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Everything posted by Baldrick33
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SteamVR causing crash on startup
Baldrick33 replied to Rosly's topic in Multi-Threading Bug Reports (Temp)
I don’t believe any version of DCS MT - Steam or Standalone - supports OpenVR right now? -
Patch Notes discussion 13th, 21st and 23rd April 2023
Baldrick33 replied to BIGNEWY's topic in DCS 2.9
Fly over Paris or London and check out the textures, it will be obvious if you haven't got the N2 upgrade as the textures will be super low. -
Patch Notes discussion 13th, 21st and 23rd April 2023
Baldrick33 replied to BIGNEWY's topic in DCS 2.9
Be aware that London & Paris are now included with the old map. Only the hi-res versions are in the new 2.0 version. -
Yes, it seems to be if you have the original as it is upgrading the existing map rather than a new module.
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Patch Notes discussion 13th, 21st and 23rd April 2023
Baldrick33 replied to BIGNEWY's topic in DCS 2.9
If Big Ben is blurry you don't, if it is high res you do! I don't think it will impact 5800X3D users, just the new chips with the split CCDs -
Patch Notes discussion 13th, 21st and 23rd April 2023
Baldrick33 replied to BIGNEWY's topic in DCS 2.9
Owners of N1 will get upgraded to have London & Paris for free - but at low res. N2 gives you the high res version of the whole map. -
Patch Notes discussion 13th, 21st and 23rd April 2023
Baldrick33 replied to BIGNEWY's topic in DCS 2.9
Yes you do to get the upgrade for the high res version of the extended map The confusion is that it is an upgrade not a new module, so the DCS shop recognises you already have the Normandy map, even though you don't have the upgrade. You are getting teh upgrade at a discount for owning the current map(s) -
I own both, got the warning but proceeded to purchase anyway. I had nothing to download but had already updated via Skatezilla app and it was 50Gb or so. Tried London and it was high detail. Is it possible you need to download the update in the module manager?
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Yet another update to DCS 2.8 Open Beta, but what about the stable?
Baldrick33 replied to ac5's topic in DCS Core Wish List
Personally I don't think it is dull. Multiplayer provides that ultimate player vs player challenge for sure but simulating operating a complex military aircraft provides loads of scope for enjoyment in single player IMHO. -
Yet another update to DCS 2.8 Open Beta, but what about the stable?
Baldrick33 replied to ac5's topic in DCS Core Wish List
DCS is a bit unusual with its openbeta best for multiplayer stance but I think that is just how the community has evolved rather than by design. Having been involved with race sim leagues having a tried and tested stable version with balance of power a known entity is pretty much essential. Knowing a new version could drop tomorrow which changes the effectiveness of weapons and maybe a few game breaking bugs seems high risk but so be it. That said DCS multiplayer seems a pretty niche enthusiast aspect and not really for the more casual drop in kind of player. -
Whatever you set it in OpenXR Toolkit overrides what is set it in OpenXR Tools for WMR
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OpenXR support hasn't been added to Stable as far as I know.
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Can you post your dcs.log file?
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In the MS Store there is an option to update apps, you can find the OpenXR Tools app there and click update, that is what I did.
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CPU Bound (rendering thread)
Baldrick33 replied to KEULE's topic in Multi-Threading Bug Reports (Temp)
With a WMR device you have to use OpenXR, just that it is the SteamVR runtime if you don’t use the native WMR runtime. You still get the same SteamVR interface and WMR Portal to control the device. -
I have done some more back to back testing using the Apache as the rotor effects with motion reprojection are quite extreme. There is a significant difference using the SteamVR OpenXR runtime vs the WMR one when using motion reprojection. Anything seem through the rotor blades using the WMR runtime sees much more wobbling and ghosting - a massive difference The WMR OpenXR runtime needs the OpenXR Toolkit fix to run with motion reprojection, it can be disabled using the SteamVR OpenXR runtime. There is more stuttering whilst maintaining 45 fps using the WMR runtime. Whatever is going there is a most definite difference in user experience using motion reprojection between the two runtimes.
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How to force to work with SteamVR (multithreading) again?
Baldrick33 replied to YoYo's topic in Virtual Reality
I don’t disagree, just that in the priory list having VR support for multiple APIs and being as simple as possible for the end user with a multitude of headsets may be some way down the track of MT development and tuning. DCS does support OpenVR with a Stable and Beta version, just not the MT beta version. Although I would like OpenVR as an option to compare and contrast, the big deal of MT for me is to maximise performance on the myriad of PC CPU and GPU combinations we have which is where the focus for the MT beta and its testers (I.e us) should be IMHO. For which OpenXR and some workarounds should be sufficient for testing. Of course as it evolves it will need to do everything the current ST version can. if OpenVR is a must have for enjoyment then you can always opt out of the MT beta and use the other versions until either it is supported or OpenXR improves. -
How to force to work with SteamVR (multithreading) again?
Baldrick33 replied to YoYo's topic in Virtual Reality
My expectations are that OpenXR will catch up on the areas where it is deficient. It makes a lot of sense for developers to only have to support one common standard. My personal view is that OpenXR support should be good enough in the early days of MT implementation, there are more important things for the developers to focus on in terms of tuning performance and aspects of the sim that are not working quite as intended. OpenXR should work across all VR devices, at least with some workarounds, so it gives pretty much every one the opportunity to try it out and assess the performance gains (or not) and where they do benefit from a better experience. MT is still a little way from being the plug and play OpenBeta variant. It is a massive project. Whether OpenVR support will be a necessity when MT is ready to be promoted as the de facto version remains to be seen. -
correct as is No more VR Zoom after today's beta update
Baldrick33 replied to Neekeetee's topic in VR Bugs
Still there for me - in the UI Layer -
Patch Notes discussion 13th, 21st and 23rd April 2023
Baldrick33 replied to BIGNEWY's topic in DCS 2.9
I believe a relevant bug thread already exists. As I understand it the request is to use the Quest2 using the native Oculus API rather than using OpenXR (without a reg hack) -
In my experience with my hardware after quite a lot of back to back testing there is a distinct difference between using the Mixed Reality OpenXR runtime vs the SteamVR OpenXR runtime. The latter is smoother and has less artefacts. I can also run motion reprojection without the OpenXR toolkit only with the SteamVR OpenXR runtime, otherwise I need the fix in the toolkit to run WMR OpenXR runtime. WMR runtime will drop to 30 or 22fps, SteamVR runtime is limited to 45. They are quite different experiences.
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reported VR Head Restrictions to Within Cockpit
Baldrick33 replied to Magic Zach's topic in DCS Core Wish List
It is all unrealistic short of building a canopy to limit physical movement, it is just finding which seems the least immersion breaking, which is a personal thing. All for options just don’t agree with specific ones being mandated at the expense of immersion in VR.- 47 replies
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reported VR Head Restrictions to Within Cockpit
Baldrick33 replied to Magic Zach's topic in DCS Core Wish List
I spent some time with the other solution to see if I would find it any less immersion breaking than previously. it is still horrible that you can shove the plane around with your head as the positional tracking suddenly stops at what feels an arbitrary point - there is no forewarning it is going to happen other than memory and if you jump from plane to plane it is easy to forget the point tracking stops. That said it becomes possible to react quickly to the breaking of 1:1 head movement in much the same way as reacting to the onset of clipping, so that both are effective as a very clear indication of limits. For me the clipping is a much less immersion breaking method. It isn’t difficult to be disciplined enough not to stick your head through the window and you don’t get the sensation of breaking VR. It provides an early warning with a few pixels of clipping that a hard limit is simply unable to provide- the tracking stops. If it genuinely is considered a cheat then that is a different debate but to present it as being “better for VR players” is an opinion I would refute. Maybe an option would be a hybrid of the two, a small amount of clipping followed by a hard limit, so players could avoid the immersion breaking broken tracking sensation by having an early warning they are at the limits. Maybe even add a clunk of helmet hitting glass.- 47 replies
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