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Posted (edited)

To anyone who has the Rift S, can you comment on the IFOLS visibility when flying around the boat? Can you actually see it and fly it at 3/4 mile? Or when can you start flying it? Can you see/use it any further than 3/4 mile?

 

I have a Rift CV1. Love VR, but I have used it primarily in VFR pattern flying. The resolution has made it very hard to read the smaller font MFD menus for more technically demanding missions where input and adjusting values abounds. And I never felt I could fly a proper pattern. I mean I could fly it, but had to use the ICLS needles to substitute the ball until in close.

 

It sounds like from Wags and others that I have been able to see in this nearly 100 pages, the instruments are better. But I have not seen comment on the meatball.

 

Could anyone comment specifically on this? And confirm that all gauges, including the MFD’s, are easily readable (I want to make sure we’re not talking about switch labels, etc)?

 

I had felt I was pretty set on the Reverb given the numerically far superior resolution. But if the Rift S does the job, it’s a seamless integration with smooth controllers and good history (with the CV1) and I could be swayed.

Edited by ESzczesniak
Posted

I can see the ball easily on an 18 second groove time. Even if I mess up and end up out at 30 seconds it's still useable.

 

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Posted
To anyone who has the Rift S, can you comment on the IFOLS visibility when flying around the boat? Can you actually see it and fly it at 3/4 mile? Or when can you start flying it? Can you see/use it any further than 3/4 mile?

 

I have a Rift CV1. Love VR, but I have used it primarily in VFR pattern flying. The resolution has made it very hard to read the smaller font MFD menus for more technically demanding missions where input and adjusting values abounds. And I never felt I could fly a proper pattern. I mean I could fly it, but had to use the ICLS needles to substitute the ball until in close.

 

It sounds like from Wags and others that I have been able to see in this nearly 100 pages, the instruments are better. But I have not seen comment on the meatball.

 

Could anyone comment specifically on this? And confirm that all gauges, including the MFD’s, are easily readable (I want to make sure we’re not talking about switch labels, etc)?

 

I had felt I was pretty set on the Reverb given the numerically far superior resolution. But if the Rift S does the job, it’s a seamless integration with smooth controllers and good history (with the CV1) and I could be swayed.

 

Some useful references to that on this video :

https://www.youtube.com/watch?v=smTPpz-XDwg

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Posted
Some useful references to that on this video :

https://www.youtube.com/watch?v=smTPpz-XDwg

 

 

I can see the ball easily on an 18 second groove time. Even if I mess up and end up out at 30 seconds it's still useable.

 

Sent from my GM1915 using Tapatalk

 

 

 

Thank you both! I am starting to lean towards the Rift S. I'd still be interested in others feedback. And particularly if you're using any PD tweaks. It seems some feel the ball is flyable from 1 NM or more. While the YouTube review hedges a little bit right at 3/4 NM. And he has some difficulty with some text as well. It seems he was a purely out of the box review though, so I wonder if a little bump in PD may explain things.

Posted

I run pd 1.3 and at 1.5 miles from boat I can fly the ball... works for me and my iPd and eyes:thumbup:

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Posted

Thank you all again. It is seeming that the Rift S will accomplish what I'm looking for, is available, and a proven system. Think I'm going to jump in.

 

 

The Reverb looked great by the numbers, but I've already been a little hesitant about performance and reviews that loved the image quality, but were all around a little iffy on the polish with the rest of the headset.

Posted
Thank you all again. It is seeming that the Rift S will accomplish what I'm looking for, is available, and a proven system. Think I'm going to jump in.

 

 

The Reverb looked great by the numbers, but I've already been a little hesitant about performance and reviews that loved the image quality, but were all around a little iffy on the polish with the rest of the headset.

 

Reverb is cool and all but you will take a step back with that in regards to performance and crappy WMR piping through steam VR witch screws your frame times and ruins the experience even more. Oculus software is better and a much streamlined experience.

My OD+ is collecting dust...

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Posted
Reverb is cool and all but you will take a step back with that in regards to performance and crappy WMR piping through steam VR witch screws your frame times and ruins the experience even more. Oculus software is better and a much streamlined experience.

 

My OD+ is collecting dust...

I agree that the wmr software is sometimes buggy and off but I haven't noticed any performance issues with the odyssey running through steamvr. I don't think it would use additional resources since it only renders the image once and maybe like 1-2% utilization to also have the steam vr overlay running.

 

I normally just put the headset on and then launch dcs through the headset. I'm waiting for reverb impressions too before I upgrade though.

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Posted

Anyone else noticing improvements when using the blue USB 3.0 port, rather than the red USB3.1? (for the static flashes and black screen)?

 

I've had my Rift S plugged into the the red USB port, and have experienced the static flashes. (Maybe once or twice per hour). I'm now trying the USB 3.0 blue port, since the Rift S says to go with USB 3.0.

 

Maybe a thingy with the red USB port?? (higher speeds and cable length?). I've seen some posts about this on other sites.

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Posted
Anyone else noticing improvements when using the blue USB 3.0 port, rather than the red USB3.1? (for the static flashes and black screen)?

 

I've had my Rift S plugged into the the red USB port, and have experienced the static flashes. (Maybe once or twice per hour). I'm now trying the USB 3.0 blue port, since the Rift S says to go with USB 3.0.

 

Maybe a thingy with the red USB port?? (higher speeds and cable length?). I've seen some posts about this on other sites.

I use with the blue one and never had a problem. Maybe you are right....

 

Inviato dal mio Mi MIX 2 utilizzando Tapatalk

Posted (edited)
I use with the blue one and never had a problem. Maybe you are right....

 

Inviato dal mio Mi MIX 2 utilizzando Tapatalk

 

 

Not me buddy!;) There's a thread on the Oculus site, mac_man86 put it out there as a suggested fix. Might make sense. Since the USB (red) 3.1 has a higher data throughput, and could be sensitive to the cable length. Which the Rift S has a rather lengthy one. Maybe using the USB (blue) 3.0, (per spec) might help.

Edited by javelina1

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Posted

I was getting black screen in my Rift S after taking off and closing Oculus Home and then putting back on. Had to restart the Oculus Service 2-3 times to get it back.

 

Had my USB plugged into the red port, changed over to blue and it seems to have helped it immensely. At least so far, I only did this yesterday afternoon.

Don B

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Posted
I was getting black screen in my Rift S after taking off and closing Oculus Home and then putting back on. Had to restart the Oculus Service 2-3 times to get it back.

 

Had my USB plugged into the red port, changed over to blue and it seems to have helped it immensely. At least so far, I only did this yesterday afternoon.

 

 

Thanks Don, appreciate the data point. You've been all over this! :thumbup:

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Posted
I was getting black screen in my Rift S after taking off and closing Oculus Home and then putting back on. Had to restart the Oculus Service 2-3 times to get it back.

 

Had my USB plugged into the red port, changed over to blue and it seems to have helped it immensely. At least so far, I only did this yesterday afternoon.

I have it plugged in a blue USB since the beginning, and have occasionally both white flashes and black screen issues. So I don't think it is related to the port type.

However, both issues seem to happen randomly and not often... so far it doesn't bother me that much.

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Posted

I’m starting to think about returning mine. The jump in resolution is nice but I can’t seem to get a good sweet spot for fitment and IPD and the FOV is definitely reduced. It’s a win lose situation for me right now and not sure I’d rather spend $400 on this or something else. I still have 11 days to return it so still deciding. I don’t think it’s an overall large enough jump over the cv1 for the price though.

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Posted
I was getting black screen in my Rift S after taking off and closing Oculus Home and then putting back on. Had to restart the Oculus Service 2-3 times to get it back.

 

Had my USB plugged into the red port, changed over to blue and it seems to have helped it immensely. At least so far, I only did this yesterday afternoon.

Mine has been in the blue port since I've installed it and I see white flashes every now & then.

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Posted

Support got back to me regarding the dropouts some of us have been experiencing. Here is the first suggestion I received today:

 

 

 

Hello,

Thank you for reaching out to Oculus Support regarding your display issue, I'm happy to assist.

I have some troubleshooting steps for you to try as they may resolve this issue:

1. Disconnect and Reconnect your Rift S from your computer. To do this:

• Unplug the USB cable from your computer

• Unplug the mini DisplayPort or DisplayPort cable from your computer

• Wait 10 seconds

• Re-plug your USB cable into your computer.

• Wait 10 seconds.

• Re-plug your mini DisplayPort or DisplayPort cable into your computer.

2. Unplug and Replug your Rift S headset. To do this:

• Carefully remove the facial interface from your headset. This will allow you to access the cable.

• Unplug the cable from the headset.

• Wait 5 seconds.

• Insert the cable back into your headset.

• Insert the facial interface back into your headset.

3. Restart your Oculus Service. To do this:

• Open the Oculus app on your computer.

• Click Settings on the left side of the app.

• Click Beta at the top of the settings options.

• Click Restart Oculus.

 

Additionally, we offer phone-support. If you would like phone-support, please provide the following information:

• Your phone number.

• Your current time-zone.

• A date and 2-hour window when we can call you.

Let me know how you would like to proceed, and if you have any questions for me.

Warm regards,

Alex

Oculus Support

 

A quick, and hopefully effective response. I'll let you know how it affects the issue.

Posted

those white flashes only occur during DCS play or at random whenever?

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Posted
Mine has been in the blue port since I've installed it and I see white flashes every now & then.

 

Unfortunately my issue has reared it's ugly head again today.

Just going to have to wait to hear back on my support ticket, will just keep Oculus Home running

and minimized whilst my computer is up to keep this from happening.

Don B

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Posted
Support got back to me regarding the dropouts some of us have been experiencing. Here is the first suggestion I received today:

 

 

 

Hello,

Thank you for reaching out to Oculus Support regarding your display issue, I'm happy to assist.

I have some troubleshooting steps for you to try as they may resolve this issue:

1. Disconnect and Reconnect your Rift S from your computer. To do this:

• Unplug the USB cable from your computer

• Unplug the mini DisplayPort or DisplayPort cable from your computer

• Wait 10 seconds

• Re-plug your USB cable into your computer.

• Wait 10 seconds.

• Re-plug your mini DisplayPort or DisplayPort cable into your computer.

2. Unplug and Replug your Rift S headset. To do this:

• Carefully remove the facial interface from your headset. This will allow you to access the cable.

• Unplug the cable from the headset.

• Wait 5 seconds.

• Insert the cable back into your headset.

• Insert the facial interface back into your headset.

3. Restart your Oculus Service. To do this:

• Open the Oculus app on your computer.

• Click Settings on the left side of the app.

• Click Beta at the top of the settings options.

• Click Restart Oculus.

 

Additionally, we offer phone-support. If you would like phone-support, please provide the following information:

• Your phone number.

• Your current time-zone.

• A date and 2-hour window when we can call you.

Let me know how you would like to proceed, and if you have any questions for me.

Warm regards,

Alex

Oculus Support

 

A quick, and hopefully effective response. I'll let you know how it affects the issue.

 

 

Wow, have never seen Oculus offer phone support before.

Nice to see them doing so now.

Don B

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Posted
Unfortunately my issue has reared it's ugly head again today.

Just going to have to wait to hear back on my support ticket, will just keep Oculus Home running

and minimized whilst my computer is up to keep this from happening.

ah man, bummer!

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Posted
those white flashes only occur during DCS play or at random whenever?

 

I've seen them occur randomly in pretty much all the various games I have played in my Rift-S the past few days which include: Assetto Corsa, Elite Dangerous, Dirt Rally, RoboRecall, DCS and Il2.

 

From what I have been reading, it could be related to how much data the USB port and controller is pushing at any given moment. My primary gaming rig has a dedicated 4 port - 4 controller (1 unique USB 3 controller per port) card that I am going to hook into and see if I still get the issue. In the past, this was the card that drove my four Rift Sensors and I got it specifically so that I would never have an issue with available USB bandwidth.

 

When I first installed the Rift-S, I was having issues with it being detected when I used one of those ports, but I haven't tried since updating both Windows and Rift-S so want to try it again and see if it makes any difference. Will report what I find tomorrow or later this week.

 

Madmatt

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Posted (edited)

Ok, got my Rift S today and am also seeing these white (no black) flashes. I have an internal Inatek 4 port USB 3.0 and an external Startech.com powered hub so I’ll try plugging into these tomorrow and see if it makes a change with differing port periphals.

Edited by mr_mojo97

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Posted
Ok, got my Rift S today and am also seeing these white (no black) flashes. I have an internal Inatek 4 port USB 3.0 and an external Startech.com powered hub so I’ll try plugging into these tomorrow and see if it makes a change with differing port periphals.

 

Those Inatek cards are usually running a single controller so all 4 ports are sharing the same USB bus channel.

 

That's why I went with the more expensive StarTech card (https://www.amazon.com/StarTech-com-Express-SuperSpeed-Dedicated-Channels/dp/B00HJZEA2S/ref=sr_1_1?keywords=StarTech.com+4+Port+PCI+Express+%28PCIe%29+SuperSpeed+USB+3.0+Card+Adapter+w%2F+4+Dedicated+5Gbps+Channels+-+UASP+-+SATA+%2F+LP4+Power&qid=1558993050&s=electronics&sr=1-1) as each USB port has its own dedicated 5Gbps bus channel. To be honest though, I am not sure it's going to make any difference. Hopefully Occulus will figure it out and resolve it in a future update.

 

Madmatt

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