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RealDCSpilot

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Everything posted by RealDCSpilot

  1. Goodness, what are you trying to make of it now? Read the news, a lot of bad decisions were made by those companies. And ten-thousands of employees have to take the bite for it now.
  2. Yeah sure. I only need to look at what happened to PCVR within the last eight years... A VR headset is a peripheral device and should be nothing else. Like a monitor, game controller or keyboard and mouse. Maybe we should be thankful that Samsung didn't had the idea to open a Samsung games store, with games that only run on Samsung monitors.
  3. Well, you weren't there: Whatever SDK was publicly accessible back then didn't matter. Everything changed way to quickly and wasn't mature enough. Couple months later the situation changed to getting bad for us.
  4. Looks like you weren't there in 2014. When Zuckerberg got the brain fart he needs to wage a war about VR to be able to rule the world of the future.
  5. They only use their ecosystem to distribute the software package, because it's well accepted (and they started 10 years before everyone else thought about distributing software online). From which source you get your VR game is not depending on this.
  6. OpenVR was the first VR API. Valve was already working on VR before Palmer Luckey popped up. If the Oculus thing wouldn't have gone wrong who knows what exercise OpenVR would have become... Well, makes no sense to speculate more about this. The real problem is the disruption that all this early greediness brought for the PCVR market.
  7. @Dentedend10 The "Current OpenXR Runtime" setting tells Windows which "handler" is managing OpenXR. If it's set to SteamVR, SteamVR is the "handler". The problem is that WMR was a bad idea! Valve and Oculus were pretty close at the beginning, OpenVR could have been the unified API for VR and we never would have seen all this chaos. Then Facebook interfered and caught Oculus and thought it would be a good idea to build a closed platform within Windows, looking for domination on this tiny, much to young market. Later Microsoft had the same idea and transformed it's Hololens API WMR into a third VR API also trying to win a war here. They flooded the market with cheap half-assed WMR VR HMDs by Lenovo, Samsung, Acer, HP and more. This coup flopped hilariously, no developer needs a third API to waste more time and effort when he already needs to work for two other APIs. Today, years after this, Microsoft has finally pulled the plug on that idea. And you look at SteamVR in the wrong way, they are the only ones who still try to support as many HMDs as possible while Facebook gives a sh!t. Or are you able to play a Oculus exclusive game by simply starting it for your HP G2? With OpenXR we now have a second chance to get rid of this nonsense.
  8. It drives me a bit nuts how people throw around the words and mixing stuff up adding more to the confusion. Let's try to clear this up: - VR runtimes and VR APIs - SteamVR can do OpenVR and OpenXR. Oculus can do LibOVR and OpenXR. Windows Mixed Reality can do WMR and OpenXR. (Microsoft couldn't find an additional name to distinguish between their VR runtime and VR API) :P 1. DCS now talks OpenXR 2. Before the latest patch DCS could only talk OpenVR (SteamVR's native VR API) and LibOVR (Oculus's native VR API). 3. DCS never could talk WMR, the Windows Mixed Reality API by Microsoft (Sadly HP chose WMR as main VR runtime for the Reverb series, here starts most of the trouble...). 4. Microsoft made a very bad "WMR for SteamVR plugin" so that WMR headset owners would be at least able to play VR games over SteamVR and it's OpenVR API because nobody really made VR games for WMR. This WMR plugin is basically a very underpaid translator, talking OpenVR to WMR, a bad choice of middleman software for popular headsets like HP's Reverb series. 5. So for DCS that means - it talked OpenVR to the WMR for SteamVR plugin wich translated everything to WMR. This wasn't working very well. Thank you Microsoft (good that they now finally stopped this). So OpenComposite came in for the rescue. It translates everything from DCS to OpenXR, the only other VR API that WMR understands. And OpenComposite put a lot of tuning options into it to compensate WMR performance troubles. It is the better translator. 6. OpenXR was developed by Khronos Group to end this mess - One API for ALL! 7. Guess what, SteamVR can also natively talk OpenXR. Oculus can also natively talk OpenXR. 8. OpenComposite is not OpenXR. Sadly a lot of people, mostly HP Reverb owners, refer to OpenComposite as OpenXR. That's not correct. It's also unfair to blame SteamVR for having bad performance if you plug a WMR headset to it via the inferior "WMR for SteamVR plugin". 9. For DCS now everything is about to change! SteamVR native HMD --> Oculus native HMD --> OpenXR --> DCS WMR native HMD --> No more translators needed, finally. Each VR runtime has OpenXR included for quite some time already. If you have a myriad of VR tweaks installed, especially if you were going the OpenComposite route, just start fresh. Step by Step. In the coming months a lot is going to change. Most guides are already deprecated now. Especially for DCS and VR and HP Reverb owners. (And no, DCS bought on Steam doesn't mean you have to use SteamVR. Steam as a shop and SteamVR as a system component are completely different things. You can now use DCS standalone or DCS from Steam with every VR runtime that is compatible with your VR HMD.)
  9. It's native OpenXR, OpenComposite's workaround is deprecated now. All VR runtimes should be able to connect directly to OpenXR now, some still might have troubles (Pimax and Co.)
  10. @VR Flight Guy in PJ Pants @NatoAviator Try to get rid of any additional tweak first. Basically start with vanilla DCS and your VR runtime only. SteamVR with VD (VR Flight Guy) or plain WMR (NatoAviator). This will continue in the next months, because a lot will change. Most of the known tweaks will get old and deprecated.
  11. Two things, one is in your dcs.log, there should be a line with "INFO VISUALIZER (Main): LAUNCH IN VR : SteamVR/OpenXR : oculus" and the second is that when you start DCS and land in the main menu, you will be positioned quite high so that you are looking across the wing of the jet in the hangar. From there you simply press your VR recenter button and your height should be set right in front of the menu.
  12. @VR Flight Guy in PJ Pants Pico is running fine. Virtual Desktop runs it emulating a Quest HMD. The DCS log says "INFO VISUALIZER (Main): LAUNCH IN VR : SteamVR/OpenXR : oculus" which is exactly what you want to have. Since VD's reprojection system runs on the headset, no problems! People mix up to much about SteamVR and OpenXR! SteamVR is just a runtime, OpenXR is an API. SteamVR was never the source of trouble for WMR headset users, it was the half-baked WMR for SteamVR plugin by Microsoft. OpenComposite was basically made for bypassing this terrible WMR plugin. The whole thing was just a failed attempt by Microsoft to establish a third VR market platform. But luckily no developer really cared about WMR as an API.
  13. @Assamita On VD's Discord they say you have to disable energy saving options and factory reset the device. The issue came for some people after the 5.3.2 update.
  14. It's my 7th HMD since 2016 and the one with the fewest inconveniences...
  15. For "UI Layer" i have bound 2 HOTAS buttons on my throttle grip to left click, right click and one encoder dial of my throttle grip to mouse wheel forward and mouse wheel backward. Gives you all the same functionality like with a mouse and no need for running extra mapping software. Yes, they will continue to work. Other people also use classic trackball devices as alternative to binding mouse buttons to HOTAS. I believe there is even a binding somewhere to hide and unhide this cursor. Have to search for it again...
  16. The trick is to give VD some time in Wifi first before switching Wifi off in the headset. VD makes a copy protection check over internet once it started, so it needs Wifi on the headset for a small amount of time.
  17. In VR options, check "use mouse". Then you have normal mouse functionality. Unchecked, you get the view-centered fixed cursor and to get the most out of it, bind mouse button functions in UI layer to your HOTAS (for straightly looking at buttons in the cockpit and using them without lifting a hand from HOTAS).
  18. @rosteven1 To which VR API do you connect via VD? OpenVR via SteamVR or Oculus without SteamVR? I'm always running SteamVR and DCS on OpenVR on my end (without audio issues, Discord works, but i don't use SRS).
  19. @Mr_sukebe For easy enabling USB tethering use this .apk: https://drive.google.com/file/d/1PUTpT9boTKssDXQ2qUCLxOKM3LPxQtlA/view The rest depends on Windows networking settings. It might switch to a public network type automatically everytime and you have to set it back to private. But in the end, you only get stable 1200 Mb/s and maybe a marginal cut in latency for USB tethering. You loose the charging capability during playing, your PC's USB connector can't provide much power. I have my Pico connected to it's charger with a long USB-C cable and i'm back to Wifi5 at 5GHz connection. I'm in the same room with my router and the connection is fantastic. USB tethering only helps with low Wifi connection quality situations. However, another option is a USB-C Ethernet adapter...
  20. Alright, got my new machine on friday, was pretty busy installing and migrating all the stuff... When i started DCS for the first time, i got shivers down my spine. Never seen this image quality and performance in VR in DCS. 3840x3840 per eye resolution, DCS settings on ultra but without any AntiAliasing. It's mind blowing.
  21. There were discussions that ED will never implement DLSS and stuff. But well, it does make so much sense. With OpenXR it's the same. It wouldn't make sense to not implement it and get rid of the old VR APIs.
  22. All our troubles will come to an end...
  23. SteamVR and Steam are technically two completely different things. Valve is the much lesser evil if you go down that road. Look at the Microsoft store or the one from Epic...
  24. @VR Flight Guy in PJ Pants I took our screenshots to compare resolution quality, it's quite obvious that you run at much lower supersampling. There is no magic, only sacrifices to make to trade in more fps. I zoomed in a little to make it more visible, your cockpit readability suffers pretty much. On top of that, i took my screenshot on ground which costs extra fps. I'm personally happy with 60 fps without extra fiddling and nearly all ingame settings on ultra. SteamVR SS is around 3060x3060 per eye.
  25. @Mr_sukebe You asked the wrong question. His answer is about OpenXR support for native Android VR apps running on the device. This is in experimental state: https://developer-global.pico-interactive.com/sdk?deviceId=1&platformId=1&itemId=7153484514247917573 OpenXR for PCVR is not in Pico's hands and doesn't need to be because both streaming solutions take care of this by connecting to SteamVR or Oculus VR on PC (Streaming Assistant or Virtual Desktop). And as i told you already, i'm easily playing MSFS2020 the whole time with VD and the Pico 4 and MSFS2020 does only support OpenXR. Please learn about the difference of a VR compositor and a VR API first. This is OpenXR (an API): https://www.khronos.org/openxr/ This is just a software translating or "talking" to OpenXR (it is not OpenXR!): https://mbucchia.github.io/OpenXR-Toolkit/opencomposite.html All known standard VR compositors can "talk" to OpenXR for a couple of years already (SteamVR, Oculus Runtime, WMR runtime...).
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