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Vive and latest patch


AstroEma

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Hi all,

 

just a quick note that I do not see any noticeable improvement in the pixel density setting.

I tried 1.5 and 2.0 but the gauges are still not readable.

Using the Vive here on DCS 1.5.4

 

Anyone can confirm?

 

Cheers,

e/

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I'm personally not seeing any improvement either but it could just be me. Tried in density 2.0 and 2.5



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It seems like there is a bug, so your settings arent saved, perhaps thats why...

2. I dont know if this works on Vive or just Rift...

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I've checked my options.lua file and it's definitely got the density set as 2.5. I mean I could be expecting too much but I'm not seeing any improvements. Rift guys says when they increased it through their SDK they could read the HUD, I literally can't see any difference and it's still unreadable as before.



DCS Dream Wishlist: 1. Better VR Performance/Performance Overall 2. Dynamic Campaign, 3. Fully Modelled: F16, F18, F14, F15, AH64, AH1, MI24, SU27, MIG29, EF Typhoon 4. Better ATC

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It seems like there is a bug, so your settings arent saved, perhaps thats why...

2. I dont know if this works on Vive or just Rift...

 

I think #2 is what needs to be confirmed.

hsb

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I wanted to ask the same question. Tried pixel densities from 0.5 to 2.5 and did not see any effect.

Are there maybe other settings (Nvidia Control panel?) that can interfere with PD?

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I think the Pixel Density Setting is Specific to rift, since it's part of rift's runtimes,

 

i dont see any mention of Vive Software having it's own Pixel Density option in their tools.

 

Will confirm.


Edited by SkateZilla

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^^^ :thumbup: Just supported your request.

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I don't think the steamVR implementation matters.

 

openVR API (assuming ED use it for the vive) reads renderTargetMultiplier value using it's steamVR driver. However, the API should allow you to set runtime value when initializing the HMD.

Which doesn't seem to be the case.

 

-- Update --

Not a real coder,

but I peeked in the OpenVR a little more...

it seems that there is an option to override it (but it's not very well documented).

seems like the vr::IVRSettings namespace has a "SetFloat" function that takes a key and a value.

so in theory you can override the "k_pch_SteamVR_RenderTargetMultiplier_Float" value...

 

I'll just leave it here for someone that actually knows what he is doing :)


Edited by uri_ba
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There is a setting in the steamvr.vrsettings file...

 

See http://forums.eagle.ru/showthread.php?t=169141 for details.

 

Any discussion of the setting not working should probably be kept here but any discussion of pixel density should probably move to that one so we can have one thread :).

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I don't see any difference at all when using the setting in DCS but with the rift SDK the change is quite noticeable. I think there may be some issues for some people with the PD slider in DCS even for those of us with a rift.

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