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Everything posted by Eldur
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15 FPS BOOSTED IN DCS VR WITH THIS
Eldur replied to DishDoggie's topic in PC Hardware and Related Software
Doesn't work for me... tried with the 0.5 setting (because I wanted to see a performance gain at first) and basically, all it does is halve the rendering resolution for absolutely no fps gain at all. If I halve it in SteamVR (actually, just take a quarter there) or DCS instead, I get the same picture, but also more fps... -
Certainly won't be your last I dream of the day what that great guy will work on DCS WWII stuff with ED.
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The horse's flight model, however, is undermodelled.
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There's definately an issue with DCS and/or the Oculus software currently. I have both the CV1 and Quest 1 and even when using Virtual Desktop at the medium setting which makes the thing render at 3648x2016 (CV1: 2880x1600), the higher res and clarity were very easily noticable at first glance. As of recently, having the Quest up makes me think I'm using a modded VFX-1 with 100° FOV, but the ultra low res. No matter if done via Virtual Desktop or the new Air Link. And I haven't been able to make the cabled Link work anymore to try that. But basically, DCS and the Quest are now totally incompatible. I get a much better and crisper image in the old CV1. But every other game is absolutely fine and beating the old Rift hooves down.
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Probably not just a side note. I noticed something else as well that must be linked to the misalignment of the hands. The Rift and G2 pretty much have the same FOV for me, both H and V. But I noticed that in the G2, I pretty much can not see the side consoles (like where you switch the INS and MIDS things in the Viper, the circuit breaker thingies in the Hind and similar. Not without moving my chair off to the other side - simply because I can't look down that far. In the Rift, that never was and still is no problem. But again - same FOV. So I wondered, what gives? Well... I looked at my hands and remembered they've been off by a good amount of around 20cm, checked what a similar displacement would do to being able to see the consoles... guess you'll get it. Then I did another hard test. Just sit in the cockpit, center the view without then moving the head - and compare that within both headsets. The result was pretty darn clear. In the G2 I sit noticably closer to the HUD / windshield / whatever is in front of me than in the CV1 (or Quest). It also shows when just turning the head whily trying to keep looking at the HUD projection in peripheral vision. In the G2 it will disappear because the head wanders off more than in the Rift. Therefor: The head itself also is off "to forward" / "from the neck axis" by ~20cm in WMR. Pretty bad for ergonomics and needs fixing ASAP. PS: I really have to be honest: I actually still prefer flying the CV1 (but in a fight, I very much prefer the clarity of the G2, even at the almost exact same rendered resolution). Just because it has so much less issues. One can hate "tEh ZuCc" and facebook, but those Oculus headsets simply just do work. All that WMR stuff pretty much is left in early access pre-alpha... (not knowing how much of the issues I've been calling out here are caused by DCS implementation, but the WMR software itself is just a piece of hell that everyone wants to get rid of). The only thing the G2 is better at is not fogging everything up completely outside the cockpit. Can't really use the higher res with my prehistoric 1080, sadly.
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Spot on. I'm not affected by motion sickness either, but it feels plain wrong in the other sim if activated and I'm extremely happy to be able to turn that off. I still hate when that constantly happens after coming out of views other than F1 or even just pausing the sim, especially since that's a slow animation during which head movement basically gets nullified until the cringeshow finally has stopped. Please don't give us that utterly bad implementation ever in DCS. Just don't. I'd prefer the pixelation thing TBH. Much better than that "what's up with my eyes now?" blur filter as you instantly recognize it's a filter. And let's be fair: I'd be glad to be able to fly DCS with 90fps in a G2... just stick the head outside, tadaa!
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I guess it should be "LEAN" instead of "WEAK". Great to have those consumption rates there. If available, you probably should add the time limits on those power settings as well.
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Loving the new Mossie Monday Series. Well done.
Eldur replied to Cowboy10uk's topic in DCS: Mosquito FB VI
"and FAQ" though. Guess the team are still collecting the questions for that That video series is great. I was surprised to see Sunts being a member of ED now, they definately got another good guy with him. -
Release in two weeks™? If it's still this month and the price going up on release (into EA probably), I should get it now, otherwise I'd wait for the next payday at the end of the month to have more room for wiggle in my wallet... but as always, other stuff can wait
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Yeah, like the WMR controllers Also quite happy otherwise. There was a good load of fixes this time.
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That "stay in the Hornet" suggestion isn't too bad actually. Just don't try to do all the stuff that's possible, concentrate on just a few thing and use them so you don't have to relearn them again after doing something else for one sortie. As for the suggestions for other modules, I'd like to throw in the Tomcat. The thing is, it's rather complex in the back seat, but when you fly the thing, someone else is responsible for just that while you can concentrate on the flying not having to worry about handling all those systems. Either Jester or another player will do that for you then.
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Well, this is what we'd need to have a close to realistic experience: DCS needs a keybind to take the virtual feet off the pedals and put them back on, the latter also happening as soon as you change the pedals axis through physical input with the possibility to set a deadzone for detecting that input. The keybind ideally would exist both as a toggle and a hold/release mechanism. Then we need rudder pedals with Force Feedback that allows for shifting the force center of the things, just like it works on an FFB stick, even without having the feet on them so they could be moved by the SAS if needed. And the pedals should have photoelectric sensors that can be programmed to either switch the pedals FFB (like it's done with the MS SW FFB2 stick) or be used as button input - so that we can use those for the Mi-8/-24 pedal microswitches. But I could only dream, we don't even seem to get any new decent FFB sticks anytime soon, such a pity! Where are all those great guys of VKB, Virpil, WinWing and even Thrustmaster? We absolutely do need more immersion (pun intended - even though those patents ran out already) in our input hardware. And someone has to start...
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Petrovich sturm misses high with about 55% hit rate
Eldur replied to fargo007's topic in DCS: Mi-24P Hind
It certainly does. Just had a flight yesterday and out of 8 missiles, only 3 hit, all the others went too long, just above and past the targets. Honestly, I now have to wonder how it's possible to redesignate targets quickly enough with Petrovich to make this possible. Still struggling with that, constantly having to undesignate, rescan the area, wait for ages and then finally pick a target from the list, wait until he's set up and then fire the thing on the thing. Rinse and repeat. This takes ages. I could only do 3 shots in one run when not going any faster than you'd be allowed to drive in a play street, literally below ETL. -
Badum Tsss The team are planning to bring an update tomorrow, but aaas always (sorry Spud for taking this), subject to change.
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There's a fix to that... just apply some baby powder with a cloth and it will get smooth. Here's a video of someone who did just that, in German though (translated subtitles seem to be halfway OK):
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Best argument ever. But it sucks. And if anyone thinks the GPU scalper prices were totally out of whack... I've seen this in the past (and just had to take a screenshot): Wasn't the only one... there were several made by that manufacturer listed and even going for 500+ after they stopped producing those. At some point I was able to get that one for 40, when it initially was available in stores, it was 30. People pay less for ultra high quality custom work made out of minky which is pretty expensive. Well that's supply and demand (and people who'd sell their granny to get something they really want to have) in a nutshell. Back to the actual topic As for DCS, I think it may look worse than it actually is. I ran it in VR on an old 3570k with a 1080, even though that CPU almost died in MP so I just totally arced around that. But it ran. I had 3 digit frame rates in pancake on that rig already, starting out at around 40 with literally the exact same components and somewhat lower settings 3 years ago. And it even does look better now. So optimization is in the works clearly and won't stop, especially with multi-threading support, the point where Single Pass Stereo won't be WIP anymore, Vulkan and many other things that will come at us. Also, the GPU market is getting better already. There are cards available which wasn't the case until like one and a half to two months ago. And I've seen 3080 non-tis for almost 2500€ - I could now grab a 3080 ti for 1499€ at Alternate, they have them in stock. Just don't have the bits at the moment to do that. That's still 300€ above MSRP, but I might be willing to pay that (instead of 2 - 3+ times the MSRP) if I could. I'm still somewhat fine with my 1080 though, but I'd love to run my G2 at full res. And even though that might not really be representative, when browsing this very location, I have the impression that almost every other guy already has a 3090.
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Nice. Didn't know of such "extra boost" capabilities. Makes the thing even more deadly I guess...
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"VR implementation of the ATGM sight was a high priority too, and it will now occupy the whole view port with some free movement to reduce motion sickness. Dampening has been added to remove small twitches of VR motion sensors affecting the sight picture. We are currently testing more options for switches, which previously were only toggles as well as fixes for those commands that were not mappable to controllers." I wish we just could look into the tube... but that probably would require a change in input code as it now switches over to a separate keybind profile when entering that view.
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My thought exactly. I haven't seen a CAVOK mission since the release of 2.7 anywhere yet unless it's my own that I hadn't added at least a little cloud cover to. I mean they're awesome, they look fantastic and literally are a game changer to DCS. But the amount of clouds I now typically see over desert terrains (Syria, PG and NTTR) are about as realistic as having 14+ Mavericks hanging on a Warthog...
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The point is that DCS needs higher fidelity damage models on groud units so all those nice toys actually make sense. Luckily, that is planned already and I'd suggest that at the same time we should get more different warheads, on both sides.
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I don't know why, but there's still something satisfactory with that... Operator: "Mujagedin soldier" Crosshair: *wanders somewhere* Operator: "Target inna range!" Pilot : *squeezes trigger* Operator: "Gud kill!"
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Great news. Wasn't even aware of that issue, but I'm on the G2 just for a couple of days so far. I hope you guys will check out the controller issues soon. I'd appreciate if I could use them like the Oculus ones.
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I noticed the slew speed of external cameras (basically anything that's not F1) being extremely low and I was wondering if I accidentally hit some keystrokes changing just that (I remember they exist, at least they did way back in the past with Lock On and FC), but after more testing I knew I didn't. It's the WMR G2 controllers of the Reverb G2 causing this. As soon as they're present (hands visible in F1 view), the panning and tilting (I mean the same with slewing) of the external cam modes becomes extremely slow. As soon as they disappear because of going into standby, cam slew speed is back up to normal. Now what I noticed which could be related: Since 2.7, we can hold the grip buttons and then move the controller to slew the camera as well (happens with G2, CV1 and Quest VD/Air Link - wired Link is broken somehow lately - alike), like having a mouse emulation. It's nice to have such an option, but personally I'd love to be able to switch that off as I prefer to use the numpad for that still. Also, when using Oculus devices, the hands are fully open when not pressing anything (but they're like 30° tilted inwards, has been reported by others already). When using the G2 controllers instead, those are basically attached "wrist on fingertips", but not tilted like with the Oculus ones. And also, middle, ring and pinky fingers are curled in as if I'd hold down the grip button by about 80% on the Oculus controllers. They fully curl in when depressing the grip buttons, but they never open up straight when releasing. My guess is that this is somehow causing the slew speed to go down to accomodate for the "mouse emulation camera slew" that kicks in as described above. Edit: On Oculus the grip acts as an axis, on the Reverb G2 it's just like a button, as if it had the old WMR controllers or VIVE wands. The G2's grip buttons are axes though, just like Oculus ones. Also: I just had a glance into an older DCS build (2.5.6.40647) to see if the issues were there back then. The buttons "didn't" work there either, but interestingly the hands were tilted outwards to a similar amount they're now tilted inwards with the Oculus controllers.