-
Posts
1373 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by RealDCSpilot
-
Didn't see this post until now... I don't know what you are doing there, but only 40fps with a 4080 means that something isn't right on your machine. You may have overtinkered with stuff you don't know much about or simply misconfigured Windows or whatever. In December you should have got your fps close to this: and after the latest patch it should even improve close to this:
-
-
VD quality setting sets the main resolution per eye. DCS's PD setting can be used as a multiplicator for that main resolution for fine tuning. As an example, on my end i use "godlike" (3120x3120) and PD of 1.2 to push the super sampling resolution to 3744x3744. Then DLSS takes this resolution and puts it down to 2496x2496 to rescale it back to 3744x3744. Sharpening on 1.0 and it looks pretty crisp, absolutely zero aliasing.
-
[Solved] Certain bindings don't work like a toggle
RealDCSpilot replied to RealDCSpilot's topic in Bugs and Problems
Have bound these two and they are now working exactly how i need it. Before they only worked as "press and hold" buttons. @nima2014 @Kirk66 However, if you find other buttons not working as expected, report them! -
[Solved] Certain bindings don't work like a toggle
RealDCSpilot replied to RealDCSpilot's topic in Bugs and Problems
There are two options now for certain switches! -
SA-342 Gazelle 2023 "FM" Update
RealDCSpilot replied to Polychop Simulations's topic in SA-342M Gazelle
It's definitely only something on your side and not related to the module. I reconfigured all my inputs yesterday and have not the slightest idea what you are talking about. Everything works well, as expected. You should check your system much deeper for control issues that come with your hardware, double bindings and driver/firmware settings. -
[Solved] Certain bindings don't work like a toggle
RealDCSpilot replied to RealDCSpilot's topic in Bugs and Problems
Fixed with the latest update! -
[Solved] Certain bindings don't work like a toggle
RealDCSpilot replied to RealDCSpilot's topic in Bugs and Problems
Alright, thanks! -
For the Master Arm Switch i have to hold the button to keep it in position, for the Flare Dispenser Button Cover too. On other switches it works as expected, like Weapons Panel STDBY/ON or Left Pylon Arming Switch Cover. Why? Is this an oversight?
-
Because it's the best VR anti aliasing option since... years? The super sampling from 2496x2496 -> 3744x3744 per eye works really well for me. Thanks ED!
-
@rcalfa @Johnny Dioxin Check in LAB settings if hand tracking is enabled and disable it.
-
@Bashibazouk To rule out that the problem might come from a different angle, can you please provide some screenshots from the beginning of that mission? Maybe it's a terrain physics problem and the skids are stuck into the ground. Please take a closer look from the outside and provide some screenhots. And one screenshot with the loadout from the ground crew menu please.
-
SA-342 Gazelle 2023 "FM" Update
RealDCSpilot replied to Polychop Simulations's topic in SA-342M Gazelle
This is the golden rule for any helicopter. And you almost never need more than 50% fuel unless you plan to fly around for hours. I'm flying the Gazelle very often on the Syria map. Never had this issue. Please check your weight/loadout and make sure to have only the amount of fuel that is really needed. Also check if your start trim is slightly left and back and countering mainrotor torque with pedals is smoothly synchronized with raising the collective. -
Then it's time to go out on the streets and cry "Make WMR Great Again" ...
-
@Buzzer1977 Goodness... The topic is WMR getting depricated and i'm trying to tell you why the concept failed. And i'm looking at the whole history with Microsoft trying to bind VR HMD manufacturers to their system. I'm into VR since 2012 and owned VR headsets since 2014. WMR - the naming alone is already misleading, the runtime has the name WMR and the native API is also named WMR!!! But no one really developed or integrated the WMR API into their games. Before VR it was only used for Hololens projects and after 2016 only a handful of small developers tried it and put their VR games on the only store with WMR API VR support - the Microsoft app store. OpenXR was added a bit later to be supported by the WMR runtime, now look how long it took for OpenXR to mature and at the dates how many OpenXR games are out there and when were they released? The whole WMR thing was a dead horse from the beginning and the WMR for SteamVR wrapper was the afterthought solution trying to keep the bad idea alive. On many occasions the WMR for SteamVR plugin simply broke, they were always running behind SteamVR's progress. @Baldrick33 Acer, Dell, HP, Lenovo and Asus HMD basically failed instantly. I would call that a desaster. Samsung and HP tried once more with a more sophisticated HMDs, but Samsung also gave up in the end. The tragedy of the HP Reverb is that HP still kept staying with WMR. They were on the right track with the most parts of their hardware, but should have made themselves independent from Microsoft in all those years. I also still remember how many people just bought the Reverb in 2019 without having the hardware to drive those highres panels. Even the best consumer GPUs in 2019 weren't really able to deliver the resolutions the Reverb demanded. Because nobody listened to HP, they never intended to sell the headset to normal consumers. The Reverb of 2019 with those early highres panels was intended for engineers and professional designers in CAD workflow integrations, on highend GPUs to be able to see fine lines in 3D data and text. That's one reason why the Reverb was not planned to be produced in large numbers in the first place. But then the simmers discovered it for their niche market. It's good for seated VR, mostly without the need of those crappy controllers. But the performance with demanding sims was abysmal, so programmers from the community stepped in with creating free tools to get access to tuning options. But this only extended the life support for the dead horse. It's a good thing that some bad ideas die out naturally. And when WMR has vanished, alternatives will be available.
-
You are still stuck only looking in your own small niche. I still remember the flood of new VR users seeking help in 2017 when WMR headsets were released and i remember the second flood in 2019 when the Reverb was released. You also still don't get what i meant with WMR being the third leg. Simply ask ED why they never added WMR API support after implementing LibOVR and quickly after that OpenVR back in the days.
-
The only thing everyone was interested in were the Reverb's first highres panels in an affordable VR headset. Everything around it was cheap as hell (the controllers... ouch, the tracking...), but those panels were perfect for sims with cockpits with instruments etc. If guys like mbucchia didn't came to the rescue with OpenXR toolkit or OpenComposite as a direct wrapper from OpenVR to OpenXR, no WMR user would had a good experience with VR games. That's the only reason why WMR itself survived this long. It's death was quite foreseeable 6 years ago.
-
No, that's the other problem of WMR. It's a prison created by Microsoft. And HP's problem was to enter it. They hopped into bed with Microsoft and all the dependencies that come with it. It might have been a good idea on paper first, lowering the cost for developing efforts by simply following Microsoft's specifications and requirements. The only solution for current WMR users would be a kind soul of programmer who codes an open "jailbreak" to maintain and keep WMR dependent devices alive. An own driver, runtime and connection to OpenXR would be better. However, since HP stopped their VR endeavour at the moment, there will be no progress in hardware capabilities anyway and WMR devices are doomed to die out eventually. No one will care about it in a couple of years anyway, there will be other and better HMDs to choose from. Just to clarify: WMR was also an API like OpenVR, LibOVR (Oculus) and OpenXR (later). WMR as a runtime (WMR portal) wanted to see VR apps made for WMR the API. But at this time (2017) LibOVR and OpenVR were the most common APIs already, so no serious developer wanted to go the extra mile to integrate or build their app for the third much less accepted VR API. As a cumbersome afterthought, WMR for SteamVR was created, a wrapper to translate WMR to OpenVR to give WMR HMD owners access to Steam's VR library. (There was no official OpenXR game available until MS 2020 flight sim was released). What a mess. With the introduction of the HP Reverb, HP actually tried to avoid the VR gaming market first and provide their headset to professional users only who develop their own WMR apps for business use cases.
-
You mix up the device with an API and a runtime that no one needed. WMR was an API and a runtime. If the Reverb never had OpenXR support you wouldn't even know that it exists. WMR was one of those fails of Microsoft, completely misunderstanding a new and slowly growing market. Check how much of the other WMR headsets failed so badly in 2017.
-
Apple Vision Pro in stores in February
RealDCSpilot replied to winghunter's topic in Virtual Reality
Guy Godin from Virtual Desktop announced that he will code his client streamer app for the Vision Pro as soon as he gets one in his hands (and Apple allows to publish it). From there it might be the best possible but also very expensive PCVR headset without controllers for a relatively short period of time. Good for any kind of sim like flying and racing. -
It's a good thing. WMR was always the third leg no one needed. If you look back in time, on how much trouble it caused within the VR community... It will need years alone to diminish the number of users which confuse the OpenXR API with OpenXR toolkit and OpenComposite etc.
-
I can confirm that just having Ultra Leap tracking software installed prevents DCS from working in OpenXR. I actually don't want to use hand tracking in DCS, but i need Ultra Leap installed.
-
It's the current maximum bitrate you can choose for HEVC @10-bit codec. Keep in mind that this is not 1:1 comparable to the bitrate of the h.264 codec. HEVC is a much newer and more efficient codec, plus 10-bit means color depth of billions of colors (vs millions in h.264). Just a note: Virtual Desktop also makes use of the 2 encoder chips of your 4090, so that one encoder works on the stream for one eye (sliced encoding). The good thing about the 150 bitrate is also that you can get away with a Wifi 5 router directly connected to your PC in your room, it's more than enough to run best quality for wireless VR in your situation.
-
Sorry, can't tell anything about Facebook headsets. I think i read somewhere about a recent Oculus update that ruined some of the functionalities. But with a Pico 4 you can basically connect the headset in three ways to Virtual Desktop on PC, wireless, USB 3 cable or Ethernet adapter. Some people use an extra Wifi-router dedicated for VR in the same room. @Derrick006 With your hardware you should get performance similar to this (DCS graphics settings maxed, screen recording is 30fps only):
