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Everything posted by Secoda
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I am learning the Huey in the Reverb and it is spectacular. I have half a dozen hours in an R22 from 15 years ago (enough where I could hover it a bit). In VR it's just like being there and reminds me so much of the handling. I can't go back to a flat screen.
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No hurry - I think we will have these for a while. Mine is plugged into a 3.1 Gen 2 USB port. I did also isolate the cable before the PC so you can't yank the cable and move the plugs at the PC.
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I still have my Lenovo Explorer (1440 x 1440). My Reverb is plenty bright. Especially when the sun hits the cockpit panel (too bright). I have read complaints about some going dimmer at times. It seems maybe yours is stuck there? I would be curious what you are getting for FPS in the F-18 both with terrain rendering and just sky once you get it setup as well as Naruto. The short cable from the connector to the headset is isolated (zip tied and attached with the clip HP has there) with a loop in it. I am afraid to touch it. lol The way it is looped it is very stiff and doesn't move when you touch it.
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If it stays running long enough I would be curious as to what FPS numbers you see (with your high-end rig) with the F-18 in free flight mode both with terrain in view and just the sky. TIA.
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New official NVIDIA dates on the Super series. No mention of a 2080 Ti Super date yet but the price should be similar to the Ti but a lot more powerful. I suspect that a new CPU would be in order too. :D For me the Reverb is running great on a plain jane overclocked ASUS ROG STRIX RTX2080 which did rate as the fastest one out. July 2: Planned announcement day for all graphics cards (RTX 2060 SUPER, RTX 2070 SUPER, RTX 2080 SUPER). AKA soft launch. July 9: GeForce RTX 2060 SUPER and GeForce RTX 2070 SUPER arrive on shelves. July 23: GeForce RTX 2080 SUPER planned to hit the shelves. [Tentative] https://www.ultragamerz.com/a-new-release-date-for-nvidia-rtx-super-2080-2070-2060/
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If it is running at 90 FPS or less than 45 FPS I don't want re-projection on. I really never see it drop below 45 FPS (red indicator) but it does hit 90 FPS (green indicator) when there is only sky being rendered on in menus or just SteamVR. (90 real frames per second are better than 45 real plus 45 virtual per second).
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The entire file... On the lenses these are plastic. Any type of solvent like alcohol can harm them. I have packets of wipes for when I go to the theater (or now use my home theater) for my glasses only and don't use them on the VR headsets (I have three of them). Oculus cautions against any liquids. { "driver_Holographic" : { // Increase back buffer size so that larger superscale values do not get a resolution reduction "renderTargetScale" : 2.0 }, "driver_Holographic_Experimental" : { // Motion reprojection doubles framerate through motion vector extrapolation // motionvector = force application to always run at half framerate with motion vector reprojection // auto = automatically use motion reprojection when the application can not maintain native framerate "motionReprojectionMode" : "auto", // Automatic motion reprojection indicator to display the mode currently selected // green = off because application can render at full framerate // light blue = on because application is cpu bound // dark blue = on because application is gpu bound // red = off because application running at less than half framerate "motionReprojectionIndicatorEnabled" : true, // Some people may experience increased discomfort such as nausea, motion sickness, dizziness, // disorientation, headache, fatigue, or eye strain when using thumbstick controls in Windows Mixed Reality. "thumbstickControlsEnabled" : false, // true = use thumbsticks for artificial turn/move, false = default application thumbstick behavior "thumbstickControlsReversed" : false, "thumbstickTurnSmooth" : false, "thumbstickDeadzone" : 0.25, // During some transitions (typically entering Home), controller events start accumulate and the system has difficulties to catch up // Settings a mximum age for a contoller input allows ensuring that the events queue does not grow indefinitely "obsoleteStateMaxTimeInSeconds": 1.0 }, "NoInterEyeRotation" : { "DOOMVFRx64.exe" : true } }
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Absolutely! Glad I got the Reverb before I started on the Huey. I switched back to the Lenovo Explorer (1440 x 1440) and tried it and it is a kick in the teeth with poor clarity now. It's definitely like you are in the Huey. Once you see it you can't un-see it. You can't ever go back to less clarity and less of a sweet spot again.
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Chatting with someone with a Rift S in my squadron and it has not been a walk in the park either. Sound familiar? It seems to get hot and have issues. He said a fan blowing on you is a necessity. I think the Reverb's issues are less because they shipped a lot less than Oculus did. Hopefully, Valve is learning from their botched releases. :-) "Any update on them Fixing the Black screen and flashing on the rift S"
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Yep - chatted with HP Tech support and they didn't know at that point (maybe last Thursday) if a revision would be done but it appears it may. They said wait until the dust settles and switch it out. The revised one may have issues as well (his words). :doh: Since mine works well there is no hurry. I have fought with Microsoft on my IT job for decades but since retired. :-) When they decided VR/WMR was now a critical product they helped it and hurt it. Because it still works even if poorly on the Odyssey's I suspect that lowered the priority on the fix from what I have seen in the past (may have been a hot fix if it didn't work at all). Over a month to release it doesn't surprise me at all. There were some other WMR problems (like a tilted or upside down display in certain circumstances I read among others) generated in 1903 so I guess it may be packaged with those.
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I have no doubt that Microsoft screwed up WMR and generated new bugs even if it's hard to notice on the Reverb with our settings. They mess things up with every update. Getting them to release the fix is another story. It can take them from weeks to months. I just hope they don't screw something else up when they fix the "RenderTargetScale" issue. It sounds like they broke a few other things as well.
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I am with you on very clear and no SDE on 1903. Now I am flying mainly the F-18 and Huey at the moment. That is very strange. :smilewink: We need something more definitive to check in Windows to tell if the issues is active in 1903. (I have read the test on mudspike) "SDE is back with a vengeance"
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It sounds like it isn't on now. "moving between 45-90" It doesn't do that in re-projection on. It will be stuck on 45 or 90 FPS (might flicker up or down 1 FPS). Shift your headset slightly around. I can always see the indicator at the very top left edge with shifting it a bit. If not it isn't on. In DCS with re-projection off it can hang at 45 FPS depending on circumstances for a bit but it will keep changing typically. You should have gotten a lens cloth with it to clean the lenses. I would not use anything else.
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I noticed a while back that the driver turns off the Reverb to save power and that stops the automatic "on" from the headset sensor so I went in and changed the power setting by unchecking that power management box under WMR devices in the Device Manager.
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Officially, HP says 63mm +/-8mm via software. I think that is a stretch. For best viewing I have read in some reviews +/-4mm or 59 to 67mm. You should be ok. 30 days to return if you don't like it. I am 64mm and I think the main difference I notice being so close to the physical setting is the sweet spot is large. Comment from the HP Reverb product manager (John Ludwig, global lead VR headsets at HP Inc.). I think I easily see a 30% boost in the sweet spot over my Lenovo Explorer. Ludwig noticed that with Fresnel lenses, HP found an inverse relationship between FOV and the lens clarity. “We went to asymmetric because it allowed us to lower the per eye FOV, which boosts the clarity a bunch and increases the sweet spot about 33 percent. Then we combined both eyes.” Ludwig explained. “Our binocular FOV for both eyes has gone up from 110 to 114 degrees, but we managed to boost the clarity because we lowered the FOV per eye.”
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I just received an email from HP to fill out a quality survey on the Reverb. (I ordered it very early on 6/1 and received it on 6/10) Despite the similar issues I keep reading about mine has performed admirably. I did zip tie the cable and connector to isolate them but one really shouldn't have to do that. I may wait a bit since I only have about twenty hours on it and some folks have seen things happen over time. I wonder if anyone will read it anyways? A chance to win a $50 gift card to HP. :noexpression: I was reading one other slight advantage to getting the Reverb Pro model. The warranty is handle by the business/commercial group which is more responsive than the consumer side. I have seen a few consumer ones in videos but it seems like mainly the Pros are being shipped. Anyone get a consumer model?
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The reprojection indicator stays green when the F-18 is pointed skywards but as soon as it lays over and much of the terrain appears it goes to a blue. So the FPS varies from about 60 to a full 90 in any condition I have tested with the Reverb. It is also green in SteamVR or at the DCS menu.
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I don't know what perfect might be in a VR headset with the lenses so close to your eyes. 8k or 16k resolution? They say 8K for a TV at normal viewing distances (it's all the human eye can resolve). :book: Also, eliminating any artifacts totally. I can still remember my mother telling me not to sit too close to the TV growing up. lol VR kind of breaks that rule. I wanted to be able to read the fine print, DDI/screens, and gauges and to see the distant airplanes, carriers details, etc. which I can now do with the Reverb. It's great. I came from the Lenovo Explorer which was 1440 x 1440 and the SDE and fuzziness fatigued me pretty quickly. I have done several three hour sessions with the Reverb and could go a lot longer if I could sit that long. SteamVR 3D movies are very good as are YouTube videos. The Desktop in the Cliff House from WMR is now useful from the Reverb. I have a nose gap (it doesn't touch my nose) but I can't peek out of it. I wish I could see the keyboard.
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You are right. I corrected my statement above. I may have seen just the green indicator a few times skyward. I will have to try it again. Are you noticing any ghosting or artifacts differences when on and off?
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Motion Reprojection thoughts. I still have it on and basically never see the red indicator come on. I am not seeing many of the artifacts or ghosting mentioned from old reviews (like a year ago) so I am wondering if [they] must be updating/improving it. It would nice if a change log existed of updates. So the green indicator comes on (reprojection shuts off) when the game is consistently rendering at the full 90 FPS or red when the game renders below 45 FPS (not 60 FPS). If you are not reliably seeing at least 50 FPS (with it off) and the red indicator is on a lot when it is on, it probably does not make sense to use it. It is really only beneficial in a range (at least 50 FPS+ but somewhere below 90 FPS. Even pointed skyward I don't see the red indicator come on as it stays in the 80-90 FPS so I think it makes sense to use it for the performance level of my setup with the Reverb. Your mileage will likely vary. I think if DCS reliably stayed at maybe 75 FPS or higher on the low end I would turn it off. I would take a true 75 FPS over a semi-virtual 90 FPS possibly depending on the visuals. "When motionReprojectionMode is set to "auto", motion reprojection will turn on automatically when a game is rendering too slowly to maintain 90 FPS. When a game begins to maintain 90 FPS OR starts rendering at less than 45 FPS, motion reprojection will turn off. Asynchronous rotational reprojection is enabled at all times." "SteamVR Home and many other games that do not reliably hit 50-60 FPS on your PC will continue to have a poor experience with this mode." https://docs.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/using-steamvr-with-windows-mixed-reality
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Now that is interesting in that those ports are especially supposed to be free of any interference and be very clean and continous power for audio. The Reverb must be very sensitive to clean power?
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Sorry just saw this. The Huey instrument panel is just like my homebuilt airplane was. A piece of painted aluminum sheeting with holes cutout for the gauges, switches, etc.. The face of the gauges stick out a bit and they typically have a bolt in each corner. The gauges look like the real McCoys. Nothing fancy but functional. The appearance and clarity with the Reverb is excellent. I forgot to mention when I spoke to the HP Tech person a few days ago (just to find out what was up from the horses mouth) he said to be sure the cable was secure on both ends (of course we aren't jumping around too much on a sim). I zip tied the cable near my computer so the connectors there can't be tugged on as I did to the headset strap on both sides of the connector. I have seen no problems but I don't want to start. I did a few marathon sessions over three hours and didn't notice any change for that length of a time. One was today. Three hours bobbling around in a Huey is a long time. It's not smooth and steady like the F-18. :D I am a Reverb Happy Camper!
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I turned the re-projection indicator on as well so you tell at an instant what it is doing. It is very tiny in the upper left corner and never interferes with play.
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My first Lenovo Explorer VR headset had a USB short problem where the plug would get really hot and the unit would shut down after about a minute. Apparently, a good number of them had the same issue. The second one was fine. That is when Amazon Prime 2 day shipping is nice. So far with about 20 hours on it the Reverb experience has been great compared to the Lenovo. I am not too impressed with either company's products generally, however. My concern is they do a recall eventually on all of them (even if they are working perfectly like mine) and then the replacement isn't as good in some regard. :-)
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It does appear that Microsoft is at times categorizing the Reverb as a HoloLens sensor in Windows. I would not be surprised to see fixes and patches get categorized that same way. :smilewink: HP Reverb Virtual Reality Headset - Headset Not Working, Alert in Device Manager After Connecting https://support.hp.com/us-en/document/c06308089