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VR Hud is unreadable


Hawkmoon

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12 minutes ago, YoYo said:

How did you record video with this ratio? Looks like 16:9, my video from VR looks like a sqare with black unregular frames (so like picture on desktop from VR).

I record 16:9 in OBS.  It took awhile to get the camera where I wanted it.  I record out of the right eye so the reticle in the Apache or any other HMD is visible in my videos.  If you go to my YouTube channel, I did a video on my OBS settings/computer/DCS settings.  It has been a long work in progress to get to where I am at with how I record.  Overall, I am impressed.  I wish OBS had an option in there OpenVR plugin to record from both eye.  I know DCS has the option but OBS is the recording software and does not allow both eyes with the VR plugin.  If you have more questions, feel free to ask, be glad to help if I can.

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57 minutes ago, error81 said:
For today hud is useless in vr. (HP G1)

Yep. I hope they fix it soon (personally I use Reshade for more sharpness and I see it but HUD symbols are far away from the others modules).

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This is an early 1970s HUD you're lucky it is as readable as it is. To be honest it's probably very accurate and technological limitations (the resolution of your VR headset) are the problem, not the module. I wouldn't expect it to change.

You should have tried reading the F-14's analog gauges with a samsung odyssey+ when it came out.

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Reverb G2, RTX 3090 - looks fine to me. It's absolutely not the easiest HUD to read, but it is definitely legible without having to use zoom or lean forward or anything, and I can comfortably read the heading tape along the top or the altimeter display on the right hand side without trouble.

On 7/22/2022 at 9:20 AM, YoYo said:

The same issue, digits and symbols are too small or too blurry in VR on HUD.
This is only the one module with this issue for me.

+1 for fix (maybe in TAB, special opion for VR user as "bigger symbols on the HUD")?

 

Absolutely - if users are having a problem with this, any "fix" should be optional.


Edited by Malakhit
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well, this is a screencapture from a VR Recording (OBS, high settings, WQHD res. 60 FPS) - and that's pretty like the HUD looks like in my RiftS

vlcsnap-2022-07-23-14h48m01s423.png

If that's how it should look like and remains that way, I really hope that there would be a MOD with an alternative cockpit coming up someday. I am in no mood to buy into a G2 or other much better VR headset just to get a rather sharp and readable HUD symbology in the F1 🤨

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5 minutes ago, ARM505 said:

What's your pixel density set at schmiefel?

It's set in DCS at PD 1 and via OTT the RiftS runs on 1.5, too, plus MSAA is at 4x.

In reality it may be a little sharper, but not much, and it seems as other already stated, that the HUD symbology is rendered too far out.

Its really hard to get a good impression from this, as direct VR screenshots are much to much disturbed in DCS, so the only way I found, was making a direct recording via Oculus Mirror to OBS and grab a direct screenshot from the video (via VLC) during replay.

Primary for DCS and other flightsims: i9 12900K@default OC on MSI Z790 Tomahawk (MS-7D91) | 64 GB DDR5-5600 | Asus TUF RTX3090 Gaming OC | 1x 38"@3840x1600 | 1x 27"@2560x1440 | Windows10Pro64

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Flightsim Input Devices: VPC: ACE2 Rudder / WarBRD Base / T-50CM2 Base with 50mm ext. / Alpha-R, Mongoos T-50CM, WarBRD and VFX Grip / T-50CM3 Throttle | VPC Sharka-50 + #2 Controle Panel | TM Cougar MFD-Frames| Rift S - Secondary: TM HOTAS WARTHOG/Cougar Throttle+Stick, F-18-Grip | TM TPR Rudder | DelanClip/PS3-CAM IR-Tracker

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2 hours ago, FoxTwo said:

This is an early 1970s HUD you're lucky it is as readable as it is. To be honest it's probably very accurate and technological limitations (the resolution of your VR headset) are the problem, not the module. I wouldn't expect it to change.

You should have tried reading the F-14's analog gauges with a samsung odyssey+ when it came out.

Yeah and that’s a major critique I have about the F14. (Still one of my favorite modules). Should things be rendered so realistically that it becomes less realistic in a practical sense to use since we are limited by our hardware? Or should the module be adapted to be as usable to us on our 2D/VR hardware? In my opinion, I’d rather be able to use the module with realistic usability than with realistic aesthetics.


Edited by Hawkeye91
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Just for comparison

4 hours ago, schmiefel said:

well, this is a screencapture from a VR Recording (OBS, high settings, WQHD res. 60 FPS) - and that's pretty like the HUD looks like in my RiftS

vlcsnap-2022-07-23-14h48m01s423.png

Now a screencapture from running DCS with headtracking/opentrack and recording in OBS with same settings but on screen resolution at WQHD (2560x1440@120FPS):

vlcsnap-2022-07-23-19h09m56s766.png

Maybe its really that the RiftS resolution is just too bad?


Edited by schmiefel

Primary for DCS and other flightsims: i9 12900K@default OC on MSI Z790 Tomahawk (MS-7D91) | 64 GB DDR5-5600 | Asus TUF RTX3090 Gaming OC | 1x 38"@3840x1600 | 1x 27"@2560x1440 | Windows10Pro64

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Secondary: i7 11700k@5.1GHz on MSI Z590 Gaming Force MB| 64 GB DDR4-3200 | PowerColor RX6900XTU Red Devil | 1x 32"@2560*1440 + 1x24"@1980*1200 | Windows10Pro64

Backup: i7 6700K@4.8GHz | 64 GB DDR4-2400 | PowerColor RX5700XT Red Devil | SSD-500/1000GB | 1x49" 32:9 Asus X49VQ 3840x1080 | Windows10Pro64

Flightsim Input Devices: VPC: ACE2 Rudder / WarBRD Base / T-50CM2 Base with 50mm ext. / Alpha-R, Mongoos T-50CM, WarBRD and VFX Grip / T-50CM3 Throttle | VPC Sharka-50 + #2 Controle Panel | TM Cougar MFD-Frames| Rift S - Secondary: TM HOTAS WARTHOG/Cougar Throttle+Stick, F-18-Grip | TM TPR Rudder | DelanClip/PS3-CAM IR-Tracker

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hud.png

As you can see in the screenshot each left and right side of the horizontal markers are connected by a very faint horizontal line (might need to zoom in to see it). So this might be some mip map or other texture sampling issue, maybe really coming from the HUD image being too far from the camera, as some people guessed in that other forum thread.

It also seemed to me as if the digits show their underlying rendering quad for the font character if not zoomed into the HUD. The character appears to be on some transparent green quad instead of a completely transparent quad. Which also likely is some texture sampling issue where maybe neighboring texels become visible in the distance the quads are rendered.

I think some developers (ED, Heatblur, ...) use geometry instead of textures for lines and maybe even characters in the HUD to prevent any of these texture sampling issues.


Edited by Whirley
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  • 5 weeks later...

Did they fix it in yesterdays open beta patch? I dont see any word about it in changelog. 😞

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  • 5 months later...
  • 7 months later...

i first tried yesterday with a pimax crystal. And I could not read any stick in the proximity of the battery switch. First I had to check if all rendering buttons were at max in the pimax software. But it did not make any difference. Very sad.

I'll try with the pixel density, hoping that it will not brake the fps too much.

[update] going to 1.1 PD makes a good improvement, fps@45 on ground


Edited by twanmal

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