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Everything posted by diamond26
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I'm also in the market for an upgrade from Q2 and for sure reading the users' statements on QPro, the differences between Q3 and Qpro are more than eyetracking and local dimming. Lenses are better in Qpro offering better color and clarity. If those are covering the price difference I guess it's personal. I still try to make a decision myself between the two.
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I believe that the resolution you finally use is the one set in the override option in OpenXR toolkit. You can see what resolution DCS was running on in OpenXR toolkit log.
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In fixed mode it does not need eye tracking. It sets it to a static section of the view which you can configue values for. but isn't that job done by the Fixed Foveated option already available in OpenXR Toolkit?
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How do you use QVF with Q3 that doesn't have eye tracking?
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We had the same experience in a recent flight with Mosquitos using Normandy 2 map. One of us was flying in ST mode while others were in MT. In both modes the result was the same. It's very annoying that you get the effects in the cockpit, but you don't know where it's coming from unless you use zoom.
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very strange incosistency from Meta. I guess if you enable experimental options you will also see 120 Just checked Meta website (Europe) and this is the comparison chart between all three headsets. For wahtever reason 72hz and 80hz are not visible even in Q2!!! nullSo I get from this that 72Hz is available in Q3 as is in Q2 and as we saw earlier in this discussion form the review @Vladdo posted
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very strange incosistency from Meta. I guess if you enable experimental options you will also see 120
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Thanks for the first impression. I would like to clarify this point though. According to specs Q3 is not supporting 72hz but you say it does. Is that right?
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It definetely looks like a high end device and very promising. Let's see the pricing because the bracket they gave is from Pico 4 to Apple Pro (tha's some gap in between )
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In case somebody is interested OCULUS API is working in MT when using --force_oculus_VR
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I believe all this time we didn't use the right switch for Oculus API Skatezilla mentioned this at some point : if Selection is Oculus API --force_enable_VR --force_oculus_VR By using this switch Oculus API (even outside Skatezilla's app), it works in MT too. Why nobody from ED wasn't able to explain it in the threads complaining about Oculus and MT, it's a mystery. You can check this line in dcs.log : VISUALIZER (Main): LAUNCH IN VR OculusRift: OculusRift : Oculus Rift S When OpenXR is active you see it there, when Oculus is active you see the line above. Additionally I use VRPerfkit and when it's working it has the details in its log file.
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@SkateZilla UPDATE. 1. OpenXR API works as intended (as long as you use the Launch w VR/ON option) with ST too. 2. If Slots are not populated at start then by clicking Scan in Build Manager it brings them up again. 3. Not sure if it's intended but MT option is ON everytime the app is starting Question: Is it possible to rename Presets as before? Thanks again for this new version!