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flyingcyrus

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About flyingcyrus

  • Birthday May 26

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  • Flight Simulators
    DCS / MSFS / X-Plane / War Thunder / (US Navy Fighters... no, just kidding !)
  • Location
    France
  • Interests
    Airplanes, guitars, computers / geekery
  • Occupation
    Airline Pilot

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  1. Hi ! Version 0.6 here, and something strange with the landing gear. It works with the keyboard shortcut, with the associated button(s) on the HOTAS, but... the landing handle does not move, the indication lights do not illuminate, and a click on the handle does nothing at all. Got the same behavior with the flaps ! Did I miss something ? Otherwise, great, great work !
  2. Had this very bug an hour ago, without any ATC contact !
  3. For now, only EA modules are compatible with Ultraleap.
  4. @HawkEXO this might be because there is only one entry for cutoff and idle positions, but wihout any logic. Other modules like F/A18 have "logical" command such as Cutoff <> Idle, meaning if the switch is on, then throttle is in cutoff position, else it is on idle position.
  5. The thing is, event with buttons properly mapped (HOTAS Flaps up / down or Flaps up / 1/2 / down) you got to be relatively slow when swithing from up to down position otherwise the virtual lever will be stuck in 1/2 position. Something I can't reproduce with other aircrafts such as F/A18 or F86...
  6. Oddly, I get the best performance with SteamVR using OpenXR API. I ran some test with WMR / OpenXR / OXRTK, at same definition (130% supersampling of the native 2160x2160 Reverb's screens) and FPS drop is around 20% ! Did anyone else experience such a strange and counter intuitive behaviour ?
  7. I noticed the same boost, even on MSFS ! I can now achieve a steaby 45 (90 reprojected) on sceneries where I struggle to get 30. Let's hope Microsoft is aware of this and keen to fix the issue, but according to their recent statements about VR, I 'm not optimistic :-/
  8. MR does it automatically. Half the native headseat (i.e. 45fps for a 90Hz helmet) of 1/3 if it can't achieve half. Be aware that at 30fps, MR has to compute 2 predicted frames before displaying the next rendered frame. Smoothness is still here but at a price of some artefacts, especially during fast aircraft and/or head moves.
  9. Actually, when activate MR, the engine spits up 45 fps at a constant pace, so you never see additional frames (unless your rig can achieve 90fps with MR on auto mode), so useless is not the appropriate term here. Think of it this way : the frames above 45fps (slightly above, cause computing the predicted frames take time) that the computer does not need to render are a power reservoir which can be used for other things like IA, weather etc.
  10. Smoothness is more a matter of how regularly the frames are displayed than how many... Motion reprojection sends a perfect steady 90fps (assuming the headset has 90Hz display(s) ) from only 45 actual rendered frames. This is the reason why it is smoother than a framerate running like crazy between 60 and 80. I'm in VR for almost 3 years now, and I still really can't figure how people can play without Motion Reprojection without dying from headaches, or simply throwing up ! (No offence @BIGNEWY ).
  11. Do you use OpenXR natively (motion reprojection is known to be prone to stutter and ghosting) or with SteamVR (works much better) ?
  12. Actually OpenXR and WMR are different things, the first beeing an API , the latter a runtime. I think you can. As well as openVR is the default API used by SteamVR. As a consequence, I think you can give it a try...
  13. I noticed that too, and put it on the fact that my SteamVR is now configured to be OpenXR runtime. As I never used OpenXR with SteamVR before, could you confirm that the per-app setting is available with the single-thread version of DCS ?
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