ED Team BIGNEWY Posted September 25 ED Team Posted September 25 I will ask QA members with the quest to check again. thanks 1 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Draken35 Posted September 25 Posted September 25 10 minutes ago, actually_fred said: Yeah, this sounds like DCS is incorrectly assuming a vertically symmetrical FOV and incorrectly drawing in the center of the image it submits to the headset, when it should be putting it in the center of the field of view. It should be expected that this issue can not be reproduced with a Pimax Crystal, because Pimax Play reports vertically symmetrical FOV. DCS is provided with the information it needs to do this correctly when it calls `XrLocateViews()` -the `XrView` array members have a `fov` member, which in turn has separate `angleUp` and `angleDown` members.These are not required to be identical, but for a Pimax Crystal, they are, so you can't reproduce the bug on a Crystal. Pimax Crystal: angleUp is 0.90541315 (radians), angleDown is -0.90541315 - ~ 52 degrees both directions Quest Pro: 42 degrees angleUp, -53 degrees angleDown, so a crosshair that is put in the center of the render target without paying attention to the FOV angleUp/angleDown will be quite substantially off. These are the values that the runtime reports to DCS and that DCS should be using, not a personal subjective measurement. You must use a real Quest headset to test this issue; the Meta XR Simulator always reports symmetrical FOV. It is also likely that this ties into the reports about 'mirror window too high' - though that isn't a bug if it's accurately showing what's sent to the panel. Awesome post! Thank you!
actually_fred Posted September 25 Posted September 25 1 hour ago, BIGNEWY said: I will ask QA members with the quest to check again. thanks Thanks; another way to test this would be for your software engineers to intentionally modify the angleUp/angleDown values significantly and incorrectly, to make sure that that moves the HUD to the 'wrong' place, by the amount and direction matching the changes. Of course would need to be careful not to actually ship that change - just for testing 2 I don't provide any support for any of my software on these forums, or accept bug reports or feature requests on these forums. If you need help with one of my projects, the project documentation may directly address your problem, and tell you where/if help is available
bak3dp0t4to Posted Tuesday at 07:41 PM Posted Tuesday at 07:41 PM On 9/25/2025 at 8:27 AM, BIGNEWY said: I will ask QA members with the quest to check again. thanks And? Did they actually try it with a real headset this time? How can you have so many users telling you this is an issue and just repeatedly ignore them with a useless response of how "it works on your Pimax Crystal". You've said that so many times I hear it in my sleep. We get it. Good for you. It doesn't work for us. Would you like to come to my house and put my headset on? I feel like this is the only way you're ever going to acknowledge it. On 9/25/2025 at 8:19 AM, actually_fred said: Yeah, this sounds like DCS is incorrectly assuming a vertically symmetrical FOV and incorrectly drawing in the center of the image it submits to the headset, when it should be putting it in the center of the field of view. It should be expected that this issue can not be reproduced with a Pimax Crystal, because Pimax Play reports vertically symmetrical FOV. DCS is provided with the information it needs to do this correctly when it calls `XrLocateViews()` -the `XrView` array members have a `fov` member, which in turn has separate `angleUp` and `angleDown` members.These are not required to be identical, but for a Pimax Crystal, they are, so you can't reproduce the bug on a Crystal. Pimax Crystal: angleUp is 0.90541315 (radians), angleDown is -0.90541315 - ~ 52 degrees both directions Quest Pro: 42 degrees angleUp, -53 degrees angleDown, so a crosshair that is put in the center of the render target without paying attention to the FOV angleUp/angleDown will be quite substantially off. These are the values that the runtime reports to DCS and that DCS should be using, not a personal subjective measurement. You must use a real Quest headset to test this issue; the Meta XR Simulator always reports symmetrical FOV. It is also likely that this ties into the reports about 'mirror window too high' - though that isn't a bug if it's accurately showing what's sent to the panel. @actually_fred, seriously, thank you for spelling this out for them. It's unfortunate that they'll probably still just respond with how it works fine for them. 1
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