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Baldrick33

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Everything posted by Baldrick33

  1. I am not sure that makes for a great analogy as in the hardcore sim racing community equivalent of DCS, AI is for MarioKart. If you want human intelligence to race against then race against humans or something like that! With the advent of generally available broadband the need for AI in sim racing was believed to be a thing of the past. Only recently has AI got more serious attention and even now some of the hardcore sim racers think it is a waste of resources. Fact is far more people play racing sims single player even if the vocal sim racing enthusiast find that incredulous. I could imagine back in the early days of developing a digital combat world there was a vision for all those aircraft and tanks being flown and crewed by real people. There are other games where it kind of happens but not the experience most of us here would be looking for. Multiplayer here is even more of a niche within a niche as the complexities of combat and knowledge required far outweigh driving an MX5 round a race track!
  2. It is in the OpenXR Developer Tools for Mixed Reality app (available from the Microsoft Store). If the runtime is not installed and selected I believe you will get an option here I would welcome improvements for sure but for now it is working well enough that OpenXR with MR is a significantly better experience for me then SVR after some back to back testing. Bearing in mind my 8500K & 2080Ti leaves me on the cusp of 45fps with SVR on anything other than lightweight missions.
  3. I try and run as clean a version of DCS OB as I can, as so much stuff can break with a new release which mods running which clearly isn't ED's fault. This one has seems to have such potential from a VR performance perspective that I have made an exception
  4. It also says ACC for Assetto Corsa Competizione! - it is just the evolution of the mod
  5. I don't think the WMR naming matters it was simply originally written with WMR in mind. FWIW this is what I did with a G1 Downloaded the zip file, extracted the three files I need (D3DCompiler_47.dll, opencomposite.ini, openvr_api.dll) and put them in a folder called openxr. Copied the original files from my DCS install\bin folder (D3DCompiler_47.dll, openvr_api.dll) and put them in a subfolder of my openxr folder called original. Now I can just copy the files from my openxr folder to my DCS Install\bin folder to run openxr or copy the files from the subfolder original to run steamvr
  6. I think you clicked on the source code link, you just need the file linked below it. I am not sure why it isn't clearer. I agree it is confusing! https://gitlab.com/Jabbah/open-composite-acc/uploads/e9dfe761a1ac6a2cab949287da7d3f60/OCXR_WMR_ACC_v0.6.3.zip
  7. There are a few posts about this on the previous page of this thread
  8. You need to run the Jetseat Control Panel to enable manual control or something like that - it has been a while since I got mine!
  9. I am not sure that is true, Microsoft Windows Mixed Reality is a platform for VR headsets in its own right. It doesn't need SteamVR. The issue is that it becomes yet another platform for software developers to support and the "bridge" to SteamVR makes it accessible to all those titles that already support it, so understandably many developers have opted for that whilst watching how WMR has taken off. Having loads of VR platforms to support doesn't sound a great idea for software developers. I guess if you are generally at 30 but occasionally get 45 it would prevent the switching between refresh rates. I can't say I ever seen any issue when it switches but maybe there is the potential for some jerkiness when it does?
  10. It is in the UI Layer control section, there are two levels which can be bound - VR zoom and Spyglass VR Zoom
  11. Sorry I am so used to seeing it in VR I didn't spot them to the sides!
  12. It is unrelated to OpenXR, came about with the previous patch:
  13. Pretty sure it is how Bailey’s voice attack profile for the AH-64 works:
  14. I have not, no. Never used it before. But one of the things I enjoyed about the headset the most was the head tracking. Freeing up the trim hat switch on my Cougar is also pretty nice. Then my crazy thread here may help You can get to compare the experiences, even if you have a VR headset perched on your head you should get the idea.
  15. Have you used TrackIR or similar before to compare?
  16. I think it looks more daunting as this thread has gone through discovering all the pitfalls but it is pretty straightforward to try it and putting it back. I guess the risk is there is a new set of things to fiddle with but simply getting it working with your devices seems well covered now. Anyway I always like your reviews so you should do it
  17. I have similarish hardware - i5 8600K and 2080Ti For SP I have found OpenXR great - those missions where it dips under 45 in SteamVR now run nice and smoothly at 30fps in OpenXR and it looks better too. However, it tends to be at 30 most of the time whereas with SteamVR I would be getting 45 most of the time so it definitely is losing FPS. For me it doesn't matter as 30 is ok but I fully understand in MP this will dropping below 30 and then it really is an issue.
  18. I was surprised by the quality of tracking, that wasn't the issue at all. I quickly found I could look pretty much where I wanted and compared with my early use of trackir with sim racing I didn't get the odd feeling of moving my head whilst looking forward (sim racing is much more about looking right and left than around). It actually felt it was pretty natural with some quick modifications to the mapping to match my environment. Obviously this wouldn't be a long term solution having a VR headset perched on your head! It was to try it long enough to get a decent feel for it compared to VR I just found the whole sense of flying missing. I reckon I could get as proficient using head tracking and it would open up opportunities for hardware outside of the screen area to aid playing but the immersion loss was way too much. No surprise really but I went with it with an open mind as I have always had a bit of a envy of those with cockpit setups with MFD screens etc.
  19. Absolutely but if you have one and want to experience monitor head tracking it is a free option. I know most who go VR never go back but occasionally I see a post if some who has reverted back to trackir and I was intrigued enough to try. The results in my case were probably predictable as I have used VR so long but I have to try these things
  20. Yes, to the beta branch linked to in the first post
  21. Sounds crazy and why would you? Many years ago I tried TrackIR with sim racing and didn't get on with it. I always thought it would be better for flight sims. Since then I started using VR and more recently got into DCS. I love DCS in VR but sometimes wonder how it would be with head tracking on a monitor. I thought about cheap and cheerful options to try it but only just discovered that Opentrack allows a VR headset to be the tracker. Apologies if this is old news but I had no idea it could be done. Now having a VR headset perched on the top of your head isn't the most elegant of solutions but it works very well, enough to try out head tracking with a monitor to compare it with VR. I have given it a good go (the indentations on my forehead would certainly suggest that) and for me VR is definitely my preference. However, if like me you are intrigued to try head tracking and have a VR set it is an easy and free way to do it. Just download opentrack and select your VR headset as input and play with the mapping to get a comfortable range of movement.
  22. Personally I am happy with the AI auto handover when swapping seats but if it is not enabled then I think this makes a lot of sense otherwise what is George (as the Pilot) meant to do without aircraft control? It makes the take control (or give back control to pilot in this case) function seem redundant, by inference calling up the George AI panel should also give control.
  23. What is the benefit of locking frame rate to 45 without using motion reprojection? I get that it stops fluctuations but it is still running at half the refresh rate (with accompanied loss of smoothness in my experience)
  24. That is exactly as I see it. 45fps with motion smoothing is 90fps with a frame added per frame. 45fps without motion smoothing is 45fps. I don't see any benefit in running at half native refresh without motion smoothing. 45fps becomes a "magic" number with motion smoothing as it was the minimum in SVR to enable smoothing, so maintaining 45 became the goal for smoothness. I don't believe 45 has any relevance with motion smoothing off. Personally anything less than 90 with motion smoothing off is noticeable so motion smoothing is always essential for me.
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