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j9murphy

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Everything posted by j9murphy

  1. I find that I dont need to oversample my crystal. Can I make it look sharper by oversampling? Sure, but for me, rendering at native resolution is way sharper than the G2 ever was, performs better, more FOV than the G2, and in most cases I can run with no AA. The only places I see shimmering in DCS are things like fences on the ground, I can tolerate that while I taxi and then its a non issue after take off. These things give me more overhead to turn on more eye candy:)
  2. I said this in another thread a while back, but I think it's a mistake to think that Vulcan is going to give some huge improvement in FPS. Vulcan will enable the developers to manage graphics calls more efficiently. It's multicore friendly and separates object creation from object usage meaning you can create objects on a different thread and use them without additional overhead. This gives you a lot more ability to tune the app. However, tuning will be a long process. My guess and it's only a guess.. the first release of Vulcan in dcs will not provide huge performance benefits. It will probably make frame rates more consistent, but you're not going see a huge performance jump. Over time, because of Vulcan, the devs will have a much better basis for tuning and we will therefore get improvement (over time) unless they they decide to use the new headroom for new features:)
  3. I have not had a great experience with repro on the crustal, although I havnt tried it with the latest update. Wasnt smooth and had motion artifacts here and there. The best repro I had was with my G2 and the openxr toolkit, that worked exceptionally well. guess I need to give it a go again with the crystal and see if it has improved.
  4. @=Andre= I've built a motion seat which has movable flaps in the seat and seat back to replicate g-forces. Right now I have my JetPad just resting in the seat, however I would like to create custom padding for the seat. My question is this.... Would it be pretty straight forward for me to remove the transducers and electronics from the JetPad and install them into the custom padding for the movable seat? It looks like everything could be removed and re-installed without too much of a bother, however I wanted to see if there were any "special instructions" you might have for doing so.
  5. j9murphy

    DLSS "update"

    how does one use DSR in VR? does it even apply to VR?
  6. ...and the waiting for the rest of us begins:)
  7. If you controllers get new id's just rename your old config files to the new ID.. all your settings will be back.
  8. for me the magic formula for the crystal with the latest DCS update is: Crystal Resolution = Max Set Crystal refresh rate to preference (for me that's 90hz) PimaxXR - Prefer framerate over latency Quadviews = set resolution of center to 100% OXRTK - all options to default (I'm evaluating the relative benefit of continuing to use this at all) DCS - Pixel Density = 1, set max DCS fps equal to HMD refresh rate, no DLSS/MSAA/DLAA For me, this creates the ability to turn up the graphics in DCS so that almost everything is on/max with steady framerates and no ghosting or stuttering. (4090 / 13900k)
  9. +1 for me too, 120hz disappears, I restart the headset 120hz comes back, but pass through is still a no go.
  10. I did some "tuning" with my crystal last night and had the following observations... - ghosting (I'm defining ghosting as the smearing or the elongating of ground objects when looking at them during a roll or high speed turn) - in my case this was 100% related to frame rate. if frame rate equals hmd refresh rate then no ghosting, the farther these things get apart then the worse it is. This lead me to conclude that if I want to eliminate ghosting then I need to make other trade offs. For me this was dialing back the center for quadviews to 100%, turning off all anti aliasing (no MSAA, DLSS, DLAA ) - for the crystal, I dont see much shimmering or need for AA anyway This gave me the headroom to get right around 90fps in most scenarios with clear crisp images. How far that drops in complicated missions and in multiplayer is yet to be seen, but so far i'm happy with the results.
  11. unless you are creating your own missions, take a look at the missions and campaigns (free and paid) that you would like to leverage, and then pick the map with the most that you are interested in. Let your interest in the missions and campaigns drive the map, not the other way around. If you just want to look out the window, choose the other sim:)
  12. I think I read somewhere that it was a holo lens update only, nothing in WMR changed
  13. For those of you hoping for an open source solution or replacement to WMR, it sounds like that is unlikely to happen. For reference, see the 2 posts below by mbucchia on the subject... https://forums.flightsimulator.com/t/microsoft-is-discontinuing-windows-mixed-reality-wmr/622334/191 https://forums.flightsimulator.com/t/microsoft-is-discontinuing-windows-mixed-reality-wmr/622334/185
  14. Honestly, the best thing you could do at this point for flight simming (since you posted in a flightsim forum) would be to get motion smoothing improved. Currently, it doesn't work very well in 72hz, and could benefit from some improvements in smoothness and clarity (less artifacting) in the other modes. Other than that, if any improvements are possible in local dimming for night flying that would also be beneficial! Great headset though, overall I love the clarity.
  15. does this mean all WMR headsets will no longer function when windows drops support, or will openxr and/or steamvr still allow them to work in some fashion? maybe @mbucchia could clarify what the implication of this is? In the past microsoft had already said they would no longer develop/support the AR part WMR.
  16. There's also this post... https://forum.dcs.world/topic/337815-vr-pov-not-centered/#comment-5329392
  17. I *hope* you're right, but my guess is that we will get more consistent framerates over a much broader range of scenarios instead (MP and huge missions fps will be more like what we see in single payer mode today vs. a large single player fps increase).
  18. Vulcan will enable the developers to manage graphics calls more efficiently. It's multicore friendly and separates object creation from object usage meaning you can create objects on a different thread and use them without additional overhead. This gives you a lot more ability to tune the app. However, tuning will be a long process. My guess and it's only a guess.. the first release of Vulcan in dcs will not provide huge performance benefits. It will probably make frame more consistent but you're not going see a huge performance jump immediately. Over time though, because we are now on Vulcan the devs will have a much better basis for tuning and we will therefore get improvement (over time), or not if they decide to use the new headroom for new features:)
  19. I've used them together. I had to enable openxr in the ultraleap control panel and copy the leap dll into the dcs bin directories. That made everything work. There is also an app that verifies your openxr api stack is correct. I'm not at my computer, but if you need the link for that let me know.
  20. It's unfortunate that so many people have trouble with their crystal. Mine just works, never had a problem, never had to contact support. There are a couple of things that don't work as well as they should yet, and I had to add prescription lenses and an apache headstrap to make the comfort tolerable, but other than that, I'm really happy with it.
  21. Based on what happened when Xplane adopted Vulcan (maybe not a good comparison) but it only did the following... - brought more consistency to framerates (not necessarily more fps, but smoother fps - at least until xp12 came out lol) - created the basis for making further performance optimizations (this is a long road and one that only STARTS with implementing vulcan.) I would expect Vulcan to (at best) allow DCS to maintain current performance as they pursue more features (better flight models, better weather, more units active, more realism, etc...) Until then, at least we have Matt's great work to bridge the gap while hopefully ED decides to adopt at least some of the functionality natively.
  22. It's really too bad that VR is so fragmented from a tech perspective. It creates opportunity from an innovation perspective (from the HMD developer POV), but also means a PITA from the game developer POV because there are too many thing to support and optimize for. Matt was a one man unifying force in VR for us all, and unfortunately this means it's up to the game developers and HMD developers to come together and solve the problem (highly doubtful since VR is still a niche group for high end sim games). Thank you @mbucchia for all that you managed to accomplish. Your efforts were much appreciated and I hope that your vision of a community of developers to carry on this work will come to fruition. We are all better off in VR given what you accomplished.
  23. Is anyone using an ultraleap with the latest beta (48335)? When I turn on openxr in the ultraleap control panel I cannot get DCS to start in VR. I can get it to work in the stable version, but only by using the Special tab. Nothing works if I try and enable it in the VR tab instead.
  24. Clicking the middle mouse button does it for me, although I think I may have that reassigned. I'll have to look at what I might have assigned it to when I'm back at the computer....
  25. are you using QVFR with eyetracking or FFR?
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