Rosebud47 Posted April 16, 2019 Posted April 16, 2019 (edited) By adjusting the viewports in DCS, I could have get a much more better image clarity, spotting and distance view with the Pimax 5k+. Actually I was fiddling around with the settings to get the VR zoom properly working with the 5k+, but this is another story, I guess. To adjust the screen size for the Pimax, open the "stereo.lua", which could be found in c:\Programs\Eagle Dynamics\DCS World Open Beta\Config\MonitorSetup\ The Stereo.lua looks as follows: _ = function(p) return p; end; name = _('Stereo'); Description = 'Stereo render two viewports for left and right eye respectivelly' Viewports = { Left = { x = 0; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; eye_shift = -0.032; --tans of side angles projection_bounds = { left = 0.964925826, right = 0.715263844, top = 0.889498115, bottom = 1.11092532, } }, Right = { x = screen.width * 0.5; y = 0; width = screen.width * 0.5; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; eye_shift = 0.032; --tans of side angles projection_bounds = { left = 0.715263844, right = 0.964925826, top = 0.889498115, bottom = 1.11092532, } } } UIMainView = { x = 0; y = 0; width = screen.width; height = screen.height; } GU_MAIN_VIEWPORT = UIMainView After editing it looks like this: _ = function(p) return p; end; name = _('Stereo'); Description = 'Stereo render two viewports for left and right eye respectivelly' Viewports = { Left = { x = 2560; y = 1440; width = 5120 * 0.5; height = 1440; viewDx = 2560; viewDy = 1440; aspect = 3 / 1.6878; eye_shift = -0.032; --tans of side angles projection_bounds = { left = 0.964925826, right = 0.715263844, top = 0.889498115, bottom = 1.11092532, } }, Right = { x = 5120 * 0.5; y = 1440; width = 5120 * 0.5; height = 1440; viewDx = 2560; viewDy = 1440; aspect = 3 / 1.6878; eye_shift = 0.032; --tans of side angles projection_bounds = { left = 0.715263844, right = 0.964925826, top = 0.889498115, bottom = 1.11092532, } } } UIMainView = { x = 2560; y = 1440; width = 2560; height = 1440; } GU_MAIN_VIEWPORT = UIMainView Not being an expert, I would guess, that the issue with the VR zoom in DCS not properly working for the Large Field of View VR Headsets relates to its non-coplanar design. Please see description in link: https://devblogs.nvidia.com/turing-multi-view-rendering-vrworks/ When activating VR zoom with a Large Field of View Headset, the images of the right and left eye overlapping in the middle. The closer the zoom goes, the more the images overlapping. This is only in the middle of the view, through the lenses of the Pimax. At the outer sides of the view, where left and right eye images are not overlapping, the VR zoom is fine. Hopefully a developer could have a look into it, as the VR zoom is very useful and even essential, when you just learn to fly and handle a new model. For a fix or workaround like for the Odyssey recently, I would be thankful like crazy :) EDIT 27.04.2019 Edited April 27, 2019 by - Voight - AH-64D Apache / F-16C Viper / F1 Mirage / Mi-24 Hind / F-14b Tomcat
Colmillo Posted April 17, 2019 Posted April 17, 2019 Thanks, I will try [sIGPIC][/sIGPIC] Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz 3.70 GHz ROG STRIX Z490-E GAMING RAM 128 M.2*2 2T total SSD*3 2.5T total GeForce RTX 3090 Orion2 HOTAS F-16EX Saitek Pro Rudder
Naruto Posted April 18, 2019 Posted April 18, 2019 I'll give this a shot too and report back later today. System specs: Intel i9-9900k OC 5.1Ghz, 32 GB PC3200 G.SKILL TridentZ RGB RAM, Asus Strix 2080 TI OC SLI, Asus Z390 Workstation Pro, 970 EVO 1TB M.2 PCIe NVMe and many other SSDs, Alienware 3418DW Widescreen 120 Hz G-Sync Monitor, Corsair H150i PRO RGB CPU Cooler Flightgear: HP Reverb Pro, Samsung Odyssey +, Virpil MongoosT-50CM2 Grip & T-50CM2 Base, TM Warthog, TM TPR Rudder, TM Cougar MFDs, Jetseat, Trackir 5, Sennheiser Game One Headset
das Rindvieh Posted April 20, 2019 Posted April 20, 2019 It wasn´t a problem a few updates before. Any update broke the VR Zoom of the Pimax. Got my headset very early and the zoom was exactly the same like in the rift or htc. No difference.. Now the images overlapping..
Rosebud47 Posted April 22, 2019 Author Posted April 22, 2019 ... so hope vr zoom could be fixed again with an upcoming update. The vr zoom with parallel projection looks weird to me, somehow not right in place. Another strange thing is, when you activate ´single pass stereo´ in the graphics.lua, on the left side there is rendering of the terrain missing, but not on the right side of the large field of view...very strange. Better setup the single pass stereo as false, then this problem is gone. AH-64D Apache / F-16C Viper / F1 Mirage / Mi-24 Hind / F-14b Tomcat
chase Posted June 25, 2020 Posted June 25, 2020 Hello Mr. Voight. With current PiTool and streamVr etc.... do these changes still help? I'm using the VR Shader Mod as well. On the Super Carrier, I'm lucky to get 18 fps. Do you have any suggestions? I have the Pimax 5K XR version. Thanks. Dave
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