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Everything posted by RealDCSpilot
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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.
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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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Yep, got the damper when it released and it basically transforms the pedals into a new device. It's the perfect hardware upgrade.
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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.
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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.
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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.
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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.
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I already got the adapter, Steam says the app releases in ~5 hours. I'm very curious how well it will work.
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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.
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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).
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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.
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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.
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What did I think of Kiowa? It needs to improve in some areas!
RealDCSpilot replied to ThorBrasil's topic in DCS: OH-58 Kiowa
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.- 592 replies
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What did I think of Kiowa? It needs to improve in some areas!
RealDCSpilot replied to ThorBrasil's topic in DCS: OH-58 Kiowa
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...- 592 replies
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What did I think of Kiowa? It needs to improve in some areas!
RealDCSpilot replied to ThorBrasil's topic in DCS: OH-58 Kiowa
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.- 592 replies
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What did I think of Kiowa? It needs to improve in some areas!
RealDCSpilot replied to ThorBrasil's topic in DCS: OH-58 Kiowa
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My experience with force feedback in DCS
RealDCSpilot replied to Braeden108's topic in PC Hardware and Related Software
Times are changing: https://mozaracing.com/flight -
Oh man, please stay realistic. Is it the most accessible helicopter FM, easy for beginners? Yes. But that's only because it's the Fiat Panda of DCS's helicopters. It clearly got it's DNA from a civilian machine. Power, weight, materials... Atm the Kiowa FM also has issues. I have a random problem with ground effect, slowly gliding in to a landing spot leads to a strange bouncing off effect sometimes. As if the aircraft dropped a ton of weight all of a sudden. Retreating blade stall seems also very undefined, it simply switches to "hey, i'm a stone now" in a split second.
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What did I think of Kiowa? It needs to improve in some areas!
RealDCSpilot replied to ThorBrasil's topic in DCS: OH-58 Kiowa
Textures, especially the normal maps are only at 30% where they should be in 2024. The whole 3D model looks more like something that would be used as an AI object in a game. The Apache is simply state-of-the-art. It demonstrates up-to-date texturing artist craftmanship.- 592 replies
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I was able to see it with NVS in daylight. It's very very dim. Just check against a higher contrast background.
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This only comes from a technical limited perspective. Imaging being a deaf person in the middle of the crowd on a dance floor, but everybody is wearing headphones. You simply hear and feel nothing. The track just entered a break section and everybody calms down. And then the DJ let the next beat kick in. All you can do is wondering why everybody is going crazy. That seems to be how most people experience VRS in DCS. No wonder, because the most people sit in front of a monitor, only with a spring-centered joystick or maybe a HOTAS. But DCS does much more, it exports real-time telemetry output. Feeding that into a motion seat or into a haptic seatpad via Simshaker opens up much more information your aircraft is telling you all the time. Hull vibrations, turbulences... everything is there. VRS, retreating blade stalls etc. announce themselves long before it happens. A simple seatpad with Simshaker already does the trick to make you feel what the aircraft is telling you. It doesn't matter if you have thousands of hours in the real thing. A SME, equipped only with a small monitor and spring-centering stick, is not able to tell you much about how good a flight model truly is. He is missing out on a lot of information. You'll need at least a VR headset for all the three-dimensional references of the world around you, the much larger field of view that simply gives you all the information on movement of everything around you. And on top of that a haptic solution for telemetry output. To let your body feel what is going on. It's up to you how much you want to dive into DCS. But don't judge stuff by just looking through a small cellar window that makes you miss the most of what is going on under the hood.
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What did I think of Kiowa? It needs to improve in some areas!
RealDCSpilot replied to ThorBrasil's topic in DCS: OH-58 Kiowa
Everytime i read "but it's fun" in here i get the old Gazelle FM vibes. With the old FM it flew like ass and people claimed "but it's so fun to fly". It took 7 years to be fixed! Fun is something i actually expect from every module i'm interested in. It's out of the question, why bring it up here. Overall quality of a product is what concerns me as a customer (and DCS module collector). And your faith as a DCS customer is really tested these days. So now we have the OH-58D, released without EA and without release day cut-off price. There was a lot of bragging about that it won't be an early access product. What we got is still an EA product, with stuff that doesn't work right or is in substandard condition and needs to be fixed, like the usual DCS stuff. No big difference to an EA release. I found a lot of bugs within the first hours myself. What did the testers do? The amount of money is also quite high for the given complexity of the module. We just had the release of the F-4E, 100 times more complex module... Put that into perspective.- 592 replies
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It's not only that. It only renders about 50m far.
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How to map the ICS Radio button
RealDCSpilot replied to VR Flight Guy in PJ Pants's topic in Bugs and Problems
@some1 As far as i remember, the global communication menu won't work if the server has easy comm disabled. You need to have dedicated PTT buttons to bind in a DCS module. Both current PTT binds work only for VOIP radios. -
How to map the ICS Radio button
RealDCSpilot replied to VR Flight Guy in PJ Pants's topic in Bugs and Problems
@Kinkkujuustovoileipä To prevent misunderstandings, can you please give us bindings for: Trigger 1st detent (ICS not only VOIP) Trigger 2nd detent (Radio not only VOIP) Weapon Release 1st detent Weapon Release 2nd detent