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*** 2018 VR Wishlist ***


Precog

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One thing I would put on my wish list, would be spatial audio. Much like one gets when playing an Oculus game made for VR.

 

Don't know if something like that is possible on a game designed primarily to run on a monitor or not, but would be a nice enhancement.

Don B

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Please please please fix the VR zoom speed.

 

It seems like having a bindable axis could potentially be cool, but at the very least giving us an option to make it an instant pop to full zoom or adjust the speed would be a huge improvement to VR.

 

The zoom animation speed can be a bit excruciating at times.

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One thing I would put on my wish list, would be spatial audio. Much like one gets when playing an Oculus game made for VR.

 

Don't know if something like that is possible on a game designed primarily to run on a monitor or not, but would be a nice enhancement.

 

Yes, that would be pretty cool. Oh, and you were right. Robo Recall is a pretty fun game! :)

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Yes, that would be pretty cool. Oh, and you were right. Robo Recall is a pretty fun game! :)

 

:thumbup:

It is a blast!

Don B

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What would be quite a nice little quality of life addition is the ability to set/force a desired ASW mode from within the game, alongside the PD slider.

 

I'm well aware that this can be achieved using either the Oculus debug tool or OTT - But the quirk with that is using the debug tool you have to manually set anything other than 'AUTO', and for OTT there seems to be an issue with profiles not setting your choice for ASW on app launch, and to achieve the desired setting I have to manually flip from say 45 locked, to auto and then back to 45 locked for it to stick. That might be just me, maybe I'm doing something wrong...but it's extra steps all the same.

 

 

It'd be nice to have a setting for it in game that applies and stick upon launch. Just a thought.

 

I might stick that one in the proper 'wishlist' thread - does anyone know if the ED devs frequent that one?

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I don't believe the Oculus or Steam VR runtime support SLI/Crossfire. DCS can't support it because neither system will. Their explanation is that there is too much latency in multi GPU environments.

 

Correct, Oculus API does not support mGPU.

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Correct, Oculus API does not support mGPU.

 

Lame. From what I gathered from this thread though, VR in DCS doesn't seem to be constrained at the GPU level if you have a high end GPU:

 

https://forums.eagle.ru/showthread.php?t=157374

 

That's why I was wondering about the idea of running two separate engine threads both sending their own outputs to the GPU to separate the computing tasks for the left and right eyes. (disclaimer: I last wrote a computer program in the year 2000)

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  • 2 weeks later...

In other VR games there is less game-play benefit in going into extra/unlimited details.

In flight and especially military sims it is the case. Newly available Vive PRO and Pimax 5K/8K VR solutions are moving the boundaries, while (single) GPU can't keep up.

Both Nvidia and AMD got their implementations of multi-GPU rendering for VR. There are tech/demos/games about it, means it is possible. It is matter of priorities and resources (people coding 3D engine are different to 3d modelling or simulation coders). Considering military customers, multi-gpu rendering (one per vr-eye) would be extremely beneficial for the product. Support from NVidia/AMD, PR/news time, popularity among generic VR customers who got money, taking care of small yet dedicated user-base DCS got (hence the prices).

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  • 4 weeks later...

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I would add supplement with leap motion support natively in dcs for manipulating the switches and knobs.

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In other VR games there is less game-play benefit in going into extra/unlimited details.

In flight and especially military sims it is the case. Newly available Vive PRO and Pimax 5K/8K VR solutions are moving the boundaries, while (single) GPU can't keep up.

 

I just bought a Samsung Odyssey, which has the same resolution as the Vive Pro and performance is quite good on my 1080Ti even with 1,6 Supersampling. Granted, anything that go considerably above that will need a new GPU architecture.

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I just bought a Samsung Odyssey, which has the same resolution as the Vive Pro and performance is quite good on my 1080Ti even with 1,6 Supersampling. Granted, anything that go considerably above that will need a new GPU architecture.

 

Well you are doing better than me then with your higher resolution device. I must be doing something wrong. And I sure can't handle 1.6 PD, that really boosts your already high resolution much further.

I would not consider my performance with the Rift to be "quite good", in fact spent quite a bit of time tweaking just to get it "acceptable".

Maybe it is the 7700k...


Edited by dburne

Don B

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nvm WMR fixed itself


Edited by DanielNL
DCS Wishlist: 2K11 Krug SA-4 Ganef SAM, VR-TrackIR icons next to player names in score-chart

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Same level of zoom as a monitor player. Don't care whether that's increasing zoom for VR user, or decreasing zoom for monitor players. I'd just like parity.

 

I think DCS needs to rethink how they display other aircraft at distance. This should not be determined by the resolution of the monitor or VR device, but rather by what would be detectable by a typical human fighter pilot eye.

 

 

For me, the Rift gives a compelling experience and I have found things like low level, refueling and formation flying to be much improved through VR. On the other hand, the distance at which airplane can be visually acquired is way too low. I know IRL, with less than fighter pilot eyesight I can spot an F15 at 8-9 miles, and of course this depends upon its orientation from my perspective. With the Rift, it isn't even close to IRL. This is with pretty optimized settings on a 1080ti.

 

 

I have heard many simmers say they love VR, but it’s just not competitive with monitors for spotting aircraft and results in a huge competitive disadvantage. Aside from VR, there shouldn’t be andvantage given to someone with a 4K monitor over 1080p..... at least there was a good solution for this way back in Falcon 4.0... so it would seem it is possible for ED to come out with a solution that makes visual acquisition of aircraft occur at same distances regardless of the display device, so that simmers with 1080p vs 4K or VR with various hardware (not everyone has 1080+ hardware for VR) are on a level playing field.

 

 

I’m not big on zooming. Maybe inside the cockpit to read a small gauge or indicator, but zooming outside ruins the experience. I’d favor a solution where you can put something near the center of your vision and the sim would provide some details on it through some type of triggerable dynamic label based on what you should be able to tell from that distance had you not been limited by your display device.

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My one month love affair with VR is already quickly cooling off and collecting dust. Bought one game, Lone Echo and only played maybe 1/4 of it. Glitches, nausea, hot face,steamy eyes and vasoline smeared graphics.

Yes its jaw dropping being IN the pit but to many draw backs especially when you have a nice 4k large tv.

Until the resolution is greatly improved, anything DCS does are just bandaid fixes. Helis and WW2 birds great fun just burning holes. High speed fighters and reading numbers on a small crt to launch a weapon on a black dot in a sea of "stuff" is about as fun as giving blood.

Unless "they" move fast, I can easily seeing VR once again dying out. VR is good for a few things and high fidelity fighter simulations ain't it.


Edited by JIMJAM
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My one month love affair with VR is already quickly cooling off and collecting dust. Bought one game, Lone Echo and only played maybe 1/4 of it. Glitches, nausea, hot face,steamy eyes and vasoline smeared graphics.

Yes its jaw dropping being IN the pit but to many draw backs especially when you have a nice 4k large tv.

Until the resolution is greatly improved, anything DCS does are just bandaid fixes. Helis and WW2 birds great fun just burning holes. High speed fighters and reading numbers on a small crt to launch a weapon on a black dot in a sea of "stuff" is about as fun as giving blood.

Unless "they" move fast, I can easily seeing VR once again dying out. VR is good for a few things and high fidelity fighter simulations ain't it.

 

I can certainly understand your frustration, VR in it's current form will never be for everyone.

 

I do not believe though VR is in any danger of dying out, it has grown nicely over the last year and all signs show it continuing to do so going forward, especially as newer generation devices are developed and brought to market.

 

I do believe eventually VR will be very much mainstream. But certainly not there yet.

I look forward to the day, I can say " remember when" regarding today's generation devices.

Been flying in VR now over a year, and have never gone back to the monitor.

Don B

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Player helmet shadow

 

Could ED please add the option to add a crude 3d model of a helmet, parented to the VR camera? It would not obscure any portion of the field of view and could be very low poly, with a simple shader.

 

This would then cast a shadow in the cockpit depending on the player's head movement, further increasing immersion.

 

For example, when I'm turning, or in a dogfight, and move my head in the cockpit I would then see the corresponding shadow move in my peripheral vision. Cockpit shadows already greatly contribute to immersion, to have it interacting live with my movement would anchor me in that space in a personal way.

 

If you ever played F.E.A.R. you'll remember what fully dynamic, player driven shadows can do for immersion. I can only imagine what that would be like in a cockpit.

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Easy to do too! As long as players don't get snitty when their reflection looks a bit bland. But relatively few VR pilots use the mirrors, as far as I know. Perhaps there's a shader switch to turn the helmet off for primary rays, and only for the shadow, who knows.

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-Avatars synced in multiplayer. This is a long shot but when me and a buddy land after a multiplayer flight - it would be awesome if we could hop out of the plane and walk/teleport to a Bar/Room at each airport/carrier and debrief the flight. So the ability to brief/debrief/chat socially with synced avatars WITHOUT leaving DCS would be pretty awesome.

 

Simplified version would be, if the headmovement would be more accurate - I'm missing looking up and down.

 

In addition to this, simple gestures with the hands would be great. It's more for the fun on the ground.

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