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RealDCSpilot

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Everything posted by RealDCSpilot

  1. It's actually three different sims in those images. And no, i will definitely not "thrust" my eyes. Well it's the oldest one in the comparison. Have to give it some slack here. Did that, the hand object is touching the cockpit frame arc. And yes, of course a glove makes the fingers a bit bigger. But i can't bring any other reference object into the game. Well, isn't that interesting...? From all sims it actually gives me the best result how i can see the Moon in real life (size and darker surface details).
  2. Alright, let's see... Hmmmm... and another two other sims examples... So they are all wrong?
  3. Guess what, i can do this in VR. And as expected, it's to small. Needs to be 2x bigger i guess... As i already said, i would expect the size of a pea, not a pinhead.
  4. I didn't say that. That was freehand. But i can relate to what he said. ED makes a lot of changes under the hood without mentioning them in the changelogs. Night lighting is a very good example, it was broken for years. The last time i remember having full moon as main light source and realistic ground illumination working correctly was ~2019. Then it got broken again and the moon was only a sprite in the sky and the ground always dark as hell no matter what. Especially this was problematic for LCD VR headsets because everything looked extremely dark and i stopped doing night missions at that time. This was going on for years. Now, since a couple of months, night lighting did have a really nice comeback and it seems to work well across all maps now. And i also got a "new" OLED VR headset since last week which makes doing night missions really enjoyable again. But well, the size of the moon is off... As perceived through my VR headset. What makes me confident is -> i'm an old fart. I've simply seen many full moons in my life. And can't do a scientific measurement to compare FOV with other sims. Because that would need the exact same 3D object being looked at from the exact same distance in both simulators. Don't have the right tools for that. No.
  5. About the "hard data"... he measured with using a scale "inside the problem". The coin will always have the right diameter in millimeters, yes... but that seems not to be the problem here.
  6. @buur Do you even have a VR headset? You'll never understand the problem if you only know DCS as a flat game. For info, i just did a test in the F/A-18E in the other flight sim. Made a screenshot from the right eye and yes, DCS is rendering a higher FOV per eye for the same VR headset which now really smells like the source of the problem. "More perspective" is rendered in the same space which leads to objects appearing smaller than perceived in reality.
  7. So i tried to match a real life foto to a screen capture of what's rendered in the HMD... F/A-18 at 35000 feet. I definitely would expect to see a moon diameter nearly twice as much as currently rendered in the HMD. @Czar66 Yes, you brought up the keyword. It might be a slightly too large FOV per camera that render each eye for the VR HMD. If any of the other parameters are correct, this is probably the only option that produces this issue. It basically squashes the image and is hard to spot because you can't bring any real object into the virtual world to reference. Question is, if that FOV value is accessible somewhere for us to check.
  8. You still seem to not get it. This is a reference position. This is exactly where the head is. At a distance to the frame that does make sense. The screenshot is me in the AH-64 cockpit, simply looking up in the sky. In other sims the moon is also showing up bigger. So they are all wrong and DCS is the only one who does it right? More real life impressions: https://www.facebook.com/MentourPilot/photos/a.963992186989923/3228398517215934/?type=3 https://www.facebook.com/airlinkairlines/posts/a-full-moon-over-the-tasman-at-3am-captured-by-rhys-on-a-flight-in-our-cj3-from-/1492184397833072/ https://www.reddit.com/r/aviation/comments/9j9psi/snapped_this_shot_of_the_full_moon_during_the_mid/
  9. Next full moon is in 4 days, i hope for a clear sky. The top window frame of the AH-64 is a good reference frame for proportions. It is quite close to your head and now look how tiny the moon is in proportion to that window. Maybe you'll need to go outside too from time to time. Or at least, look out the window. Something is off. However, i'm kinda sick about running after problems in DCS. The latest patch introduced a new bunch of bugs again. They should start getting their <profanity> together. The 15th year is one of the worst so far. They are really loosing it. Here is the same screenshot with boosted brightness:
  10. See title. I have bound all mouse buttons to my HOTAS, can't use them anymore in spawn selection since yesterday's patch. DCS main menu - works. DCS multiplayer menu / server list - works. Entered server, spawn slot selection - not registering. Spawned in cockpit - works again (on map, in cockpit).
  11. Then there must be a world scale issue in VR in DCS. And someone at ED was asking himself the same question and started tinkering with moon size over the last patches. It should look more like a pea not like a pinhead.
  12. Thanks, started with checking different values. This picture looks right (because reality). What i see in DCS atm looks like more like a far more distant planet. https://www.pinterest.de/pin/another-day-at-the-office-with-an-excellent-full-moon-scene-on-a-quite-clear-night-awesome--547961479648671372 here comes another one: https://www.pinterest.de/pin/bright-moon-on-night-flight-in-crj700--573294227540476932/ 0.52 degree is mathematically correct, but what DCS does with it in it's code and what we get as a result not. Take the AH-64 cockpit frame into account not the HUD.
  13. I'm strictly playing in VR and this is my observation. IRL everytime at full moon it shines through my window, in my bare eyes i see it so much larger than the current scale in DCS. Check the other flight simulator even there the moon is much bigger than what we now have. Don't focus on numbers only use your eyes.
  14. With the latest patch it's to small now...
  15. After DCS 2.9.6.58056 the moon was a tad to big. With DCS 2.9.7.58923 it's way too small now. Actually it would be right if it's scale would be in the middle between 2.9.6 and 2.9.7. Maybe looking out of the window at night once every month helps. I don't think that the moon is that much smaller over Russia. Screenshot is fresh, taken on the Syria map. The Moon is a sad tiny white spot now.
  16. Yes, DLSS must be activated of course.
  17. @Morat Check SteamVR settings, Play Area. There you can switch off the area fence and let the boundary only be rendered on the ground. I also had the FPS cap and checked motion smoothing off and messed around with throttling behaviour in Video settings / per app settings. Can't tell atm, don't remember exactly. For general image sharpness, if you have used the HMD on a PS5 before you have a slight advantage. On the Playstation you can dial in your eye distance pretty exactly because of the eye tracking and also find the perfect position where the HMD has to sit on your head. This makes finding the sweet spot so much easier. In PCVR you really have to take your time here, play with the eye distance wheel and slightly move the HMD on your head and check how the sharpness of the image changes.
  18. There are several ways for resolution multipliers in both render pipelines. The only way i know to get the exact supersampling setting aka render resolution that is finally send to the HMD is activating DLSS and checking it's report in DCS's logfile. There is a line that looks like this: INFO DX11BACKEND (5528): DLSS successfully initialized, 2496x2544 -> 3740x3816 (I'm currently bound to SteamVR only) Ignore the 2496x2544 this is only the downscaling target for DLSS. 3740x3816 is the resolution that gets send to the HMD. Defined by: 1. SteamVR at XXX% resolution per eye in Video settings (this is the global setting for all games) 2. plus the modifier in SteamVR's per-app video setting (if 100% here, it does nothing) 3. plus the multiplicator in DCS's VR settings PD: 1.1 ("pixel density"). I would first check if both of your approaches really run at the same resolution.
  19. Let's put it this way. The PSVR2 has basically the VR HMD features i wished for after 2019. The year when VR took a sidestep and almost all HMDs switched to LCD. It's more of a highend successor to the HTC Vive Pro. Much better OLED panels with more pixels and more FOV, without being a brick on your forehead (that's why Pimax's form factor will never be an option for me). The Pico 4 and the G2 have both 2160 pixels horizontally, but lower FOV (104° and 98°). That results in slightly higher pixels per degree (~20 ppd and ~22 ppd). The PSVR2 comes with 110° and a resulting 18 ppd. The one really gamechanging thing about the PSVR2 in DCS for me is the big comeback of OLED panels for PCVR and how they change my night mission capabilities and experience. I basically avoided night time actions more or less because of the poor LCD panels since i had the Valve Index. Now i'm back into business and holy sh!t does it look gorgeous. In the end the PSVR2 is another small step in VR device history. It's not perfect but brings enough improved stuff on the table. Pros and Cons as always. I will be finally happy when we reach 3800x3800 pixels per eye and minimum of ~140° FOV with HDR and eyetracking working on OLED or QLED or whatever new display tech in a comfortable small device at a reasonable price. That will take a while, but i'm still enjoying the journey since 2014 (Oculus Devkit 1).
  20. About HDR, there is not a single PCVR game out there supporting HDR output. It wouldn't make much sense for Sony to "implement it". The capability is in the hardware, so never say never. However, Valve is cooking on something with HDR strings in SteamVR's code. But that could just mean nothing. In the end, developers need to implement HDR in their game anyway. We might get emulation through certain hacks earlier, but that still would not meet the quality of native HDR.
  21. It's not just USB, it is https://en.wikipedia.org/wiki/VirtualLink
  22. @Morat You can also disable the launcher because it's not needed all the time. And yes, i'm still using both start parameters on my shortcut. But it should work without them with the MT exe. @Wali763 I would restart the PC everytime you intend to switch VR HMDs, but it should work. You my have to check to prevent certain stuff from starting and interfere (SteamVR plugins, other tweaking tools). @LucShep Yes, it's definitely a decent PCVR headset now. Especially in that price range. Typical for PCVR it's not perfect right now, but the Pros take out the Cons. If eye-tracking would work, it would be a killer HMD with enabled foveated rendering. Maybe Sony will make it possible someday, we can only hope. HDR someday could be possible too, which would be another highend killer feature. It's crazy that this stuff is already implemented in hardware but not useable on PC.
  23. Damn, i have to correct myself. I'm sorry. The moon is too big! By around 20-30%. When did this happen? With the latest patch? I took a little time out and was only playing on Kola and Afghanistan when it was released. And the moon's size was correct back then, i was actually quite happy about the night lighting that had also been fixed because it was way to dark before at full moon.
  24. Not really going into details, misses a lot and ugh - doesn't know much about SteamVR supersampling. Of course you can easily tank your fps by using DCS's pixel density value. On my end i found my sweetspot for the settings. I'm at the same resolution now that i used for the Pico 4, that's around 3800x3800 per eye. All quality settings on max on the 4090. Checked a lot of different scenarios and oh my god, it's sooo good to have OLED panels again. And the ones in the PSVR2 are the most powerful i've seen so far. Especially at night it's a total different experience. Lights in general, gunfire, explosions, sparks spraying on armor hit by bullets. The FLIR of the PNVS in the Apache looks so much better now. And so many new visible small details! All that stuff that is lost through compression is visible again. The next big thing that i totally forgot about in the past years with VR streaming is LATENCY. I got so used to the latency from virtual desktop that it really struck me after a realizing how much more responsive DCS is now. Final Verdict: If you already have the PSVR2 it's a no-brainer. The adapter will double the value of the device and transform it into a fully fletched PCVR headset. If you were lucky and got your PSVR2 in the latest sale. Get the adapter too, it's a steal! If you had the abandoned Reverb G2 before and you are now looking for an alternative -> The PSVR2 fills the gap the HP Reverb G2 has left and will be an upgrade. In the same price range you can now get an powerful OLED VR HMD with much better specs than the good old times of 2016. --- Pros: - OLED panels with 2000 x 2040 pixel per eye (extreme high color bandwidth because HDR capability, very high contrast ratio, very high dynamic range for brightness) - solid SLAM tracking - light and comfortable (i recommend Globular Cluster's comfort mod plus their headphone mod) - uncompressed direct DisplayPort connection -> low latency (!) - FOV of 110° horizontal and ~100° vertical - the hand controllers are very good too, ergonomical and light weight (i don't use them with DCS, but for any other VR games) - if you have a PS5, check those highend VR games in HDR! (GT7, Resident Evil 4, Resident Evil 8, Horizon: CotM and more) Cons: - OpenXR via SteamVR (all the good and the bad it brings to the table) - the classic PCVR tinkering stuff for best performance - fresnel lenses need more attention with correct placement on the head. take your time here with eye distance setting to find the right sweet spot. - typical fresnel lenses stuff: no edge to edge clarity, color dispersion - eye tracking implemented in hardware but not useable on PC (for now?) - HDR mode not available on PCVR (not yet?) --- Hint #1: don't be stupid like some youtubers. If you have a VR capable rig and didn't try to get away with a cheap motherboard you should have Bluetooth integrated with the onboard WLAN adapter. Plug in the antenna in the back panel to have a much more powerful BT sender and receiver than any USB dongle. Works flawless with the PSVR2 controllers. Actually, the PSVR2 setup process was one of the fastest i ever had. 5 minutes and everything was ready to go. Hint #2: if you have a PS5, make sure to update the firmware of the headset and the controllers here first before trying to connect to PC.
  25. Since yesterday, the PSVR2 with PCVR adapter. I have it in testing currently and it shines. Fills the gap the Reverb G2 has left. And OLED, no streaming latency ...
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