEWPORT = UIMainView And for large FOV with Pimax5k+ following values: _ = function(p) return p; end; name = _('Stereo'); Description = 'Stereo render two viewports for left and right eye respectivelly' Viewports = { Left = { x = 0; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; eye_shift = -0.032; --tans of side angles projection_bounds = { left = -2.769231, right = 1.346154, top = 1.269841, bottom = -1.269841, } }, Right = {x = screen.width * 0.5; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; eye_shift = 0.032; --tans of side angles projection_bounds = { left = -1.346154, right = 2.769231, top = 1.269841, bottom = -1.269841, } } } UIMainView = { x = 0; y = 0; width = screen.width; height = screen.height; } GU_MAIN_VIEWPORT = UIMainView Save in administrator mode and close. Note that the stereo.lua editing need to be done after every update of DCS. For further image quality improvement, I would recommend to increase PD in DCS in small steps, as long as you are fine with the performance of your system/settings.
  24. With the recently released openXR API, there appears a new oportunity to improve perfromance and visual quality for VR and native support for every VR headset. Hopefully ED will not miss to implement openXR into DCS to take advantage of the new API.
  25. I don´t know, where to put it, but just read some interesting news: https://www.khronos.org/news/press/khronos-releases-openxr-1.0-specification-establishing-a-foundation-for-the-ar-and-vr-ecosystem As far as I understood, openXR should be the replacement for openVR and unifies the interface for every VR device compatible to openXR. So far sounds good, let´s see what´s coming up in future ...
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