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DayGlow

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Posts posted by DayGlow

  1. 14 hours ago, Simo said:

    Are you using Quadviews, or OpenXR Toolkit with Turbo Mode enabled? Seem to recall this being a cause of crashes when headset is removed.

    This is the issue. Turbo mode will cause these crashes

  2. 4 hours ago, skywalker22 said:

    Are there controllers?

    Like with Meta Quest headsets, controllers are required in some cases. I don't know how is the case then with Beyond.

    There is noting on their official website about controllers.

    You can navigate SteamVR with a gamepad so if you only use VR for sims you don't have to worry about VR controllers. 

  3. 3 hours ago, Dunska said:

    I've seen it mentioned that they are for information only, to show if Quad Views and/or Eye Tracking are in use.  They are not selectable options.

    Cool, though it doesn't detect the eye tracking of my Qpro though. 

  4. Can't find any info on this, but it seems there are new options in the VR tab, but they are greyed out

    - use Quad View

    _ Track the eyes position

    Quad views is checked off for me since I have Quad Views on the Quest Pro. Are these options live or settings for a future update?

  5. I don't know why but the optimized A-10CII textures mess up the ARC-186 radio (bottom FM radio in stack). With the mod activated the default channel is 130mhz and anything below 80mhz gives an out-of-range tone. Once I removed the optimized textures it performs as expected with the default channel of 30mhz

  6. 19 hours ago, Zabuzard said:

    Not sure I understand the problem. If you are a headtracking user, as long as you do not actively move the mouse around, your headtracking will be active.

    You do not have to center your mouse or anything.

    Note that you can also tweak a lot of UI settings in the special options to your liking 🙂

    The menu is closed by holding the UI button down for a few miliseconds.
     

    Long press works. A short press also works, but the mouse curser has to be centered in the jester wheel, which was causing my issue

  7. Getting back into the A-10c II and flying some missions. Trying to figure out what is going on. Trying to communicate with JTAC, but I found if I use the ARC-186 at either 30 or 40mhz I just get a continuous tone. If I tune the ARC-210 to 30 or 40mhz I can communicate just fine. 

    Write rather use the ARC-186 for JTAC as summer missions need the ARC-210 for other mission comms

  8. The tacan for the ship in the instructions is set to 44x, which is the same for Kutaisi Airbase, so when you go to TACAN to land at the boat you aren't heading anywhere near it. 

  9. I've read there is encoder issues with the 79xx series and quest headsets. People reporting degraded image over link, but very clear over virtual desktop. No idea if it's been fixed or not, but it seems Meta had to do something, not AMD. 

  10. On 10/28/2023 at 7:26 AM, Qcumber said:

    Try setting pixel density to 1.4 or 1.5 and then default settings in QVFR. This gives a good balance on performance and quality with DLSS. The cockpit is sharp for me and landscapes look good. I do however notice differences between maps with regards DLSS artifacts. What CPU and GPU are you using and what headset? 

    Id think it makes more sense to keep pixel density at 1 and increasing it for the foveated region in QVFR

    You're wasting resources with upscaling the whole scene then QV to downscale the peripheral region again

  11. 1 hour ago, SharpeXB said:

    There shouldn’t be player controlled visibility settings. It would wreck multiplayer and divide it up with settings. That’s what happened last time with the Model Enlargement feature. The goal I’m sure is to have a solution that works well enough for everyone. 

    I don't see any issue if it's only to make it smaller than default. Have a slider with 100% as the top so if someone thinks the dots are too big they can reduce them. No advantage is gained this way. 

  12. 11 hours ago, Nedum said:

    This must be something new. AFAIK till today, it's not possible to use DLAA and DLSS at the same time. Is there new information about that?

    DLSS has an "AA" effect, but this effect is not the same as DLAA.

    You can choose DLAA >>or<< DLSS, not both at the same time.

    I believe the grayed out in DCS stand for = not working, not possible to choose.

    Is DLAA cheaper as other AA methods? No! DLAA is all or nothing. It's not like MSAA, where you can choose how much GPU power will be used by choosing 2 times of this effect or more. DLAA is more like SSAA, but it's using special nVidia GPU cores.

    Does it look better; it depends. I would say yes. I would compare it with SSAA and if I compare the used GPU power of both, DLAA needs less GPU power as SSAA.

    Will DLAA look better in DCS as MSAA x 4 = yes, I think so, but for the same or more GPU power usage.

    I would wish we would get TAA. That would be a huge improvement for all GPU brands.

     

    For what I've seen in the Video (@4k) the picture was not as sharp as the one of the older Vids. Especially the F-16 cockpit was looking very blurry for me.

    The 2.9 video shows DLAA had a 10+ fps improvement over MSAA X4 

  13. I've noticed a few posts where people are wasting resources in upscaling while using quad-view DFR. 

     

    For myself I keep the PD at 1 in the debug app and in the Quest desktop app under my headset settings I keep the res slider at x1. I know this goes against conventional thought, but I use DFR, so I increase the foveated supersampling to 1.25-1.5. This way I'm not wasting resources supersampling the whole render only to have DFR downsample it afterwards.  

  14. On 10/4/2023 at 2:49 PM, Tomcat388th said:

    Got everything setup and working this afternoon eye tracking is the bomb I pushed density up to 1.6 in the oculus debug tool just messing around and then got on the 4ya syria server. On the ground 45-50 fps smooth and about 500ft off the ground 72 and never fluctuated. 

    J

    I'd increase the density for the center in the foveated settings file instead. No point wasting resources supersampling the foveated part. 

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