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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.

 

I rarely tried everything before giving up 200€. I put a minimum setup and never acheaved more than 45 FPS with my quite good hardware. also the bulkiness of the Vive was a problem after half an hour for me. and yes, I couldnt increase the pixel density in DCS.

 

as I play only DCS i didnt need this room experience that should weigh in every decision for those who want it.

 

this is my pure opinion

Posted

How do you force the pixel density?

 

Cheers!

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Posted

I think the rift, long term, is the big loser of the virtual reality competition. If ed supported the clearly superior product a little bit better, then you guys would see the rift for what it is.

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Posted
is not about how to make DCS work better with the Vive

 

No, it is about making it work equally well. Like no Rift exclusive features such as pixel density, when supersampling setting is present in most high-end VR games on the Vive.

So the cheap excuse of "SteamVR not supporting pixel density" is not true.

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Posted
I think the rift, long term, is the big loser of the virtual reality competition. If ed supported the clearly superior product a little bit better, then you guys would see the rift for what it is.

 

The Vive is a very good product, but its clearly not superior to the Rift especially for flight sims. I'm sure that ED would like to improve its Vive support, but the current Vive hardware and software just isn't up to the Rifts capabilities.

 

Its also highly unlikely Oculus will be the big loser in the virtual reality competition. So far Oculus has been investing the most resources into VR market, especially when you look at the new very high tech facility Facebook just built so they can easily design, fabricate, and test new VR systems in house. That's not to say that some smaller outfit won't develop the killer VR feature, its just not as likely.

Posted

Enough with the Vive Vs. Oculus crap.

 

Each needs to be implemented as well as they can be. That's what these threads are for.

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Posted
Enough with the Vive Vs. Oculus crap.

 

Each needs to be implemented as well as they can be. That's what these threads are for.

 

Agreed, comparison conversation is fine, but lets not get into subjective fanboy this is better than that, its not productive.

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Posted

ED has to improve it's OpenVR support. OpenVR is going to be a very common HMD configuration target.

 

So why do I mention this now? Valve just announced the availability of a HDK for royalty free Lighthouse tracking systems. The HDK does currently include base stations BUT word is that base stations will be included at some point.

 

Will Chinese OpenVR HMDs be available before the end of the year?

 

What is the difference between OpenVR and SteamVR? SteamVR is OpenVR with Steam integration included. Games only need OpenVR components to support SteamVR and OpenVR HMDs. In this way it is like Android configurations on mobile. Manufacturers can deploy Android without Google integration BUT most include Google integration because that is what people want. Apps only have to written for Android to work on both types of deployment.

Posted

Yeah... current features and functionality aside I feel that Valve and HTC are going about this in exactly the right way.

 

It reminds me of the age old Apple vs. PC debate from way back.

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Posted

Hi everyone. I am quite new to DCS but I am using it because its the best thing to play on the Vive as far as I can tell. I have a GTX 970 running with a reasonable CPU and like many of you I have experienced stuttering in the game. I put everything on low and it still stuttered, but I noticed that it only stutters when you move your head around. I put the settings back up reasonably high and it still only stutters if you move your head. If you look dead ahead and just fly the plane around it's all buttery smooth. I think the issue here is that in the game, the headset is only updating its position at around 30-50 fps whilst the actual game renderer can give more. This said, I don't have a fix, maybe there is a way of tweaking the poll rate of the headset in-game or maybe giving a particular process a higher priority? I suspect it would be quite easy to fix with a patch as the hangar area is fine even if you move your head about.

Posted
I suspect it would be quite easy to fix with a patch as the hangar area is fine even if you move your head about.

 

I get stutters in the hangar area but make sure you have mirrors off or fold them away when starting up.

 

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Posted

I just noticed the virtual hand in cockpit. However, it doesnt work :(. When i move my controller (hand) over switches, theres no response also when pressing trigger button.

 

Is the 'hands' implmented, or me doing sumthing wrong?

met vriendelijke groet,

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Posted
Is the 'hands' implmented, or me doing sumthing wrong?

 

You're not doing anything wrong - the gloves are just visual at the moment (i.e. no cockpit/button interaction)

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Posted

I have a simple question

 

Does the Flaming Clifs 3 addon on steam for DCS World, support HTC Vive?

 

Cuz I only see the Vive icon over the main game DCS World, but not for the add ons.

 

And don't want to spend the money, to get disapointed ^^

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Posted

FC3 works fine - you just don't get the clickable cockpits, so unless you map everything to a HOTAS you might find it frustrating flying with the Vive if you constantly have to refer back to a keyboard.

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Posted

Has there been any word/news on when/if there might be some sort of feature parity with Oculus? It'd be nice to have VR zoom and in-game setting of the pixel density with the vive.

Posted
Hi... have you guys heard of any review of the new Titan X with DCS + Htc Vive?

Thx

 

I doubt anyone here is silly enough to buy a Titan X.

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Posted (edited)

Titan X Pascal HTC Vive

 

Yeah I'm silly enough to have done it. I bought the Titan X Pascal. I'll be the first to admit it is total OVERKILL for DCS World. BUT, I wanted to be able to play with super sampling at or above 2.0. AND it delivers although with my graphics settings I'm at a steady 45 FPS reprojection.

Totally makes every single gauge, MFD, HUD, switch text readable. I had the previous Titan X and was able to get good results at 1.3 to 1.5 depending on aircraft. I'll try to post more videos and updates as I tweak and play with the the new card. Let the POKING FUN COMMENTS COMMENCE! LOL

 

 

 

 

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Edited by Windypants
Posted

Windypants,

I have one question for you. Do you own 2.0? The reason why I ask is that with old Titan X, 1.5 is and has been silky smooth. But with 2.x, it's mostly smooth. Again it's with Rift, but I'm curious what your 2.x experience is like with Vive.

hsb

HW Spec in Spoiler

---

 

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Posted
Windypants,

I have one question for you. Do you own 2.0? The reason why I ask is that with old Titan X, 1.5 is and has been silky smooth. But with 2.x, it's mostly smooth. Again it's with Rift, but I'm curious what your 2.x experience is like with Vive.

 

I do own DCS 2.0 NTTR and with the same settings I get a steady 45 FPS with Reprojection in the VIve. At 2.0 super sampling I get a silky smooth gaming experience until heavy activity from AI ground or air units and then I may get stutters.

 

I did test today turning Reprojection off and frames ranged between 60-75 FPS but since Reprojection was off it caused constant ghosting and stuttering. So playing at a constant 45 FPS is very enjoyable in DCS 2.0 with Reprojection on. I can only assume that the Rift would be even better experience because ATW works at 30 FPS but I'd have to use an actual Rift to test that theory out.

 

PS tested SA-342M, UH-1, F-15C, and A-10C in DCS 2.0 with all similar results. A-10C is awesome to be able to read ALL HUD, MFD, CDU, TAD,and TGP text.

Posted

Thanks for the update Windypants!

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
Yeah I'm silly enough to have done it. I bought the Titan X Pascal. I'll be the first to admit it is total OVERKILL for DCS World. BUT, I wanted to be able to play with super sampling at or above 2.0. AND it delivers although with my graphics settings I'm at a steady 45 FPS reprojection.

Totally makes every single gauge, MFD, HUD, switch text readable. I had the previous Titan X and was able to get good results at 1.3 to 1.5 depending on aircraft. I'll try to post more videos and updates as I tweak and play with the the new card. Let the POKING FUN COMMENTS COMMENCE! LOL

 

 

 

 

Specs

CPU I-7 4790K OC 4.5ghz

RAM 32 GB

Samsung 850 EVO 1tb

GPU TITAN X PASCAL

 

How does it run on a more standard 1.3-1.5PD? I'm debating on getting a Titan Pascal to replace my 980ti SLI setup since SLI support seems to be nothing but hopes and dreams for the VR world, but if you're constantly in reprojection that doesn't seem like any REAL improvement in my eyes (sorry to be a bit negative). That 1080 thread shows no real improvement either. Regular VR games run damn well, but it's these non-vr games that seem to be presenting the problems.

Posted

Surprisingly lowering PD or super sampling has little effect on increasing FPS without changing other graphic settings. Being able to increase Pixel density to 2.0 or greater is hands down the best improvement to VR experience in DCS World. What the 1080 or Titan X Pascal will give you is more headroom to increase pixel density and have a sharper/clearer imagine in the headset. The mirror view recordings do no justice of what the experience is in headset. But I think as DCS World is better optimized for VR the experience will get better and better.

Posted
Regular VR games run damn well, but it's these non-vr games that seem to be presenting the problems.

 

I think it's just a matter of non-VR devs not having yet built the direct experience of optimising for VR - along with the challenges of transitioning a render pipeline designed for regular rendering to VR. It'll come eventually.

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