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RealDCSpilot

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Everything posted by RealDCSpilot

  1. 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).
  2. @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).
  3. @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...
  4. 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.
  5. 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.
  6. All our troubles will come to an end...
  7. 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...
  8. @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.
  9. @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...).
  10. @VR Flight Guy in PJ Pants It's right there in the numbers of fpsVR: 120% ss resolution only. This is pretty low. Most people use 150% and more for sharper image quality. If it's enough for you, why not?
  11. @Bearskin It's actually not about someone's bandwagon, it's about understanding the technology. With the Pico 4 you don't need any of the tampered OpenVR files. And Virtual Desktop is the current best streaming solution for mobile headsets. Guy Godin, the developer, is the current technology leader, he also was the first who introduced this feature. He worked together with Qualcomm to figure out the best practices to get the best out of the XR chipsets for realtime decoding etc. --- And please let's not fill this thread with false information, the Pico 4 runs native OpenXR PCVR titles without problems. There is no need to "avoid Steam", and SteamVR supports OpenXR natively for more than 2 years now. SteamVR is just a VR compositor, it takes care of the two per-eye images and all the tracking data that are provided by the API, OpenVR or OpenXR and sends them forth and back through the connected VR HMD... Eventually DCS will switch to OpenXR, there is no way around it because it's the most modern standard. I expect to see this with the new upcoming DCS engine. My only concern is how the term "OpenXR" is handled nowadays, in the sim community it's used way to much "colloqiual" for the methods of signal wrappers and not for what it truly is, a unified VR API.
  12. Yes, but for those features you can also try the OpenVR hacks by fholger: https://github.com/fholger I tried this all, back then, when i still had my Valve Index. Now with the Pico 4, Virtual Desktop's performance options are simply enough and it runs much better than with my Index and all those "old" tweaks. In the end, it's really about time that ED comes up with multi-core support for DCS. All these hacks simply try to workaround the main problem, this old engine...
  13. Sheesh, i know, from the outside all these OpenXR, OpenComposite and whatever VR API stuff might look quite confusing. But what you are doing there is basically this: Let's have a quick look what OpenComposite is: https://gitlab.com/znixian/OpenOVR "Reimplementation of OpenVR, passing all calls directly to LibOVR." It was made for VR games, that were only compiled with OpenVR support (for SteamVR native HMDs) so that Oculus users could run those games without having to use -- LibOVR (Oculus API) through SteamVR (OpenVR API) -- to get them running on their headsets. Since DCS is running both APIs, LibOVR and OpenVR, you don't need to put anything else in this pipeline! Coming back to the Pico 4, how it can hook into PCVR: Pico 4 -> Virtual Desktop -> LibOVR games (directly via using Oculus Software installed, the VR compositor for Oculus PCVR Headsets) and / or Pico 4 -> Virtual Desktop -> OpenVR games (directly via using SteamVR installed, the VR compositor for SteamVR headsets) and Pico 4 -> Virtual Desktop -> OpenXR games (again, i only know of MSFS2020 being a native OpenXR game - via SteamVR or Oculus Software) -- Since a couple of years the Oculus Software and SteamVR as VR compositors are also able to run games that are compiled with the OpenXR API only (MSFS2020) which is the latest general standard unified API for PCVR. Basically, DCS only needs to adopt OpenXR so LibOVR and OpenVR support will get deprecated instantly. For the Pico 4 this means, it get's OpenXR support automatically because you can run an OpenXR-only VR game via the Oculus compositor or the SteamVR compositor which get's managed by Virtual Desktop. -- Now it get's tricky, the "OpenXR" component of OpenComposite basically originated from the problem Microsoft introduced: Windows Mixed Reality. A third VR compositor for WMR headsets like the HP Reverb G, only compatible with (basically non-existent) WMR API games and OpenXR games (MSFS2020). To make WMR headsets able to play other VR games (the majority of VR games used to have only LibOVR and OpenVR support) they introduced the "Windows Mixed Reality plugin for SteamVR" where all the performance troubles started, especially in the flight sim community, because the Reverb G'series had excellent hardware specs and pricing, but nobody cared about it's poor VR API support when buying it. So all this "OpenXR" development was started by open-source developers, to solve the problem and bring some more features in for tuning. But it's all "middleman translator software", mainly bringing benefits only for HP Reverb owners or VR headset owners with weaker hardware and willing to tune the image quality options even more down to squeeze out some more performance for specific titles. If you don't have a WMR headset, the probability for placebo effect is high. Unless you are really using and needing to turn down rendering options with fixed foveated rendering and stuff.
  14. They seem to visit their subforums much less than me. Maybe they aren't much interested in their products? (Looking at maintenance patches and fixes, changelogs... Oh my!)
  15. @Lange_666 Virtual Desktop actually emulates a Quest headset. So you have the choice to play DCS via SteamVR and the OpenVR API or via Oculus VR API.
  16. @upupandaway Well, i don't see coincidence with the recent Blackshark videos about 3D model details. But here, way to much interpreting into stuff that isn't there for my taste. And i don't have forgotten the old Kiowa stream where PC claimed that the Kiowa has already the best helicopter flight model ever seen in DCS... They really have to make up a lot for the community. Unless they really come up with a module at DCS's standards it's all overpromise and underdeliver.
  17. This is a misunderstanding by many people. OpenXR has to be implemented by ED. It's about time to get rid of the current implemented OpenVR and OculusVR APIs. Hopefully this comes with the multi core engine upgrade. All current available VR HMDs support OpenXR, it's already integrated in SteamVR and the other VR Compositors. And of course the Pico 4 can run a native OpenXR application. Via VD and SteamVR for instance. The problem is, that the only real OpenXR game that i know and play is MSFS2020. All the other mentions of "OpenXR" in the VR sim community are about wrappers that do middleman translation from OpenVR or Oculus API to OpenXR in SteamVR or WMR or OpenComposite as VR compositors. The reason for all of this is mostly WMR, the most inferior VR compositor. Sadly the main VR compositor of the beloved HP Reverb series. If HP would have chosen one of the already established standard VR compositors, nobody would ever needed to program all those hacks.
  18. I actually never use Open Composite or any of the other VR compositor hacks like OpenXR toolkit etc. These are actually made for WMR headsets like the HP Reverb G2. I only run just VD and SteamVR and it performs and looks better than with my former Valve Index.
  19. Can't relate to that on my end. I actually have much better image quality and performance with VD over Wifi than on my already sold Valve Index. The only minor compression issue i see is some color banding in the sky. Just for info, Pico's Streaming Assistant will also get a big update soon. There is already some info about the next version being in beta.
  20. Would love to see the implementation of Black Shark 3 and MB-339 too.
  21. Yeah, the ground crew takes a look at their watches and if it's too late they automatically install the NVG's... (check mission time)
  22. I always use manual mode, can't even remember when i used auto mode the last time. Maybe 10 years ago? I use the Ka-50 for the most hairy situations, often trying to shoot from 8 km away, or even more, to take advantage of it's sniping capabilities.
  23. Works on my end, set it to 0 and it's centered.
  24. @cerebrave Yeah, it's getting better and better.
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