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Notso

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Everything posted by Notso

  1. Here you go: https://forums.eagle.ru/forum/english/dcs-world-topics/input-and-output/virtual-reality/7142839-updated-settings-for-reverb-g2-is-there-a-single-source-reference-anywhere?p=7149670#post7149670
  2. Yeah, I was having some tracking issue with my Reverb G1 until I finally sorted out adding another light to the room. Prior to that, I tried turning off the monitor once I was in game and it did seem to help a bit.
  3. It is clearer and definitely more comfortable. But the HP never advertised that it increased the G2 FOV. It was known from day 1 that it was not larger.
  4. Don't get me wrong..... the G2 is better in all respects. It is clearer and the sweet spot is bigger. It's more comfortable to wear. It's just not the quantum leap that a lot of people were hoping for. Having said that, I have zero regrets getting the G2. It was worth the $$. Just don't get your expectations out of line with reality and you'll love it.
  5. 100% agree with all. But unfortunately, understanding and applying those AOA concepts has little bearing on performance in DCS. the game doesn't model it well that I can see.
  6. DUDE! Gimmick???? You've obviously never used a real VR headset in a high fidelity game like a flight sim or FPS. I would say a few years ago, VR was well behind on resolution compared to high end gaming monitors. But that's all changed now. The new headsets are approaching 4k rez. And they will continue to evolve quickly. The tradeoff of a slight bit of resolution is worth the immersion experience. As Gary Scot said, DCS is better than some high end $$ mil flight sims in some aspects and using VR makes that even better. I've flown military F-15C/E and F-16 full dome 360 deg sims and VR is better in most respects other than the tactile feel of the cockpit. But the visual immersion is at least as good or better at a fraction of .000000001 of the cost.
  7. Gary, this is my impression of DCS as well. The lack of "feel" of G-onset and airframe buffet is what is missing. Especially when trying to pull to the bandit's turn circle and knowing how hard to pull without staring at the G-meter on the HUD. IIRL, you can pull to the feel without having to look inside. Same with defensive turns, missile defense and energy gaining bunts - a lot of that is just not there in a static game. Short of building a $1M+ centrifuge for your DCS rig, you're not going to get that G feeling. But I'm toying with the idea of adding a butt-kicker/seat shaker to my VR setup. VR IMHO is the only way to go for that fully immersive feeling. I can't imagine sitting at an office desk looking at a few flat screens, even with track IR, and "fooling" my brain into thinking I'm in the cockpit. VR does that. If I could add some tactile feel like seat shake, that might bridge that gap. I don't miss pulling 9Gs - so not worried about that last step. :music_whistling:
  8. You could also turn off your monitor once in DCS in VR. As SOH said, the monitor "shouldn't" affect tracking. But you can try by turning off the screen and see what happens.
  9. Run it now so you can tell us the amazing difference with the 3080 ;)
  10. I can't speak to question #2. But I think you can get prescription inserts if necessary. But that's true of any VR HMD, not just the G1/G2. As to the other two questions - yes after doing lots of research - I do think the G2 is the best choice out there for DCS. It has the highest resolution on the market and resolution is king in DCS VR. I also have a i9-9900K but I have a 2080 ti, so your graphics card will likely be your limfac. I am able to run mine with high settings and still get good frametimes and very smooth play. I have heard of other with 1080s also run the reverb just fine but maybe with some settings turned down a bit. If you're considering switching from flat screen to VR, do it. Don't hesitate. You won't regret it at all. The immersion is worth the little bit of resolution you might give up over a 4k monitor. Once you go VR, you can never go back to flatlandia again.
  11. I wondered about that too. But my VA works just fine with the G2 headset, so there must be a built in microphone in the headset. Make sure you have headset audio selected in WMR. I don't recall the exact name of the setting, but go to WMR audio settings and it will be obvious.
  12. Speaking of which, I have a 7 month old Reverb G1 LNIB if anyone is interested. :)
  13. Back to the G2 impressions...... after "flying" with it for several days now, the couple biggest things I notice that are improvements over the G1 are: Tracking. The G2 seems much less sensitive to lighting than the G1. I have had no issues tracking head movements even during rapid BFM when I'm looking behind me. The G1 would often lose tracking in those situations unless the lighting was perfect. The sweet spot is definitely better, but it's still not huge. The fit and feel seem better overall and more comfortable to wear. The biggest problem I had with the G1 was I couldn't get enough eye relief (HMD too close to my eyes). The G2 just feels more solid and more comfortable. The audio headphones are night and day better than the G1, but I still prefer to use ear buds for better immersion. I really miss the headphone jack in the headset. I have the tower a ways away from the flight chair, so no sure a headphone will reach now. The thinner cord is easier to manage and doesn't seem to get in the way as much. What I don't see are significant improvements in clarity. Yes there is a bit more clear and the colors are bit richer but it doesn't jump out at me. The G1 was and is a really good headset. I like the improvements of the G2 and it was worth getting. No regrets, but it wasn't a quantum generational leap. More like a G1.5 than a G2.
  14. Ah that makes sense, thank you.
  15. Good info. Thanks guys, I’ll give it a pass for now.
  16. So..... after numerous hours of trial and error and playing with every combo of settings, I've arrived at the following settings that seem to work really well (also see attachments): Steam VR 150% Render Resolution global resolution (2708 x 2652), 100% on DCS application setting (which still gives the 2708x2652) Supersampling - ON Motion smoothing - ENABLED Legacy Reprojection mode - OFF Nvidia Control Panel Set to exactly the Thud NV CP settings here: https://vr4dcs.com/2020/10/19/fix-nvidia-g2-control-panel-settings/ DCS settings: Textures - High Terrain textures - LOW civ traffic - Med Water - Med Vis range - Ultra (I want to see targets at the best range possible) Heat Blur - OFF Shadows - Flat only Cockpit - 1024 (I'm going to further experiment with this on 1024 every frame to see if that makes the cockpit instruments and text even more clear, without losing performance) MSAA - 2x (I tried it off and it looked horrible) Depth of Field - Off (I still don't know what this does) Lens effects - None (I still don't know what this does) Motion Blur - Off (I still don't know what this does) SSAA and SSLR - OFF (I still don't know what this does) Clutter - Max Trees vis - 54% Preload radius - Max Chimney smoke - 0 Gamma - 1.6 (anything above that and everything is too bright and washed out on the G2) Annisotropic filter - 16x Terrain Object Shadows - Flat Cockpit global illum - ON (I don't see a difference in Off or ON in how it lights the cockpit. There are times with it on and the cockpit is in shadows and it's really hard to see switches and such. DCS VR options PD - 1.0 Force IPD - OFF Bloom effect - On (I still don't know what this does) MSAA Mask size - .69 (because its the most universal # in fighter aviation but I still don't know what this does.) With these settings, I'm able to get a very steady 45 fps and more importantly the CPU and GPU frametimes (using FPSVR) to consistently run in the teens, even over densely populated cities. With the 150% resolution set in Steam VR - I'm able to very clearly read the text on the F-16 MPDs and other text in the cockpit. I also get very good and very smooth BFM action while fighting another aircraft. No Blur, no shimmer, etc. While I could run as high as 180-200% in some cases and still keep the GPU & CPU frametimes in the teens over less populated terrain without a lot of objects and have crystal clear cockpit text on the F-16 - 150% was still just fine and it allowed me to run this over large cities. My test scenario for all of this was the Instant Action > PG> free flight. I found it to be the easiest to get almost instant results since in spawns you right over a city (Abu Dhabi) at low-ish altitude. Within about 10 sec of looking 90 deg left and right and doing some rolls and hard turns to see what the frame rates and frametimes did with an object rich environment. A couple of lessons learned along the way for any of you kids trying this at home.... Changing the Steam VR settings while in flight will not take effect until you exit the mission and then refly. You can change the settings while on pause and they will show up in your FPSVR window, but DCS will ignore it until you load the mission again. You don't need to exit the game, only the mission for the changes to be picked up and applied in DCS. As Thud said in one of his excellent articles on optimization - don't get wrapped around or chase fps for the sake of fps. The CPU and GPU frametimes are much more the goal. Once I could get both consistently down in the teens (<20ms) the game stayed smooth even though the fps would occasionally dip momentarily. I hope these settings help.
  17. Speaking of which, what do the "new" settings on the DCS page after MSAA do? Depth of field Lens Effects Motion Blur SSAA SSLR Are any of these applicable to VR and if so what effects do they have on both the visual scene as well as performance? I see most people leave these turned off, so wasn't sure it was because they are N/A for VR or if they crushed the performance of DCS with them on.
  18. It absolutely does help, thank you. A couple of things..... I am running DCS as standalone, not through Steam. I find that when I boot up, the basic WMR app auto runs (not the Steam WMR). As long as that is up and I'm in the cliff house - I can then go back to the desktop and run DCS without having to go into Steam and separately open Steam VR and Steam WMR. When I click on DCS - it automatically opens and runs both Steam VR and Steam WMR. So those other steps (for me) are not necessary. I have 100% SS set in Steam on both the global AND the Per application (DCS) tabs - and they both are giving me the same value (2212 x 2164). So that should be the native resolution for the Reverb. So I'm not seeing what you're talking about with the 50% setting giving native. Setting 50% on my GUI gives me 1564 x 1528. I have PD in game set to 1.0. I may bump that down to .8 or .9 based on Thud's recommendation and increase the SS% - as he says that PD is far less efficient and a resource hog than is Steam SS to achieve the same thing. I currently have MSAA in game set to 2x. I may turn that off and then play with the Steam SS % and see if I can get rid of the jaggies and sparkles. It seems to run OK now with MSAA x2, so going back to that might be ok too. Thanks again.
  19. True to a point. But that doesn't account for all the settings that still have to be addressed in the Nvidia CP, DCS, BIOS, OS, etc that have nothing to do with WMR/Steam.
  20. This^^ There is nothing 100% about flares defeating even older missiles. Flares are not a perfect panacea for defeating IR missiles. Lots of other factors come into play that affect IR missile seeker capability including lookup/lookdown, aspect, throttle setting, background environment, flare program interval, type, etc, etc etc.
  21. A mickey (TOD) is typically self generated by each A/C using a GPS time stamp. However, if someone in the flight can't get a mickey for some reason - then another airplane can pass a mickey to get them synched up with the rest of the flight. The comm might sound like this: "Rocket flight, standby Mickey in five". The flight lead would then send a tone over the flight common radio freq to make sure everyone was on the same TOD. Once everyone was able to go into Have Quick Mode, the comm would be: "Rocket flight, Push (or Go) button 5, active". "Rocket check active" (flight responds) "twoop, threep, fourp"
  22. After spending most of the day on Saturday trying to go through all the available tutorials on VR and DCS - several sites mentioned Process Lasso (PL) as a way to get better frametimes and a smoother gameplay by freeing up resources. I understand the ability to kill background or unneeded processes that eat up computing power - but the other feature of PL that I read about was assigning particular programs to individual cores. Now THAT I could see as a game changing approach. One of the examples in the literature was to run DCS on one core and Steam VR on another and so on. Has anyone done this? Does it work to get faster and smoother gameplay? I'm just trying to figure out if it's worth buying. Also, is the free version good enough or do I need the full version to get decent results in DCS? Often the free versions are fine and the paid extra capabilities only really benefit the niche pro users in business applications, so wondered if that was true here as well wrt DCS and gaming in general. TIA.
  23. Probably the only areas I'm still a bit uncertain about on Thud's first link above ^^ are: Why do they recommend to NOT use the beta version of Steam VR but they do want you to use the Beta for Steam WMR? I have the Beta Steam VR and will go revert to the non-beta version now. Is it better to use the Steam VR SS slider on the global or the DCS app? Or does it matter? I understand to not use both - as they are additive. But is there any reason to use one over the other. The SS slider in global settings in seems to give different resolution settings at 100% than the DCS app specific slider at 100%. So not sure which one to use. The screenshots for both Steam VR settings and the DCS settings page are old. There are some features that are different on the newer versions of each that are not addressed in Thud's tutorial. Is it better to have Legacy reprojection on or off? My understanding is that with it on, it locks the FPS to 45 and off it can vary up and down as high as 90 depending on the scene.
  24. This link is probably the single best resource that I've found for setting up the Reverb G2; https://vr4dcs.com/2019/09/10/reverb-settings-for-dcs/ It really helped explain a lot of the settings and the "why" behind them. I spent most of an entire day yesterday working on optimizing my rig, mostly using settings recommended by Thud VR4DCS. I finally got around to overclocking my CPU. Bumped it up to 4.9 ghz and that seemed to definitely help. I used the utility also recommended by thud called Intel Extreme tuning Utility found here: https://vr4dcs.com/2019/08/03/rig-tuning-tools-list/ I also religiously followed his Nvidia settings here: https://vr4dcs.com/2020/10/19/fix-nvidia-g2-control-panel-settings/ After following those links and running all the OC, Nvidia settings, Steam setting and DCS settings - I did see a decent improvement. My DCS was running ok before, so it was not a radical change. But there were definitely some gains.
  25. That would be greatly appreciated. Hence my other thread asking for a "consolidated guide to best practices". There seems to be too much confusing and contradictory info swirling around here. Thanks!
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