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Posted

Nice tidbits. Before you all get your hackles up, understand that ED *has* to grow the casual user base. So the fact that they are working on using Rift controllers as joysticks etc. makes sense.

 

He also said that they are working with three glove companies so that's good to hear.

 

Pimax, VR optimizations etc. are all covered. Thanks to the OP for creating a timeline so you can jump to the section of interest.

 

 

https://forums.eagle.ru/showpost.php?p=3831519&postcount=1

hsb

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Posted

Since wags have pimax 5k, i hope they also will support the upcomming addon hardware for pimax.

Its an addon that allow you to "scan" your hands and use them in vr, without the need of using gloves or controllers.

 

With other words no extremly overprised gloves. :smilewink:

 

For more info about the handmotion controller, see this video

Posted

I wonder how they figured out it's the Terrain Engine that's causing the performance issues in VR. I'm very curious about that.

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Posted
Since wags have pimax 5k, i hope they also will support the upcomming addon hardware for pimax.

Its an addon that allow you to "scan" your hands and use them in vr, without the need of using gloves or controllers.

 

With other words no extremly overprised gloves. :smilewink:

 

For more info about the handmotion controller, see this video

 

that will be leap motion and if they didn't implement it on the last 5 years I doubt they are going to do it now. I wish they will but again I very very doubt it.

Posted
I wonder how they figured out it's the Terrain Engine that's causing the performance issues in VR. I'm very curious about that.

 

Studying Kegetys's terrain mod would be my guess.

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
I wonder how they figured out it's the Terrain Engine that's causing the performance issues in VR. I'm very curious about that.

My guess:

 

Poor performance in VR is often caused by the number of draw calls, because rendering two viewpoints increases them substantially. Draw calls are bad in DX11 because they're performed by the CPU, which is why VR is frequently bottle-necked by the processor leaving the GPU operating below capacity.

 

It's possible that ED have identified that the draw calls demanded by the terrain engine are limiting VR performance and they've managed to reduce these.

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Posted

I know that the Leap Motion add on to Pimax is the second iteration of LM and has some substantive improvement on the first which had difficulty living up to expectations.

 

Interesting to see the Wags now has both the Samsung Odyssey + and the Pimax 5k+ presumably to help us all move on to better VR performance.

 

For the time being I’m happy enough with the Rift but I’ll be watching closely for Wags to assist us further in this space, after all it’s not like he doesn’t have an appreciation for the VR immersion himself. Difficult job being responsible for the quality control and reputation of DCS and at the same time wanting to to do some high res, high performance stonking around in the Hornet!

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Posted
So the fact that they are working on using Rift controllers as joysticks etc. makes sense.

 

I love X-plane with my touchs, but in VTOL VR I don't like it a at all, I think an HOTAS will be needed.

I tryed to avoid buying an HOTAS, but after VTOL VR, i saw it was the only way to go.

 

I'm eager to sea cheap gloves for DCS ... I think that would be the only way of touching the cockpit efficiently.

Posted
My guess:

 

Poor performance in VR is often caused by the number of draw calls, because rendering two viewpoints increases them substantially. Draw calls are bad in DX11 because they're performed by the CPU, which is why VR is frequently bottle-necked by the processor leaving the GPU operating below capacity.

 

It's possible that ED have identified that the draw calls demanded by the terrain engine are limiting VR performance and they've managed to reduce these.

 

Yup... Or the optimization is moving away from DX11 entirely to Vulkan, but its pretty interesting that there was no mention of Vulkan.

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