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JoeyJoJoJunior

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Everything posted by JoeyJoJoJunior

  1. Hello all, Managed to snag a cheap one on e-bay. Just wondering a few things I'm observing are normal? (1) At certain areas of the joystick travel, the motors emit a high pitch squealing noise. (2) When I move the joystick around, the motion doesn't feel completely smooth, almost like I can feel the stepping of the gears. edit: For (2), it occurs even when the ffb is off. Thanks!
  2. I've had luck with Settings->Beta->Restart Oculus in Home to solve this without a reboot.
  3. Same canned response they've been giving for days, and that they have up on their site, unfortunately. I'm really hoping it's just a firmware fix.
  4. Enjoying the campaign quite a bit, but stuck on this mission. Had no issues with the previous missions where I had to sling cargo. But on this one I can't get the load even a mile before it starts oscillating wildly. I tried to go really slow and steady but no luck. I'm not making any sudden movements with the chopper. Is it because the load is particularly heavy? Any tips on how to prevent this from happening?
  5. If you don't mind the audio situation, yes. I am happy I upgraded. Clarity and sharpness is much better. Much less screen door effect, and severely reduced god rays. At 1.0 PD, the Rift S looks faaaaar better than the CV1 at 1.5 PD.
  6. How are people finding the headphone amp in the S? My Etymotic HF5s sound terrible. At any reasonable volume, there is distortion, especially with bass frequencies.
  7. I'm finding the halo way more comfortable and secure. Are you wearing the back down near the occipital bun, similar to the old strap?
  8. Software IPD is a completely different beast. It can't replicate the act of actually moving the lenses and the displays. The optics are sharpest in the center, and if you want that center to match everyone's pupils, you have to be able to move the screen and panels accordingly. This is impossible with the Rift S because it uses a single panel. Software IPD affects world scale more than anything. It's not going to be able to correct for a severe IPD mismatch. Have you measured yours? I've spent a few hours in the S now. I had a lot of trouble getting a good image it first. I was getting a lot of pupil swim (world distortion when moving my head side to side), and stutter. I found most of it was related to fit and position. The headset has to be stable and not moving around, and you have to make sure the headset is vertically and horizontally aligned with your pupils. Of course the closer you are to the optimal IPD, the better. A good test is to look at the left and right edges of your fov while staring straight ahead. You will inevitably get some blurring at the edges, but if one side looks clearer than the other, your headset is probably off center horizontally.
  9. Presets are crap TBH. Here are the FPS killers in VR, in rough decreasing order of fps hit (imo of course): pixel density shadows msaa draw distance water quality Make sure SS is at 1.0. You're better off increasing pixel density. I would start at 1.0 pixel density (i.e. native headset resolution) at first before worrying about boosting that. Tweak the rest until you can get at least 40 fps. Also, there is a DCS update coming soon that promises much better VR performance! edit: One more thing I forgot. Check out Kegetys VR mod: https://forums.eagle.ru/showthread.php?t=215373
  10. I mentioned it in my post above. Oculus Tray Tools
  11. Post your graphics settings, FarmBuyer. You should also grab Oculus Tray Tool. It has a performance overlay that can give you your FPS in VR. The Rift S's native refresh rate is 80Hz. If the game can't run at 80fps, it drops to 40, and the Rift extrapolates every second frame to generate an 80Hz image (this algorithm is called Asynchronous Space Warp (ASW)). This allows for pretty smooth performance even when you can't hit the native refresh. If you can't maintain 40 however, then you will get some pretty awful stuttering. DCS is VERY demanding in VR.
  12. Have you tried increasing the "Res of Cockpit Displays" setting?
  13. Not him, but I used to use a mouse. I recently switched to an AHK script. I use modifier+hat to bind left/right click and mousewheel up/down. Then I bound the paddle on my throttle to center the mouse near the bottom of the screen, which also brings it up and makes it visible. Then I just use the head-tracking to move the cursor around. Works so well, and allows me to keep my hands on the HOTAS. edit: Here's the script if you're interested. Left/Right click I bind directly in DCS.
  14. For what it's worth, I had previously measured my IPD with this method: https://www.zennioptical.com/measuring-pd-infographic And it's pretty bang on with the app, give or take half a mm.
  15. I used GlassesOn for Android. Was completely free. Most of the other apps seemed to be paid.
  16. You could have an asymmetric ipd. :(
  17. If you're a reviewer you probably got to try quite a few headsets that look much better than the CV1, so the difference won't seem as huge.
  18. I wonder how many headsets this thread alone has sold :D Mine comes in tomorrow. Thankfully my new job allows me to work from home so I'll be here to get it.
  19. Yup shadows hit FPS hard, and draw distance as well. You'd benefit a lot dropping to High probably. Pixel density is the resolution. 1.0 PD means the default resolution for the headset. Values >1 render the game at a higher resolution. Very hard on GPU but can increase text clarity. Was pretty much essential for CV1. Not sure about S since I don't have mine yet :)
  20. YouTube always uploads the crappy version first, and then the higher res ones take a bit of time. If you just leave it, it will eventually show up.
  21. It doesn't affect anything in VR, so it doesn't really matter. It's just the resolution of the mirror on the monitor. Theoretically lower res is better since since it would use less resources but it's probably negligible.
  22. I think we'll inevitably see an add-on headphone accessory, if not from Oculus, then 3rd parties.
  23. Common to all VR headsets, known as the "sweet spot". Some are larger than others. 50% is definitely bigger than the Rift's, and people are saying the S's sweet spot is larger, so that's good news. PSVR has the biggest sweet spot I've ever seen in a headset because they don't use fresnels.
  24. Well, I pulled the trigger on one. FYI, Microsoft Store offers a student discount if any of you want 10% off. Really didn't expect to be getting a new headset so soon, but I'm pumped! I'm pretty immune to the honeymoon effect as well...if it's not a clear leap over the CV1, I'll probably send it back. Will post my impressions eventually.
  25. I'm really shocked by the difference in reported clarity. I knew about the whole subpixel thing, but other LCD screens that are even higher res than the Rift S like some of the WMR headsets didn't get nearly such rave reviews. Maybe the optics are that good to? In 24 hrs I went from definitely not buying a Rift S to staring at it in my cart. I was thinking HP Reverb, but then I'd need a 1080ti, and non-sit down games will suffer from the poor WMR software and tracking. This could be a nice little stopgap...someone tell me they hate it and save my wallet :helpsmilie:
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