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Baldrick33

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Posts posted by Baldrick33

  1. 2 hours ago, BIGNEWY said:

    I have made the team aware some people are still having issues with motion reprojection forced on. 
    For me and other testers it is working. 

    Some also noted that forcing it on in more than one app created problems. 

    I have repeatedly tested it with the OpenXR Toolkit disabled. It consistently crashes (hangs) when loading a mission in the terrain loading part. I note that others have it hang in the menu screen. I have removed any third party hooks like openkneeboard and jetseat and it still crashes.

    I changed the headset to 60Hz and it hung on the menu screen for the first time.

    Turning off motion reprojection and it runs fine. Reverting to the opencomposite method of enabling OpenXR also works fine with motion reprojection on.

     

    • Like 3
  2. 5 minutes ago, greyeagle787 said:

     

    When I update DCS I copy the \DCS World OpenBeta\bin\openvr_api.dll to a backup folder

    I then overwrite this with my opencomposite openvr_api.dll I have downloaded from OpenComposite | OpenXR Toolkit (mbucchia.github.io)

    I have added a shortcut on my desktop to DCS.exe (also in the bin folder) and added the parameters to test native (after putting the OpenBeta dll back)

    • Thanks 1
  3. 5 minutes ago, greyeagle787 said:

    Hello, Just started reading about the latest hot fix OB update. I use Skatezilla”s launcher for DCS and am satisfied with open composite, toolkits, etc. So I can still launch the same old way? Any advantage right now to switching to DCS’s native OpenXR? And if I switch, what changes do I need to make?

    To run it natively you will need to add the following to a shortcut to DCS.exe

     --force_enable_VR --force_OpenXR

    I use the per application method of opencomposite so I also restore the latest openBeta openvr_api.dll

    To revert to opencomposite I just copy over the dll and remove the --force_OpenXR from the shortcut.

    As I prefer motion reprojection the native version doesn't work (known bug), so I am using the "old" method.

    • Thanks 1
  4. 44 minutes ago, Magic_Jim said:

    I appreciate what ED is trying to do by implementing OpenXR, but slipping it in unannounced and apparently untested, and breaking VR for many users was a very poor decision. Maybe it's just easier, cheaper, or quicker to put it in, let the player base "test" it, and see where it's at after the dust settles. I don't believe for a second that a huge change like this "slipped under my radar" or whatever was said.

    I agree with the lack of communication being a mistake but I think that has been accepted as such and the point has been made.

    As for the player base testing it, well that is the purpose of Open Beta. There far too many variables of hardware and third party software for a small team to test everything especially for an immature and relatively complex aspect like VR.

    The real problem is the numbers who use Open Beta as the de facto release version and update it automatically to find things no longer work. I am not really sure how we got here but I don’t think many really sign up to the stated purpose of Open Beta shown below when they download it:

     the Open Beta version is for us to "field-test" new changes and check for any DCS-wide "Blocking" crashes, and the Release version is the result of the previous Open Beta that does not suffer any "Blocks." As with Early Access, Open Beta is an option and may not be for everyone.

    • Like 6
  5. 7 minutes ago, Ulukai said:

    I may not understand you correctly. You tried The "old" openxr mod 0.6.3  openvr_api.dll ? And it is not working ? 
     

    I may not have had that old a version, I will try again.

    No, it hangs with "--force_enable_VR --force_OpenXR" part way through mission load, just like the new dll.

    The only way I can get reprojection to work is by using the opencomposite dll and forcing it to run SteamVR, Then it runs OpenXR fine with reprojection enabled.

  6. 2 minutes ago, Specter said:

    "motion reprojection crash is fixed" isn't really fixed, is it?  If it had there would be no reasong to hid it behind a command line entry.  Has it not just been hidden out of the way so the less inquisitive don't find it again?

    I believe it is hidden so that it doesn't change the behaviour for all those people that were happily using SteamVR who suddenly found it changed.

    Motion reprojection was believed to be fixed but as sometimes happens not for everyone. There are a lot of variables. Hopefully ED can track down the reason it doesn't work for some of us (me included) 

  7. 12 minutes ago, Ulukai said:

    Maybe a nice to know for the Developers.
    The "old" openxr mod 0.6.3  openvr_api.dll  is still working fine with the DCS 2.8.2.... Version, even with Motion reprojection forced on. No freezing no issues per now. It's maybe not DCS itself. I insert it by manually for the test. 

    Windows 10, HP Reverb G2 combined with rtx3080 
     

    It doesn't work for me if I force OpenXR. If I force SteamVR it does (this is just doing it the old way and hijacking SteamVR to make it run OpenXR)

    I guess with today's change if you don't force OpenXR it will run SteamVR by default and then opencomposite will do its thing by having the modded dll in the bin folder.

     

    Edit: Just tested it. Today's patch makes the opencomposite dll swap work as before, by changing the priority order, (the same as adding force_steamvr yesterday)

  8. 1 hour ago, Thinder said:

    I agree with this but it's not other players the issue, it's my lack of education on the field, as I mentioned I'm a CG graphic technician (was), it took me 3 weeks to build an industry accurate aerodynamic model of the F-100 wing from zero knowledge of CATIA coming from 3D studio Max, but don't ask me to touch stuff in folders, I'm prone to errors and had to reinstall everything after restoring my O.S several times over.

    I don't know how many of us are capable of following the most advanced stuff here but it might cause similar issues to those I encountered, not because of the posters but not everyone is advanced enough to get it right.

    ps I wish I was better than this because as I mentioned previously, I managed to get the best VR settings I had ever but was unable to reproduce those settings and it worked only once. I have the replay, Mirage F1EE at Nellis take off, that's all but I have no clue how I made it happen, all I know is that it is possible to play the Pico and the F1 in VR and Steam VR Beta...

    VR is still pretty immature and yes it can be hard to keep on top of everything. IMHO it is worth it though.

    We are fortunate to have guys like @mbucchia @edmuss@nikoel @speed-of-heat and others who share a wealth of knowledge here. Following them is a good start!

    One of the biggest issues is the way we (the community) have adopted the beta version of DCS as the "normal" version. By its nature a beta version will regularly change and undo stuff we had working great! ED did mess up with not giving a heads up such a massive change was coming for VR users but the fact we typically update as soon as a new version comes out exacerbates the issue in my view.

    • Like 3
  9. 1 hour ago, Thinder said:

    I understand zilch to all if this. I was able to find a terrific set up for Steam VR Beta and flew a mission with the Mirage F1 with my Pico4, both either incompatible or unsupported, which proves it is possible to achieve but sorry, I am not a programmer, if I'm able to use CATIA to model the F100 wing accurately using DRYDEN data for fluid simulation in Fluent, don't ask me to find a folder in DCS...

    So what I can't comprehend is why doesn't developers for DCS, headsets manufacturers and VR packages sort out their incompatibility issue, we should be able to install a complete package without having to fiddle with specific files (i'm down to my 6th restore and I'm lucky I didn't experience yet another Critical system Failure)...

    Seating it up and waiting but right now, I can't play DCS in VR.

    Coming form a corporate IT world having such an array of hardware and third party software is nigh on impossible to support anything close to well. The simple answer would be a couple of mainstream headsets are supported and no third party products other than those that are supported directly by the headset (e.g. SteamVR)

    If we want all these devices working then we have to reach out to the community - which in fairness does a pretty good job here. It is just blips like this release that throw a spanner in the works but look how quickly the community have worked the issues it out.

    TL;DR be careful what you wish for!

    • Like 3
  10. 5 minutes ago, Ready said:

    I seem to have no problem with my G2 without reprojection. Don't know what is happening.

    For some of us anything less than 90fps without reprojection produces unacceptable stuttering. It seems to be one of those "how you are wired" kind of things.

    Also...

    Some can handle 60Hz
    Some find it smooth without reprojection at 55fps
    Some hate reprojection

    🙂

    • Like 1
  11. 6 minutes ago, bofhlusr said:

    Does vJoy and JG have priority over the physical joystick when there is conflicting actions between the two? For example: virtual Button10 on vJoy simulates pressing 'g', but physical Button10 on the joystick and DCS simulates pressing 'f' instead?

     

    You will get double bindings - both f & g will be sent to DCS. You will need to unmap the physical stick buttons to avoid multiple actions.

    DCS adds some defaults to a new device like the view controls - it will do this for a virtual device too.

    • Like 1
  12. 6 minutes ago, bofhlusr said:

    @Baldrick33 I checked out the Joy2Key screen that you posted above.

    With regards to that screen, can I assign two buttons on the physical joystick? For example: pressing the #1 and #2 buttons simultaneously on the physical joystick will result in simulating the following keystrokes on the keyboard: 'g'+'LShift-f'+'LCtrl-t'  +'Numpad-Minus'  +'Numpad-Minus'  +'Numpad-Minus'? 

     

     

    You can do several things. There is a shift option which is like a modifier though I haven't used this. You can also map short and long presses to do different things. So a long press on a button could do the things you suggested. You can also rotate between inputs. So a switch could do the take off actions and next press do the landing actions for example.

  13. 29 minutes ago, bofhlusr said:

    I am going to checkout your Joy2Stick screen above. Thank you.

    For the Joystick Gremlin do I need to hide my physical joystick (Logitech 3D) with a program such as 'hidhide' which you didn't mention as using, but is mentioned in this YouTube video? 

     

    It is down to preference. I did hide some of the physical button box devices. I preferred to use the native axis of my stick & throttle rather than the vjoy ones, probably out of paranoia in case vjoy added any latency, so I didn't hide those and mapped the axis directly to them in DCS, then mapped the buttons to the vjoy device.

    • Like 1
  14. 7 hours ago, Lace said:

    Yep, so many could be in a 'common' category.  Eject, views, axes, basic flight controls, kneeboard, trim, etc.  JoyPro looks good, but it would be nice if we didn't have to keep going to 3rd party solutions and workarounds.

    When you start using JoyPro it demonstrates how uncoordinated the controls aspect has evolved between modules.

    Every control has an identifier which looks unique but it isn't and gets used for different operations. 

    For example the controls identifier d3017pnilunilcd2vd0vpnilvunil will retract the Yak flaps. It also turns off the Spitfire magnetos and the MiG-15 Transfer Pumps!

    Creating a database of common control identifiers correctly assigned for each aircraft is no mean task and would need updating regularly. I just can't see the resource being available as nice as it would be.

    In the meantime JoyPro is a very clever bit of software, it is well worth exploring and is an excellent method of handling controls where you have multiple modules. 

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