

j9murphy
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Everything posted by j9murphy
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I removed everything - WMR, open composite, all the mbucchia stuff, and all my oculus and meta stuff before installing pimax play - i did leave steam installed. I'm also on the latest version of windows 11 - did you stop updating to keep running WMR? There will be a steam alternative to WMR coming out soon that mbucchia is working on.
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Last night I was using the caucus super carrier cold start mission and I couldn't have the chief remove the wheel chocks... got a message which said it comply because the air wasn't connected? wheel chocks showed on the aircraft in the external view. Am I missing something or is this a bug? was able to salute and taxi anyway...
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I didn't have any problems with the install, but I think you'll find about as many opinions as people you ask lol. 1. I started by removing EVERYTHING related to VR from my PC. Is this your first VR headset? if so, you can skip that step of course. 2. rebooted 3. Installed PiPlay (i installed the latest), rebooted, started piplay again 4. Connected the headset for the first time - I did not connect the headset to the computer before installing piplay 5. registered and updated firmware, rebooted again 6. Configured my initial settings in piplay, configured play space as sitting/large, high resolution, turned on eye tracking and calibrated, set IPD, turned on dfr, added a little sharpening, made sure I saw the space scape in the headset - rebooted again 7. ran DCS the first time. no problems for me. Since I was on the latest version i wanted to see if I could get DCS to work before adding the mbucchia stuff back. was able to play DCS at 90fps in instant action no problem. Challenges I had along the way... - studioform comfort stuff is mandatary in IMHO, the headset is unusable without it. - really takes some fooling around to learn how to put the headset on and get comfortable while looking through the sweet spot, have to really crank it down to get a decent fov - if the chaperone comes on while in DCS it will cut your fps in half, you need to make sure your playspace is taken care of so it wont come on while your playing. - I still plan to try with the mbucchia stuff instead. 13900k/64gb/5090
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I havnt experimented with that yet, but from what I have seen from others that have - they seem to prefer doing the sharpening in piplay now.
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In general, if a game supports DLSS you should use that.. it should be better than upscaling with FSR or NIS, but you can check it out and see which you prefer. You can still apply sharpening though. If a game does not support DLSS then FSR or NIS is the only option.
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I am unable to get this to work for the corsair, does the app need an update to support new aircraft? it crashes when I try to create a new folder. Creating the folder manually also does not seem to work (doesnt show up in the UI)
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what would cause me to not be able to log into my dcs server installation using the same username and password that logs me into dcs and the web site?
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Any chance you could PM me your TelemFFB settings that you used to get a good setup?
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My limited understanding of converting to Vulcan would suggest that it will (initially)... bring more consistency to framerates (not necessarily more fps, but smoother fps create the basis for making further performance optimizations (this is a long road and one that only STARTS with implementing vulcan.) allow ED to make other enhancements without negatively impacting frame rate as much They could also choose to take advantage of some of these things before they release it to us, meaning that they take a little longer but we get more tangible benefits when its released. - most of this was said above:)
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All resizable bar does is enable the cpu to access a larger portion of the GPU frame buffer at one time. Whether this has any impact on game performance is dependent on how that specific game accesses that frame buffer (how often, the size of the transfer, what it does with it etc..). Some games see a lot of benefit, some see little to none. In some cases (at least I've heard, no first hand knowledge of this) it can be detrimental. For it to be enabled by default, my guess is that the game publisher must ask NVidia to provide that in their game profile - NVidia wont do it by default for obvious reasons. ED probably hasnt seen sufficient gain (or believes there are scenarios where it is a problem), or just hasn't tested it - and so its not turned on by default. So now we have this work around where we can turn it on ourselves and test it and draw our own conclusions. It is most certainly the case that results will vary based on the factors I raised above (cpu, gpu, rebar options, cpu/gpu bound game scenario, etc..). I used the cold start on super carrier to do my test, but that could just be a scenario where it doesnt help. So.... all I'm saying is it's great that people post "try this!", but for this one it would be helpful if those who see a benefit provide more information:)
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I also gave this a try yesterday, it was not enabled in profile inspector on my system. I have a 13900k and and a 5090 and saw no difference in frame rates. I tried several bar "sizes", but none of them made a significant difference. For those of you that saw a difference, it would be good to know what gpu and cpu combo you have, what bar size you are using, and if you selected anything in the "options" as well (which I think is deprecated).
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You are correct! Just discovered that. Is there a post somewhere that describes what all the fields mean in the extended view?
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Thanks, I was hoping there was another solution for seeing frame rate in the HMD itself since it had been a while since I had tried to do that, guess not:(
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What's the best way to see the current DCS frame rate in VR using openXR in a pimax hmd?
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@Nedum, when was your super delivered?
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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.