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Baldrick33

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Everything posted by Baldrick33

  1. Reverb G1 here. Before this thread I think I was filtering out the jitter in my head I just tried the Apache and bought up the VR cursor next to the IHADSS one. Both jittered equally. I agree about deadzone, thinking about it yes it would add an annoying lag.
  2. I haven't personally noticed any issue. That could be down to my (lack of) sensitivity although I am normally very aware of any lag or jitters caused by framerate or poor tracking. Which makes me wonder if it is down to individual headsets or tracking environments? How do you find the IHADSS cursor in comparison to the VR cursor for interacting with the cockpit? I am comfortable with holding me head still enough to easily interact with controls with never feeling it is too sensitive to my movements. Using the IHADSS cursor feels much the same to me. Some kind of noise filtering or deadzone option for movement would seem a very good solution as suggested.
  3. Yay! Open Beta 2.7.12.23362 * VR. Blue VR cross is persistent and does not fade when not in use - fixed.
  4. Another big fan having just started using it. It seems a bit daunting at first but is surprisingly easy to use after a short while and seems to have been well thought out. I have been toying with creating a generic cockpit for the many aircraft I dabble with and this is perfect for that project!
  5. I don't bother with any trim. The key for me is to be able to accurately and smoothly control the brakes. The updates to the digital brake to be more like the Spitfire are a big improvement but of course it still requires the tap tap approach to be between full on and full off. After a few experiments with using the delta sim slew and an old CH stick as analog brakes I have settled on using a modifier for my WH Stick (TMS Up) to switch between using the forward and aft axis for brake and pitch. For brake I use a deadzone of 50 so that centred is brake off and back is brakes on, it is set as a slider and inverted. I also map the roll axis to a redundant camera control with the same modifier so I don't inadvertently apply roll whilst braking. So my simple approach is: No trim Modifier TMS Up to taxi to runway (Joystick is now a brake) Hold brakes, power up Release brakes - adjust line as necessary with brake and rudder Once up to speed to get rudder authority make sure stick is neutral and press TMS Up modifier Stick now controls pitch and roll as normal. There are adjustments to make with rudder and stick but they all seem pretty natural to keep it straight Landing is the reverse, press TMS Up to make the stick the brake when it has settled on runway to keep it straight, slow it down and then taxi to parking.
  6. I would presume the IHADSS works much like our VR headsets with a focal distance of 2m or so. Your G2 panel is pretty close to your eyes too!
  7. There is also a simshaker for aviators folder in your user\appdata\local folder. That might need to go too?
  8. My comment about dropping below 45 in SVR is that like you, I notice it straight away whereas Rosebud47 doesn't seem to mind it when it drops below a little:
  9. It is curious how we see things so differently. It has been stated several times by different people that we see 30fps reprojection using OpenXR as the new 45. i.e. where 45 was the target before with SteamVR to ensure smoothness (using motion reprojection), that 30 seems just as good. I don't feel the switch between 30 and 45 and realised I was chasing 45 purely by the fps counter. Once I turned that off I have been happy with OpenXR and don't know if it 30 or 45. I dislike it when it drops below 45 using SteamVR and know instantly when it does. I can't run with 60Hz either. Dropping from 30 to 22 using OpenXR is very noticeable for me. So 30 is my lower limit. We just seem to be wired differently!
  10. @MarcT-NL another person had a similar problem a couple of pages back and was resolved by deleting the files in the user folders and reinstalling.
  11. There have been a couple of threads about this, with ED response https://forum.dcs.world/topic/296072-switching-between-pilot-and-cpg/ https://forum.dcs.world/topic/296425-george-should-hand-off-trimmed-controls/
  12. From my experience with a 5K+ the Reverb G1 was a significant upgrade image wise. Didn't miss the FOV with such an improvement. The extra FOV means 2560 per eye wide, still less overall than the G2. Personally I would rather run a G2 at a lower res than have the Pimax 5K+. I can't speak for the Super but spec wise it looks similar.
  13. With motion reprojection on the key for me with the Apache is to turn textures down to medium. Running with MSAA at 2x, no upscaling.
  14. ESRB provide ratings for video games https://www.esrb.org/about/ DCS is currently rated Teen (13 & up). For example Call of Duty Modern Warfare is rated Mature (17 & up). Ratings explained here https://www.esrb.org/ratings-guide/
  15. I would try a repair, make sure it works and then copy the three openxr files that previously worked.
  16. In the gaming world we are all edge cases, some are just a bit edgier!
  17. As much as I would wish for all the things stated in this thread I believe new maps and aircraft are exactly what sustains them. The "what helicopter next?" threads will dwarf threads like these for interest, minutes after the release of the Apache into early access with much work to do whilst the Hind is in early access with much to do and so it goes on. The core projects are huge and it is inevitable a bunch of new content will appear whilst they are worked on. New stuff never comes fast enough in IT, whether that is a combat flight sim or replacing a legacy system to record sales of widgets, it always takes longer then we want!
  18. I guess for those that had "use latest runtime" ticked in the MS OPenXR Tools for Windows Mixed Reality it updated automatically, hence we didn't see an option?
  19. It has taken a long time to get promoted to stable but that feature was added to the WMR for SteamVR beta back in May 2021. So I don’t think it is quite as ground breaking as it may sound given many of us will have been experiencing the beta for many months without noticing it!
  20. Distortion is normal, it is the effect of lens shape up close to your eyes. The compensation is to remove the pincushion effect image seen through the lens to a rectangle by applying distortion to the image on the panel. Supersampling simply improves the quality of image by increasing the pixels to compensate for the stretch the distortion in the centre. My guess is that when the G2 was developed it was considered there would be more computer power allowing HP to up the target resolution and develop lenses accordingly.
  21. You shouldn't see distortion at lower resolutions but a lower image quality as you experienced. The compensation for barrel distortion causes the pixels to be further spaced in the middle. By packing in more pixels it simply reduces the space between them. So you end up with a higher resolution than native to achieve higher quality in the centre. Or something like that!
  22. The explanation for higher than native panel SteamVR 100% figures refers to the barrel distortion of the lenses, to ensure you get the right level of pixels in the centre area (which results in higher numbers around the edges hence higher than native) The typical figure quoted is 1.4 but I assume it must be dependant on the physical lens design. 1.4*2160=3024 so the 100% SteamVR figures are pretty much spot on. The G1 has a 100% SteamVR of around 2160 - its native panel resolution which is more unusual. Whether this is tweaked for performance I am not sure but HP did say the G2 lenses were different (better) and optimised at higher settings from the G1. Having tried both my findings were the G2 has greater clarity at its higher resolution settings than a G1 at the same high resolution, whereas the G1 at the lower (native) resolution looked equal or even better than a G2 at the same resolution, so that proved in my mind at least that the G2 lenses were designed to run at a higher resolution.
  23. You are right in that the early settings for G1s were set low in SteamVR. The "magic" figure was 188% to get native 2160x2160 resolution. Later SteamVR was updated and 100% was 2160x2160 or thereabouts as is now. My understanding was the G2 has different lenses that by design need the uplift you describe to get the optimum image. Having had both G1 and G2 in my experience running at the higher resolution benefited the G2 much greater at the cost of course of performance. I believe although they have similar res panels by design the G2 is optimised to run at the higher resolution as reflected in SteamVR 100% figures. Running a G2 at 50% was less clear than a G1 at 100% although much the same resolution settings in SteamVR. That is why I ended up keeping the G1 as a PC upgrade is some way away!
  24. Thanks @Olmba Yes it worked! The only issue I had was that Voiceattack was then left listening. I needed to add command (and button) to release TX1. If I added release TX1 as a third line to the command you described then the menu popped up and instantly disappeared
  25. The post I linked to refers to the OpenXR Toolkit which includes FSR functionality. I think it is safe to assume you can't run both tools.
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