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Posted

I think my questions got buried in the thread. Anyone know answers?

 

Questions:

1. Someone had mentioned that using zoom allows them to interact with gauges and HUD. Is anyone here using DK2 for every flight? You never revert to monitor?

2. Does anyone know of a post that outlines advanced methods of optimizing DCS with DK2 (beyond the basics of settings to increase FPS, etc.)

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted (edited)

Resolution has been the problem with all the VR setups forever. If Rift doesn't address this, I am not sure what its bringing that all the others don't. Or why its taking so long to develop.

 

The specs show 960x1080 per eye, or I would assume 1920x1080 effective. I am surprised thats not good enough.

Edited by =Prophet=
Posted (edited)
Resolution has been the problem with all the VR setups forever. If Rift doesn't address this, I am not sure what its bringing that all the others don't. Or why its taking so long to develop.

 

The specs show 960x1080 per eye, or I would assume 1920x1080 effective. I am surprised thats not good enough.

 

effective res is just 960x1080 and thas way too low.

 

 

You must remember that because Fov is very wide (about 90-100deg) pixels get very large space to fill, so they get big and then you have really legoland in your eyes. (after my dv2 tests i just think that we need to get least 2560x1440 res it to be usable to serious flight sims without scaling )

 

 

This is quite close what you see if you try drift http://vr.mkeblx.net/oculus-sim/ , and you can be sure that you cant spot tank or plane if they are not right front of you (about 2 mile or more just forget it. )

Edited by Haukka81

Oculus CV1, Odyssey, Pimax 5k+ (i5 8400, 24gb ddr4 3000mhz, 1080Ti OC )

 

 

[sIGPIC][/sIGPIC]

Posted

I think DK2 is meant to give minimum acceptable functionality to allow developers to integrate the SDK into their software. I have two predictions of what we'll see in the production Rift:

1. We'll see a display that's better than 4k, or at least a modified version that optimizes for VR

2. We'll see software and or/hardware from NVidia that will enhance Rift, produced in cooperation with Oculus.

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted

I'd agree with your first sentence, StrongHarm. However, I don't think 4K displays in smartphone size are cheap enough for a while. Also, you'd need a beefy system just to drive all those pixels at a minimum of 75fps. I'll most certainly buy a CV1 (or even a DK2 if I can't resist the urge any longer) but even that will not get us to a comfortable level performance wise...

"It's not the years, honey. It's the mileage..."

Posted

We'll circle back to this post after CV1 launch. You might be right.

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

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