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Everything posted by RealDCSpilot
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ED, we need help as modules have been abandoned by Polychop
RealDCSpilot replied to peeter's topic in Polychop-Simulations
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. -
@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...
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PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
@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?? -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
Good to know! I'm on SteamVR beta all the time. -
Recommendation for new headset purchase (It's a lot right now...)
RealDCSpilot replied to M1Combat's topic in Virtual Reality
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. -
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.
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PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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 -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
Certain things look wrong on your end. I have no idea why you have trouble finding the right settings. These values are way to low for a good resolution for PSVR2. No wonder it doesn't look sharp. On my system Steam resolution on 150% means 4164x4244 pixels per eye. And set 120Hz if you want the panels performing fast. This should be your basic setting, you even have better hardware than me. From there DLSS performance mode in preset K and DFR with Quad Views does the rest. I posted my latest QuadViews setting file a couple of pages ago. Something is strangely wrong on your end. Maybe something set globally and even affecting your QP performance. Here is what QuadViews does to rendered pixel amount, reducing a whopping amount of 35.344.032 pixels to only 8.474.352 pixels that are actually needed to deliver a crisp image in the eye tracked focus view box at 1822x1856 pixels. 2025-09-14 07:17:08 +0200: Found option 'smoothen_focus_view_edges=0.2' 2025-09-14 07:17:08 +0200: Found option 'sharpen_focus_view=0.69' 2025-09-14 07:17:08 +0200: Found option 'turbo_mode=0' 2025-09-14 07:17:08 +0200: Found option 'horizontal_fixed_section=0.25' 2025-09-14 07:17:08 +0200: Found option 'vertical_fixed_section=0.25' 2025-09-14 07:17:08 +0200: Found option 'peripheral_multiplier=0.22' 2025-09-14 07:17:08 +0200: Found option 'focus_multiplier=1.25' 2025-09-14 07:17:08 +0200: Found option 'debug_eye_gaze=0' 2025-09-14 07:17:08 +0200: Found option 'debug_focus_view=0' 2025-09-14 07:17:08 +0200: Found option 'vertical_fixed_offset=0' 2025-09-14 07:17:08 +0200: Found option 'turbo_mode=0' 2025-09-14 07:17:08 +0200: Eye tracking is supported 2025-09-14 07:17:08 +0200: Recommended peripheral resolution: 916x934 (0.220x density) 2025-09-14 07:17:08 +0200: Recommended focus resolution: 1822x1856 (1.250x density) 2025-09-14 07:17:08 +0200: Stereo pixel count was: 35344032 (4164x4244) 2025-09-14 07:17:08 +0200: Quad views pixel count is: 8474352 2025-09-14 07:17:08 +0200: Savings: -76.0% 2025-09-14 07:17:17 +0200: Session is using quad views 2025-09-14 07:17:17 +0200: Edge smoothing: 0.20 2025-09-14 07:17:17 +0200: Sharpening: 0.69 2025-09-14 07:17:17 +0200: Turbo: Disabled These resolutions go through DLSS end deliver these values from the DCS.log: 2025-09-14 09:16:10.395 INFO DX11BACKEND (16904): Use DLSS preset 'K' 2025-09-14 09:16:10.436 INFO DX11BACKEND (16904): DLSS successfully initialized, 460x468 -> 916x936 2025-09-14 09:16:10.436 INFO DX11BACKEND (16904): Use DLSS preset 'K' 2025-09-14 09:16:10.473 INFO DX11BACKEND (16904): DLSS successfully initialized, 460x468 -> 916x936 2025-09-14 09:16:10.473 INFO DX11BACKEND (16904): Use DLSS preset 'K' 2025-09-14 09:16:10.511 INFO DX11BACKEND (16904): DLSS successfully initialized, 912x928 -> 1824x1856 2025-09-14 09:16:10.511 INFO DX11BACKEND (16904): Use DLSS preset 'K' 2025-09-14 09:16:10.548 INFO DX11BACKEND (16904): DLSS successfully initialized, 912x928 -> 1824x1856 The result is the absolute best performance and antialiased image quality i've ever seen in all those years in DCS. I also don't get what you mean with "oversaturation" and color bleeding, it's definitely not the case. Something is really messed up on your end. Maybe too much fiddling with system values over the years? Actually the huge color bandwidth of the OLED panels are able to show even more colors now compared to what i have seen with compressed video over VD back in the days. In the Mi-24P you have the Petrovich VR overlay menu which shows in 3 colors in fine lines in what firing state he is. Now i see white, orange and green, before that in VD even with 10-bit HEVC video encoding i could only distinguish between white and green. Orange was totally lost due to compression. There is one thing you should check, SteamVR does SuperSampling settings two times. Make sure your global setting is 150% and when DCS is running check again if the "per app" video setting is 100%. Maybe you have a hidden downscale there. Otherwise i'm out of ideas, but man something is really wrong on your side. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
@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. -
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.
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PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
@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). -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. ;) -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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.? -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
@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...) -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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.) -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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 -
Is DCS VR somehow violating Steam VR API rules?
RealDCSpilot replied to RealDCSpilot's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
Exactly. Additionally, there is a bit of chromatic aberration at the edges.