

j9murphy
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Flight Simulators
DCS, FS2020, X-Plane
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VA - USA
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Tech Exec
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The other cause of ghosting is a framerate lower than the HMD framerate. For example, if your game frame rate is only 50 fps and your HMD refresh rate is 90hz -> the result is ghosting.
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For others reading this, there are three things at play... - Objects within the stereo overlap will be 3D (therefore more overlap is better) - Objects which are partially in the overlap and partially not will have one eye see the complete object, and the other only see only part of the object. The degree to which your brain can put these images together varies by person. For some it causes eyestrain and perception issues, for others it's really not much of a problem. Additionally, the more into the periphery that object is, the less likely it will bother you. For reference the fov for the human eye is almost 200 degrees, and the fov of stereo overlap is about 120 degrees, so the last 40 degrees at each side of your fov is experiencing this already and its not an issue. - Objects outside the overlap will be rendered in 2D as @eFirehawk points out, and again the farther into the periphery this is is (like in the human eye), the less likely it is it will bother you. You will only notice these in the HMD as 2D if you move your eyes all the way over without moving your head. Obviously moving your head would move the object to the stereo region. The human eye has a distinct advantage here of being able to move the overlap region with your eye movement. The amount of overlap expressed as a percentage is really not as important as the amount of overlap expressed as degrees of field of view. The Crystal OG and the The Super UW have very close to the same field of view covered by stereo overlap - however, the super has a wider total field of view. Therefore, the super will render objects in the periphery of its field of view in 2D that are not rendered at all in the OG. The tradeoff is this.... periphery 2D vs black. For many people the additional 2D rendering in the periphery will add to immersion. My personal guess is that if the OG doesnt bother you, the super UW wont either.. but again as @eFirehawk points out, waiting for others to try it out is probably best, as long as you understand that any 2 people may have very different experiences and both could be right. The one advantage that the Super UW has over the "lab mode" fov increase that Pimax has tried in the past is that for the Super UW they have physically moved the lenses rather than just trying to deal with it in the distortion profile.
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I *think* these are the correct numbers for overlap... Pimax Crystal Super (50ppd standard) ~105 degrees of overlap Pimax Crystal Super (50ppd UW) ~90 degrees of overlap Pimax Crystal OG ~85 degrees of overlap
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I've seen others say that performance (FPS) is similar but you get fewer dropouts (stutters) with PimaxXR than with the Pimax Play version at the moment. I was going to to revert back to see if I noticed a difference.
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If i'm currently using the pimax openxr implementation and want to return to using pimaxxr from mbucchia, how do i do that?
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This could be complicated by the fact that for some aircraft ( I think) the shutdown procedure has the pilot put the elevators down. Dont know what that does to the stick in aircraft without a physical link, but it could be that the elevators are down and the stick is centered when parked? Probably easier to ask former pilots of each aircraft what the stick position is when the aircraft is not powered and if the elevators drop on their own or not.
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I tried putting the Crystal on Medium resolution last night.... my conclusions: difference in cockpit tolerable, didn't lose much if anything view out the window (far) also didn't lose a lot, was a little less sharp but also tolerable view out the window (ground under 5000 feet) much blurrier. Pretty large difference here, and not tolerable to me. My conclusion (YMMV of course!): If I were flying a high altitude A/A mission I might use this if I was struggling to maintain framerates, but that's the least likely scenario that I'm going to be struggling. For A/G missions, Helo missions, or anything where I'm flying low, this was a step backwards and not one I would not use medium for. My personal preferences only, everyone has their own sweet spot!
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interesting to me that you chose to optimize your settings with render quality set to medium instead of high. Are others with 13900+/4090 doing this?
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Most of you probably already do this, but I'll put it here to help others out... Before I start DCS (or any of my flight sims) I bring up windows task manager and check the overall cpu and memory. For my system, I should see an average processor utilization across all cores (first column) of about 1-2%. If it's higher than that, I know something is running that i need to kill. I sort the list by cpu to see what needs to terminated or closed. Memory on my system should be about 15%. The thresholds you use will vary by a variety of factors, but I probably find things running that are either consuming more cpu than normal, or shouldn't be running at all about a third of the time. Sometimes its a windows process and you just need to wait it out for it to do its thing and quit. This helps reduce variation of performance between sessions and keeps me from chasing my tail because I think the sim has changed in some way, but really it's my system. Because VR is so sensitive to CPU interruption, this helps ensure that the game is getting all it can.
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I have a 4090 and 13900k and find that QVFR is a huge improvement to fps without creating stutters or a CPU bottleneck. Just goes to show how many variables and personal preferences are at play here. There are literally millions of possible combinations of settings and software in VR and then we have variation by map, mission, aircraft/helo etc.. I finally quit chasing settings as im sure many have. i found something I could live with that provides a little head room and just tolerate the variations and focus on the mission:)
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Hunting for the stutter-free VR experience.
j9murphy replied to Panzerlang's topic in Virtual Reality
Are you using Windows 10 or 11? -
actually that didnt fix it.. I had to change the behavior of buttons that remain "on" to be momentary like a button. For example the gear lever had to be changed in the virpil config to Toggle On instead of normal. It seems that holding a button down like that was confusing gremlin for some reason...
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I added a delay in the virpil config and that fixed it..
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I'm getting strange behavior in joystick gremlin with both my control panel 2 and cm2 throttle. For example, the landing gear lever does not always return the same physical button to gremlin even though the virpil configuration (and tester program) show the correct values. Anyone have any idea what is going on?
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thanks, I'll open up the throttle and see how hard to swap some out might be.