-
Posts
1364 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by RealDCSpilot
-
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.
-
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
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. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
Yeah sure, it tricks your brain. I got totally used to it with my standalone HMD. But to describe the effect better - i would call it the "old man" filter. Everything reaction time based get's "stretched and smoothed out" in time. Something like this. Stuff becomes more unresponsive. It becomes extremely obvious in helicopter takeoffs, like with the AH64. I have a full HOTAS in a seat, so i have to work with all arms and feet to coordinate a clean takeoff with cyclic, collective and pedals. You have to do a lot of work with micro corrections and my fist takeoff with the PSVR2 was quite an experience after years with of streaming VR. @Qcumber Yeah, you have to take your whole system latency into account, add HOTAS device input latency and so on. In the end you'll have that huge latency chunk of VR streaming in the middle of that data pipeline, which is a massive bottleneck compared to everything else. Based on some old numbers i remember it's ~15ms if you are running with DP and controllers over USB. With streaming you end up with 60 ms and more (VD numbers do only show what is relevant to the VR streaming part), don't forget that DCS is CPU bound and you are putting extra work with streaming on it. More realistic would be 80 to 100 ms even with highend hardware. -
Changelog in the SDK says only: "Bug Fixes & Stability Improvements". So yeah, we shouldn't see much of a difference.
-
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
Ah i see, that's another type of latency on top. Called motion-to-photon. Your headset has to collect and process your movements, send it to your PC - process and apply it to the game - render it - compress it - send it back over Wifi or USB - decompress it and render it on your display panels again. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
Sorry man, but there is no tech magic possible to reduce the latency of the odyssey a rendered frame has to take through the route of streaming over wifi or usb cable. With a direct Displayport connection it will take a rendered frame only 1-3 ms to reach the display panels, while going through all the hoops and loops of processing needed for streaming over USB or Wifi you'll always end up with 40 - 80 ms. It's all the encoding and decoding, hacking everything into little transferable packets vs. just flushing it through a big pipe. Even with "Oculus Link" you'll end up with 20 to 40 times the latency the sim is actually meant to be played. You will "see" it, once you have the chance to compare it directly. I had two years of built up muscle memory with a standalone headset and was a bit shocked about the difference. When i changed my setup, i also did a DCS session with standalone HMD before and after the change to PSVR2 (which was roughly within 20 minutes). You can go into details here: https://pimax.com/de/blogs/highlights/technical-comparison-displayport-direct-connection-vs-quest-3-streaming-solutions-for-pcvr -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
For me, and this changed my mind to never want to use a wireless VR hmd again, their biggest caveat besides compression is latency. For sims with HOTAS or steering wheels, latency has a huge impact. I was using VR streaming with a standalone HMD for two years and got used to it, but the moment i tried the PSVR2 with cable in a helicopter was a real eye opener. All of a sudden i had direct control over the aircraft, rudder, cyclic and collective felt so much different than before. I'll never go back. -
PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
Yeah, that autoexec.cfg was mentioned before already but thanks for pointing it out again, it's crucial for image quality tweaking. I also started on tweaking Quad Views settings. You'll need an empty settings.cfg file in C:\Users\YourUserName\AppData\Local\Quad-Views-Foveated and fill it with the following lines: smoothen_focus_view_edges=0.33 sharpen_focus_view=0.33 peripheral_multiplier=0.33 focus_multiplier=1.0 horizontal_focus_section=0.3 vertical_focus_section=0.33 Feel free to tweak your own values.