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RealDCSpilot

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  1. @Evilfisher You can actually use a normal Xbox controller to navigate Steam VR's dashboard and desktop. It'll go into standby very quickly after starting DCS. I never use my PSVR2 controllers at all if i'm doing only Flight sim or Racing sim...
  2. You might need to opt-in for SteamVR beta. Check if SteamVR is your global OpenXR runtime (option ins SteamVR settings). Make sure you run the multi-threading exe of DCS. Check DCS's settings if VR is enabled. It's also best practice to to start SteamVR first everytime and launch DCS after that.
  3. They literally said they will still try to support their modules as best as possible in this situation.
  4. Just to make sure, it's the opposite effect. A bigger FOV lets objects appear smaller in the same image space (same frame size for both FOV settings). The farther away the more impact it has. A bit more information about the scene i rendered: The greenish-yellowish box on the left is 1,8 meters high and positioned very close to the camera, the tall column in the center is much more far away and 22 meters high and the sphere is 18 meters high. It maybe a bit hard to see in the miniature top/down shot. In the camera view you can clearly see that the 1,8 meter object is only slightly affected, while the big objects in the distance are much more affected (besides distortion effect that affects the perceived position which is negligible for now). I also have a direct theory why DCS slightly misses the correct dimensions in VR. DCS is the only VR application i know that manipulates FOV of it's VR camera rig in realtime. The VR Zoom function does exactly that. If you press the button, a linear interpolation is started that reduces FOV for both eyes in a timeframe of about a second from the start value (let's call it A) to a much more narrow FOV of value B. If you let go of the button it interpolates back to value A within a second. My theory is that value A is simply a bit off by one to two degrees.
  5. Well, i can prove the effect of FOV affecting perceived world size. Changing FOV has the opposite effect of IPD or "camera distance". IPD changes the perceived size of objects close to you drastically and has almost no effect of objects far away. FOV does basically the opposite, close objects aren't affected much, but the more the object is away from you the bigger the effect will be. So my theory is that the FOV in DCS's VR camera rig is off by a couple of degrees.
  6. It's sad to see that Polychop is up for bad news again. As if 7 years with no helicopter flight model for the Gazelle wasn't enough.
  7. @Gizmokev Hey man, just asked myself... How do you think about this today? A lot of things happened, after 7 years we finally got a helicopter flight model, now the CEO fired all the staff who basically saved his company and tried to mitigate his bad decisions. Also the Kiowa got released, but the CEO (also graphics artist) did an amateur job on all textures. Now Polychop is not able to support both modules anymore...
  8. @Zligor Consider switching to Win11 when reinstalling Windows. It has the much better CPU scheduling and ReBar implementeation. HAGS should run without problems not like on Win10 where it is hit and miss. I can't say anything about smearing, not really something that is noticeable on my device. Mine is from the first batch when it got released. Is production quality that random with the PSVR2??
  9. With only 68% super sampling every headset will look blurry for sure. It's a drastically low resolution. First of all, in SteamVR you can't change super sampling during runtime, it'll do nothing. You have to restart DCS (or any other VR app) every time you change this in Video Settings. Also make sure that Throttling Behaviour is set to fixed and the HMD is running in 120 Hz mode. Then check your system if any of the former Quest 2 tweaks are still in place / running in background... get rid of them. OTT and whatever. Also make sure SteamVR is the main OpenXR handler. For Quad Views settings check my earlier posts for a base to start on (there are two posts, take the newer one). Also check Quad Views log file, and DCS's logfile, they will post the settings and resolutions that are applied for the final images per eye. Make sure you have the latest PSVR2toolkit installed (with SteamVR integrated eye tracking). Also check if you have the latest DLSS dll running and try "Performance" setting with Preset K.
  10. Good to know! I'm on SteamVR beta all the time.
  11. Reading the specs of Pimax's DreamAir series caught my attention. It basically kills the BSB2E on all aspects. I'm waiting for someone releasing a small lightweight, high quality and high fov headset for years now and what started with BSB and Shiftall MeganeX seems to move in the right direction.
  12. Yeah, this is something i noticed too. The way to small looking full moon brought me to this. This isn't coming from IPD, this is a result of a tad to wide fov rendering per eye on ED's VR camera rig in game. Would really like to see some fact-checking on this or really like to get this setting exposed in VR settings.
  13. Version 1.3 of PSVR2toolkit got released. It now uses internal SteamVR eye tracking. It's recommended to deactivate/uninstall the OpenXR eye trackers app. https://github.com/BnuuySolutions/PSVR2Toolkit/releases/tag/v0.1.3
  14. Yeah, good point. And the PSVR2 brings so much to the table now, best PCVR/Playstation entry class headset because of pricing and even some benefits on top that you can't get even beyond spending 1K.
  15. That's my old config, check a few posts later. Something is very strange on your end. You have set 150% now and the SS resolution is 5872x5992 ??? That is crazy high, before that 160% was ~3200x3200... (???) You may have bricked your VR render pipeline somewhere in your system sometime ago. Something is messing with your settings. I'm into VR for 11 years now, always looking to get the best out of it. The PSVR2 is one of the most color correct headsets i've seen. Also very powerful with brightness and contrast (it can do HDR so no wondering here). And it's a relieve to see OLEDs in action again after years with LCD headsets. Sure QLED in the QP is not that bad when it comes to similarities in image quality, but these PSVR2 OLEDs absolutely shine in VR.
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