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Posted

Latest drivers 368.81 for the 1080 seemed to have improved performance a fair bit. I haven't quantified it by comparing frame rates yet but anyone else notice the same thing?

i7-6900K, 32GB G.Skill Trident Z 3200, G1 GTX 1080, Samsung 950 PRO 512GB, SAMSUNG 850 EVO 2TB, Corsair H115i, Saitek X55, MFG Crosswind pedals, X34 Predator, & a Vive

Posted

Sorry if I've missed it somewhere else, but quick question here .. does anyone know if the new pixel density slider now overrides the manual edits in the ‘steamvr.vrsettings’ file? I'm just not sure how DCS handles the conflict if there is one.

i7-6900K, 32GB G.Skill Trident Z 3200, G1 GTX 1080, Samsung 950 PRO 512GB, SAMSUNG 850 EVO 2TB, Corsair H115i, Saitek X55, MFG Crosswind pedals, X34 Predator, & a Vive

Posted
That slider only works for Rift users.

 

Gotcha.. thanks.

i7-6900K, 32GB G.Skill Trident Z 3200, G1 GTX 1080, Samsung 950 PRO 512GB, SAMSUNG 850 EVO 2TB, Corsair H115i, Saitek X55, MFG Crosswind pedals, X34 Predator, & a Vive

Posted
That slider only works for Rift users.

Yes thanks for this. I have been using a "renderTargetMultiplier" : 2, in my Steam\config\steamvr.vrsettings and with the in game multiplier in Elite Dangerous set to .65 it gave a much improved FR and AA. I had assumed that the slider in DCS did the same (ie: to offset the 2.0 in vrsettings with .5 on the slider) but after seeing your post, did a test and with 2 in the vrsettings I sure enough get much better AA and clear text but it kills the FR as the .5 in the game settings does not offset it.

Come on AMD, want to see what your 490x is going to be like. (time for an upgrade)

:noexpression:

i9 9900x at 5.1 Ghz // ASUS ROG Maximus XI Formula EK Bloc // 64Gb Corsair Vengence 3600Mhz DDR4 Ram // Gigabyte Aorus 3090 Watercooled block//Samsung SM951 M2 x4 SSD // Windows 10 64 Bit //48inch LG48 @ 3840x2160 120Hz//Asus ROG Swift PG35VQ 3440 x 14440 144Hz // TM Warthog HOTAS (Ser. No. 00836) //MFG Crosswind Pedals // TrackIR 5 //Varjo Aero

 

An old pilot is one who remembers when flying was dangerous and sex was safe.

 

Posted
I set up a real basic "SAM gauntlet" map because I thought it would work well with the Vive. You blast through there low lvl, head on a swivel trying to detect and react fast enough to live vs. the manpads. Visually - fkn awesome :thumbup:

 

 

Can you share it? Sounds like a blast.

hsb

HW Spec in Spoiler

---

 

i7-10700K Direct-To-Die/OC'ed to 5.1GHz, MSI Z490 MB, 32GB DDR4 3200MHz, EVGA 2080 Ti FTW3, NVMe+SSD, Win 10 x64 Pro, MFG, Warthog, TM MFDs, Komodo Huey set, Rverbe G1

 

Posted

Need some help please.

 

So I have DCS installed stand alone. I cannot get my vive to be switched on by DCS, ticked the VR box in settings etc. Tried it with Steam VR running, not running, steam on it's own.

 

So I then downloaded DCS via steam into another drive, and it started straight away with the play in VR button.

 

The issue is that I have quite a few modules in my stand alone that I don't have in steam, that I want to fly and I can't add them to steam anymore.

 

Tried the theatre option under properties when it wasn't installed via steam and it was greyed out.

 

Any ideas to get it running outside steam?

 

thanks

“Any pilot should be flying the spitfire, at least once.” – John S. Blyth

Posted

Odd... I don't run the steam version at all and it works great. I know that doesn't help solve the problem but should give you hope that it can work :).

 

Did you do the room setup routine with the vive software?

 

Any other titles work with the vive? (ones that are supposed to)

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

Posted

Got it to work earlier on today.

 

Added my stand alone install as a non-steam game, and straight away it popped up as play in VR.

 

Uninstalled my steam copy and everything is still the same. Works perfectly, now just to get it set up properly for the vive and my nvidia 1070.

 

Thx for the response.

“Any pilot should be flying the spitfire, at least once.” – John S. Blyth

Posted

Vive Gloved Hands in DCS World 1.5.4.

 

Vive Controller "Gloved" Hands

 

Gents, went back into DCS to look more at the gloved hands that show up when you have the Vive controllers turned on and within view of the Lighthouse Stations when in DCS World 1.5.4.55169 tonight.

 

The gloved hands seem sized relevant to the cockpit as you can see in my attached images.

 

1253697857_HandonLeverGazzelle_160725.thumb.jpg.c582e1aa79b50fb67b8e1d0d469946ad.jpg

 

679509406_HandOnCollective_160725.thumb.jpg.aa45df49b2fe478a46b5409737635953.jpg

 

I see that if only one controller is on (or only one in view of the lighthouses it shows as your left hand. If both are in view then right and left show up... but I had to hold my right controller hand upside down to get it to orient correctly.

 

I confirmed the left hand only by moving the controller appearing as my left hand out of view of lighthouses and the right hand disappeared and reappeared as my left hand. This makes sense (to me) as most pilots will be keeping their right hand on the stick/cyclic a majority of a flight and would use their left hand to manipulate the switches etc.

 

The hands don't do anything but float in space right now (apparently... fingers don't move..."touching" a control doesn't manipulate it) and if you jump to the Copilot seat in Gazzelle the hands stay in the pilot's seat area (unless you move your controller left the physical distance in your room to get them in the copilot's seat area. (I tried NUMPAD 5 to recenter view... recenter my view in copilot's seat but hands still stayed in the pilot's seat area when held right in front of my body at the computer)

 

Anybody know anything about the functionality planned for this and/or any speculated timelines (I know the timeline thing is always "subject to change" here..) ?

 

Semper Fi

AldoUSMC

Semper Fi

AldoUSMC

 

Intel i7-6700 CPU @ 4 GHz, 32 GB Ram, GeForce GTX 980 Ti, Windows 10 Pro -64 Bit

Posted

I've seen the glove as well and wondered what they were planning. They might yet implement some kind of interaction between the glove and the cockpits. There was something similar done in FSX by the makers of FlyInside in combination with an Orion/Leap Motion sensor.

 

shot-hand-heli.jpg

 

 

I feel that even if the controller would work by simulating an interactive gloved hand, I'm not sure I'd use the Vive controllers. Swapping between hand controller and a HOTAS sounds awkward. Something like the leap motion solution should feel a lot more realistic if it can track your hand movement accurately.

 

Somehow I wouldn't be surprised if we see a Vive compatible VR glove come out within the next 12 months.

i7-6900K, 32GB G.Skill Trident Z 3200, G1 GTX 1080, Samsung 950 PRO 512GB, SAMSUNG 850 EVO 2TB, Corsair H115i, Saitek X55, MFG Crosswind pedals, X34 Predator, & a Vive

Posted

One thing to keep in mind. Accuracy of Vive controller to Leap is like comparing a Volkswagen to Porsche. Vive is several orders of magnitude better in tracking.

hsb

HW Spec in Spoiler

---

 

i7-10700K Direct-To-Die/OC'ed to 5.1GHz, MSI Z490 MB, 32GB DDR4 3200MHz, EVGA 2080 Ti FTW3, NVMe+SSD, Win 10 x64 Pro, MFG, Warthog, TM MFDs, Komodo Huey set, Rverbe G1

 

Posted
..is like comparing a Volkswagen to Porsche.

 

Same things isn't it :smilewink: ??

 

Seriously though, I'm with you on that theory. I've not tried a Leap Motion sensor but somehow am hesitant to buy one purely because of the concern that tracking may be terrible.

i7-6900K, 32GB G.Skill Trident Z 3200, G1 GTX 1080, Samsung 950 PRO 512GB, SAMSUNG 850 EVO 2TB, Corsair H115i, Saitek X55, MFG Crosswind pedals, X34 Predator, & a Vive

Posted

The fact that there is a working 3D cursor (aka the VIVE GLOVE) means that anything that can emulate a Vive wand could be integrated.

 

There are Github repos with working examples of emulating wands with other peripherals. This is one of the blessings of OpenVR/SteamVR.

 

For reasons :( I only have a CA enabled at the moment (and no Vive Glove in CA) and my other modules are not on the SSD so can anyone tell me which modules have the Vive glove enabled in them?

Posted
Thanks for reporting on the hands/gloves. Which modules support the hands at this point? In 1.5xx ...

 

Tested it this morning in all modules except the BF-109 and FW-190... the glove shows up in all aircraft and helicopter modules except FC3 AC. That makes sense since they don't have clickable cockpits.

 

When I switched slots between Non-FC3 AC/Helos and FC3 Birds in a training area map I have the glove would disappear an instant after warping into the FC3 bird.

 

So the glove is aircraft agnostic it appears as long as it has clickable cockpit functionality.

 

I have a leap motion but, as noted already in this thread.... no one has written the integration software code yet for it to function with DCS World (that I know of). Other companies (not all inclusive) working on haptic gloves that I've seen on the internet are "Manus-Vr" and "Gloveonevr". No, I don't own stock nor am I a dev in either company... :music_whistling: ... though I probably should be... :smilewink:

 

Semper Fi

AldoUSMC

Semper Fi

AldoUSMC

 

Intel i7-6700 CPU @ 4 GHz, 32 GB Ram, GeForce GTX 980 Ti, Windows 10 Pro -64 Bit

Posted

Thanks Aldo appreciate the info. I will find some SSD space (somehow) and install a module and try out some emulation options when I get a chance.

 

Might use the KA-50.

 

For Leap have you tried this LM driver for SteamVR. I googled for guides and videos of driver in action. Found this -> Leap motion for steamVR. I don't have Leap so I can't try it myself but I will be trying other IMU stuff for kicks myself.

Posted

Thanks for the link vicx... I'll see if I can check that out in the next few days and report back on results.

 

Semper Fi

AldoUSMC

Semper Fi

AldoUSMC

 

Intel i7-6700 CPU @ 4 GHz, 32 GB Ram, GeForce GTX 980 Ti, Windows 10 Pro -64 Bit

Posted

Quick Leap Motion Test with Vive

 

Thanks for the link vicx... I'll see if I can check that out in the next few days and report back on results.

 

Taking a quick look at using the Leap Motion with the Vive this morning.

 

Vive_SteamVR_Leap_Motion_F-5E_160727.thumb.jpg.e8ba4bf7c2333f35afa92b28a7b89fb6.jpg

 

1233357526_UILayerScreeninAdjustControls_160727.thumb.jpg.85e38882bdfefe0a72c0347d977c31b8.jpg

 

Yes Vicx, the gloves show up as my hands. The hands are not functional with the Steam Interface other than for position. the right hand is still upside down and they get "wonky" quick. Again.. about a 10 minute test in the F-5E for a quick impression.

 

I"ll have to take a look at the SDK and see if something can be mapped to the new UI Layer screen based on hand/finger motion... or something else since the Leap can see my hands and finger motion.. even if they are not shown yet as moving on the gloved hands.

 

 

 

Semper Fi

AldoUSMC

Semper Fi

AldoUSMC

 

Intel i7-6700 CPU @ 4 GHz, 32 GB Ram, GeForce GTX 980 Ti, Windows 10 Pro -64 Bit

Posted

Just quick question. I do apologize if already was addressed but i didn't find answer here (wasn't really keen on going through 124 pages ...).

 

I'm thinking about getting VIVE for DCS but I'm not really interested in any kind of 'controllers' usage that comes with set or any other VR experience that you could do in your room.

 

Can you just use headset itself (plug it and use it) or do you have to set all those cameras around room etc?

 

Regards

Posted

You do have to set the light boxes (I use just one and it seems great) but you have to do that with the Oculus as well. It's just that the Oculus uses an IR camera.

 

You don't need to have/use the controllers at all. That said... If you do have them on they appear in game as two left hands :). More functionality to come as I understand.

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

Posted
Just quick question. I do apologize if already was addressed but i didn't find answer here (wasn't really keen on going through 124 pages ...).

 

I'm thinking about getting VIVE for DCS but I'm not really interested in any kind of 'controllers' usage that comes with set or any other VR experience that you could do in your room.

 

Can you just use headset itself (plug it and use it) or do you have to set all those cameras around room etc?

 

Regards

 

 

Yes, but you don't want to discount the controllers. They are pretty slick. Also, you need to connect power for the cubes used for tracking. You'll have two of those cubes. So make sure you have power in the different parts around your PC/office where you plan in flying.

 

For the moment, Vive doesn't support Async Time Warp which makes a big difference in DCS. So do your homework and read up on the comparison of Vive vs Rift for DCS. There are many reviews.

hsb

HW Spec in Spoiler

---

 

i7-10700K Direct-To-Die/OC'ed to 5.1GHz, MSI Z490 MB, 32GB DDR4 3200MHz, EVGA 2080 Ti FTW3, NVMe+SSD, Win 10 x64 Pro, MFG, Warthog, TM MFDs, Komodo Huey set, Rverbe G1

 

Posted

hello fellow simmers,

 

I wanted to give my feedback about Rift vs Vive to those who are about to purchase one.

 

I am writing from work and I was really keen to give you my opinion about both VR headset. I will keep it very short:

 

First I am not a fan boy of any. In fact if I sit on the computer to play I fly only DCS, before DCS I was never interested in VR and I am a late adopter.

 

I bought a Vive back in June, in germany it costs around 950€, that's more than 1100$. I didn't care about space usage but I still went for it as I don't want to wait to be delivered when I order. I was slightly disappointed by the DCS experience. I have a very good setup: i7 6700K, GTX 1080, 32 Gb RAM. I had without VR very solid 120 FPS and even more. With the Vive I was getting at best 45 FPS at high altitude only. But that wasn't the worst, I was very disappointed by the resolution. I simply couldnt read the gauges. I assumed that it was simply the VR technology as of today so I decided to live with it. What made me lose it, was the weight of the headset. I simply couldnt play as long as I used to with TrackIR. I quickly got uncomfortable with the weight and of the thick cable coming out of it, add to it audio headset.

 

Once the Oculus became available and because I ONLY play sitting I decided to sell my Vive with a loss at 750€ and bought the Oculus for roughly the same price.

 

Jumping from one to the other was in DCS was like day and night for me. The headset is a lot more comfortable after 30 min flying, I was getting more than 60 FPS most of the time, in cities 45! And most importantly I could read all the gauges!

 

I believe that the lenses and software support in DCS are better in the Rift, but this doesnt matter to me. I just care about the user experience and the Rift I have a true VR experience in DCS. I wont fly without it anymore, and I dont regret a second exchanging the Vive for the Rift.

 

These are my 2 cents, I hope it will help any potential buyer who would mainly use the headset in DCS.

 

have a nice day.

 

PS: I will post the same in the Rift thread.

  • Like 1
Posted

Nice input but sounds like some setup errors where done with the vive. Aka not forcing the pixel density. When all said and done im banking on the vive having more features in dcs compared to rift aka the full walk around experience and others. Only time will tell.

Intel 8700k @5ghz, 32gb ram, 1080ti, Rift S

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