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RealDCSpilot

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Everything posted by RealDCSpilot

  1. 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.
  2. Yes, DLSS must be activated of course.
  3. @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.
  4. 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.
  5. 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).
  6. 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.
  7. It's not just USB, it is https://en.wikipedia.org/wiki/VirtualLink
  8. @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.
  9. 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.
  10. 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.
  11. 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 ...
  12. Yep, got the damper when it released and it basically transforms the pedals into a new device. It's the perfect hardware upgrade.
  13. Alright, first tests in DCS. First i have to say: I MISS THE CONVENIENCE OF VIRTUAL DESKTOP! It's really a bummer to be forced back into SteamVR and it's shenanigans after a couple of years. It really took me some time to remember how to set throttling behaviour and stuff to get rid of the fps locked to 45 or 60. The PSVR2 is able to run 90Hz or 120 Hz mode. I disabled motion smoothing as well because it's still very bad after so many years. PCVR is about pros and cons. Some things never change. However, the first thing that jumps into the eyes is image quality. There is no match in the price segment far below 1000,- bucks atm. Streaming to a mobile headsets comes at a cost. There is a lot stuff that gets lost due to compression. On top those OLED panels in the PSVR2 kill LCD anyways at any time. Current per eye res is 4080x4164, have to tune it down a bit to be able to directly compare it with my Pico 4 experience... The cockpit is much more readable, everything simply looks better and vibrant. Now i have to go into Nvidia settings to see if i can tone down some typical SteamVR issues like occasional frame drops and stuttering when looking 90° left or right.
  14. Did preorder it from GameStop last week. Did run quite smooth, last friday the send me the shipping notification and i got the package right on time. Eye tracking in the HMD comes from Tobii, there might be several reasons why it's not supported (yet?). First thing that comes into my mind is licensing issues. Sony would need to implement a new set of Tobii's software stack into the windows drivers and - of course - pay for it. The current lack of official eye tracking functionality for PCVR is a point which makes this quite uneconomical at the moment. And the adapter would need to be sold at a higher price. Same goes for HDR and integrated Bluetooth. For that the adapter would need serious hardware upgrades with parts from the PS5 like Bluetooth radio and Sony's own software/driver stack. The adapter price would easily jump to 150,- bucks or more. Much less people would be willing to pay that.
  15. I guess my Pico 4 will go on the shelf. I was running VDXR, also tried the new Pico Connect version lately which runs also really well now with SteamVR. But having OLED back on my eyes since 5 or 6 years now is changing the game quite a bit. It looks so good at this resolution. The last OLED HMD i had was the Samsung Odyssey+ and the PSVR2 is so much better than that.
  16. Alright, all is up and running for a couple of hours. Setup was really easy. I'm really impressed with what i've seen so far. It's like being cured from an eye disease called "LCD". FOV measuring was kind of an surprise 110° horizontal and 100° vertical. Didn't expect this from how it looks from inside the HMD. Didn't had the time to test DCS yet. That's for tomorrow.
  17. I already got the adapter, Steam says the app releases in ~5 hours. I'm very curious how well it will work.
  18. Definitely not. But the sun on your end can look smaller by gamma and brightness settings. On my end the sun is blinding with a huge flare if i look directly into it. Kind of realistic, but not the ultimate best solution. There are also differences on dusk and dawn, which look also okay on my end.
  19. Resolution per eye might be set to high. You can try to enable DLSS and check the real numbers in the logfile at a line that contains: DX11BACKEND (18368): DLSS successfully initialized, (resolution)x(resolution) -> (resolution)x(resolution). Another thing could be the way how you connect your mobile headset with your PC. Virtual Desktop is a very efficient OpenXR streaming solution. I would advise to check that first and make sure you are running everything in the recommended configuration (PC-> router over cable | headset over Wifi5/6 -> router).
  20. It's actually connected. In a 3D engine a "light's" range and brightness are intertwined. Because it is cut off rendering after a very short range, all the "energy" goes into that short light beam and acts like running in overdrive.
  21. I'm playing strict VR only. For a very long time the Moon was always to small. Now it actually matches much more the size of a real full moon that i can see once every ~4 weeks in real life.
  22. No wonder when i look at the cockpit textures. Each surface object needs 3 types of textures: color, roughness/metallic and normal map. Atm there is a huge waste of all that texture space with 12 texture maps in 4K resolution for 4 different cockpit instruments when they could be combined into just only 3 texture maps. As if everybody has a 4090 with 24GB VRAM.
  23. This is just an example how the tail section textures should be uv-packed. This leads to an 33% increase in pixel resolution aka sharpness aka crispness on each surface. This is just puzzled together quickly with Photoshop...
  24. The above post shows why the external model looks so bad and how much PC's 3D artist didn't care about the waste of texture space with bad UV packing. This is all loaded into RAM and VRAM. A huge number of pixels are unused and eating up memory. For comparison look at the F-4E. This is how it's done. To correct this, the whole texturing process would need to be redone from scratch.
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