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RealDCSpilot

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  1. How does XRFrametools record your latency data? I only see frametime for GPU and CPU, but this isn't latency. Latency is the time how long the already finished rendered frame takes to reach your display panel. The stuff that is shown in VD's frame info display. XRFrametools would need to have an app running on your HMD to measure that data.
  2. @Qcumber Yes, wired directly to the GPU hammers down latency by a lot. This is an important element. Streaming alters the way your mind and body perceive the flight model of each DCS module. If you want to see compression, just fly very low over the huge forest areas in the Caucasus map (south of Senaki maybe...). What i don't get is what you mean with black borders at lower FPS? You should actually reach a much better visual result and fps with your 5080 compared to my 4090. Can you post some logs, Quad View etc.? This is also not quite clear for me. You didn't set DLSS or something? DLSS is an AntiAliasing method(!) Without it, i can definitely see aliasing on the edges of all geometry objects.
  3. Yeah, no need to switch. At the extreme resolutions that are needed for VR both CPU brands are becoming equal. and this isn't new information: If you want to run with optimum performance you should consider a better VR headset with eye tracking for foveated rendering in DCS. That Facebook headset of yours will give you only troubles, latency and unnecessary extra workload on GPU and CPU.
  4. @Qcumber First check if SteamVR is your global OpenXR handler. Then also make sure that nothing from your former setup interferes with your new VR pipeline (registry and driver tweaks, hacks etc.). And yes, the plastics of the PSVR2 were chosen because of their lightweight characteristics. It's flimsy, yes, but not cheap. The PSVR2 app does not need to run everytime, it's only for setup purposes. You may also check a normal VR game first (HL:Alyx or something).
  5. Yeah, the face gasket is really just only a very flexible light blocker. I left it on because of that purpose and i have all needed bindings on my hotas + years of muscle memory. ;)
  6. Yes. And with DFR now even better. Do you have to use Meta Link? Why not VD, isn't it the much better streaming option with VDXR etc.?
  7. @AlpineGTA The PSVR2 should not run "game in sync" with the panels refresh rates, that's the setting "throttling behaviour" in SteamVR per app video config. Just set the HMD to 120 Hz and they run in their best performing configuration totally independent from what fps your game and system is capable of. I guess this is what ruined your experience. On my end i let my VR headsets always run in their best possible refresh rate without locking the game to it. (not my best english explanations...)
  8. I bet these issues have nothing to do with the PSVR2. The stutters come from wrong settings (motion smoothing has to be off, throttling behaviour to fixed). SteamVR also isn't the culprit for most problems like many people think. The troubles with the HP Reverb headsets came from the terrible concept by HP, that this headset should be a native WMR runtime hmd and SteamVR wasn't even planned and supported in the first days. The wrapper WMR for SteamVR was an afterthought and the source of many many problems. I've been using SteamVR since 2016 with various headsets and it never made any troubles or stopped working for whatever reason. What @AlpineGTA should have done before testing the PSVR2 is removing any software and hacks that were needed to have the Reverb G2 running. (That includes OpenXR toolkit etc.)
  9. If you look at it over time, since DLSS was introduced for DCS, it has seen a lot of progress. And the autoexec file config plays also a big part to fight the issue. My personal test is simply switching to flyby camera. In former versions this was absolutely terrible to watch, but it's so much better now, especially with the latest DLSS versions. Atm the artifacts only show up for a very short time at the beginning of the flyby motion. There are not gone by 100% still but greatly reduced. From the cockpit perspective i see them from time to time in certain situations like flying low over a forest in caucasus. But most of the time it's a non-issue. And the extra fps given by DFR also help i guess, more fps less artifacts.
  10. For comfort check Globular Cluster Comfort Mod. For audio check Globular Cluster PH2 phones. Colors are exceptional good, these panels are 10-Bit capable (HDR). Resolution is a bit less than G2, but the FOV is much bigger(!!!). Also check my DFR settings file for Quad Views, you can boost sharpness by a huge amount. Binocular overlap is also pretty good so depth perception will be too. Performance is dependent on your system. I recommend to let the panels run in 120Hz mode and SteamVR global SS setting 150%. Rest is tuning the game and what your GPU has to offer (DLSS 4 performance mode, profile K etc.). One very important aspect is IPD setting and finding the right position on your head. The Globular Cluster Mod helps with this. But if you don't own a PS5 you can't take advantage of the IPD measuring and calibration via eye tracking (not yet?!). Finding the right values might take some time.
  11. Couldn't let my fingers from tuning the settings file and dialed in some more aggressive settings. I also used the Quadviews Companion tool to create a better formatted settings file. Everything is extra sharp now in the foveated area: smoothen_focus_view_edges=0.2 sharpen_focus_view=0.69 turbo_mode=0 horizontal_fixed_section=0.25 vertical_fixed_section=0.25 peripheral_multiplier=0.22 focus_multiplier=1.25 debug_eye_gaze=0 debug_focus_view=0 vertical_fixed_offset=0 [SteamVR] # Turbo Mode causes unexplained errors with SteamVR. turbo_mode=0 [app:DCS World] # The settings are specific to the app DCS World vertical_focus_offset=0 # Un-advertise in incompatible apps. [exe:Contractors] unadvertise=1 [app:WanderingSpace] unadvertise=1 The log says: 2025-09-08 17:24:52 +0200: Found option 'smoothen_focus_view_edges=0.2' 2025-09-08 17:24:52 +0200: Found option 'sharpen_focus_view=0.69' 2025-09-08 17:24:52 +0200: Found option 'turbo_mode=0' 2025-09-08 17:24:52 +0200: Found option 'horizontal_fixed_section=0.25' 2025-09-08 17:24:52 +0200: Found option 'vertical_fixed_section=0.25' 2025-09-08 17:24:52 +0200: Found option 'peripheral_multiplier=0.22' 2025-09-08 17:24:52 +0200: Found option 'focus_multiplier=1.25' 2025-09-08 17:24:52 +0200: Found option 'debug_eye_gaze=0' 2025-09-08 17:24:52 +0200: Found option 'debug_focus_view=0' 2025-09-08 17:24:52 +0200: Found option 'vertical_fixed_offset=0' 2025-09-08 17:24:52 +0200: Found option 'turbo_mode=0' 2025-09-08 17:24:52 +0200: Eye tracking is supported 2025-09-08 17:24:52 +0200: Recommended peripheral resolution: 916x934 (0.220x density) 2025-09-08 17:24:52 +0200: Recommended focus resolution: 1822x1856 (1.250x density) 2025-09-08 17:24:52 +0200: Stereo pixel count was: 35344032 (4164x4244) 2025-09-08 17:24:52 +0200: Quad views pixel count is: 8474352 2025-09-08 17:24:52 +0200: Savings: -76.0% 2025-09-08 17:25:02 +0200: Session is using quad views 2025-09-08 17:25:02 +0200: Edge smoothing: 0.20 2025-09-08 17:25:02 +0200: Sharpening: 0.69 2025-09-08 17:25:02 +0200: Turbo: Disabled --- @VirusAM Sorry, no such symptoms over here. Maybe try to switch between 90 and 120 Hz mode to reset the panels? Or it might be an issue with the cable, search for bends or any other damage. The way you describe it, it sounds like an issue i had with my Valve Index years ago and the source of the problem was a damaged cable. (Which is not good in case of the PSVR2 because Sony seems to have no replacements, but that is only a rumor...) settings.cfg
  12. Alright, something has changed. Can't say if this is related to switching to Quad Views or if it has something to do with the latest changes to SteamVR. SteamVR beta 2.13.1: - Reduced memory usage for user interface textures (improved performance) Since that update i never had the problem again, i can always switch to SteamVR dashboard without going into 2 FPS mode or DCS crashing, even after long sessions.
  13. Some numbers the log file spits out with these settings (i tried to make the viewbox rectangle more square to better fit the PSVR2 panel size). 2025-09-06 07:39:28 +0200: Found option 'smoothen_focus_view_edges=0.33' 2025-09-06 07:39:28 +0200: Found option 'sharpen_focus_view=0.33' 2025-09-06 07:39:28 +0200: Found option 'peripheral_multiplier=0.33' 2025-09-06 07:39:28 +0200: Found option 'focus_multiplier=1.0' 2025-09-06 07:39:28 +0200: Found option 'horizontal_focus_section=0.3' 2025-09-06 07:39:28 +0200: Found option 'vertical_focus_section=0.33' 2025-09-06 07:39:28 +0200: Eye tracking is supported 2025-09-06 07:39:28 +0200: Recommended peripheral resolution: 1374x1400 (0.330x density) 2025-09-06 07:39:28 +0200: Recommended focus resolution: 1250x1400 (1.000x density) 2025-09-06 07:39:28 +0200: Stereo pixel count was: 35344032 (4164x4244) 2025-09-06 07:39:28 +0200: Quad views pixel count is: 7347200 2025-09-06 07:39:28 +0200: Savings: -79.2% 2025-09-06 07:39:37 +0200: Session is using quad views 2025-09-06 07:39:37 +0200: Edge smoothing: 0.33 2025-09-06 07:39:37 +0200: Sharpening: 0.33 Reducing the needed rendered amount of pixels from 35 to 7 million only, with boosting the image quality and sharpness on top, at the same time, is just phenomenal.
  14. Exactly. Additionally, there is a bit of chromatic aberration at the edges.
  15. 150% SS in SteamVR is roughly 41XX x 42XX per eye. Looks pretty good in every cockpit. @Qcumber If you get a PSVR2, also check night missions. They are a blast with the powerful OLEDs of the PSVR2 (because they are HDR capable too). Night missions were a thing i tried to avoid with a standalone headset and streaming, because the resulting image quality was really bad. And the most important thing, many complaining reviewers got this wrong, get your correct IPD setting dialed in and check if the HMD sits in the right position on your head. Mostly all negative reviews come from this simple mistake.
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