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Posted

No mods, MT version, the same:

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Posted

BIGNEWY made an internal report anyway because he's seeing it too. I've just asked him to check this XRNeckSafe thing just in case.

I'll keep you posted.

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Posted

no problem, I am still seeing the issue and have added more info to it. 

Please bare with us however as we are working through high priority issues first. 

thank you

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Posted

I never liked having goggle vision. Not that it matters too much, but you can get rid of the mask by changing the HMDMask file 

to 0.5 instead of 1 for example, especially for content creators

float4 vsOctagonMask(in float2 pos:POSITION0): SV_POSITION0
{
    return float4(pos, 0.5, 0.5);

 

 

Posted
4 hours ago, ACG_Jaydog said:

I never liked having goggle vision. Not that it matters too much, but you can get rid of the mask by changing the HMDMask file 

to 0.5 instead of 1 for example, especially for content creators

float4 vsOctagonMask(in float2 pos:POSITION0): SV_POSITION0
{
    return float4(pos, 0.5, 0.5);

 

 

Can you be more specific as to where this is located? 

Posted
On 3/23/2023 at 12:14 AM, II.JG1_Vonrd said:

Can you be more specific as to where this is located? 

I never liked having goggle vision. Not that it matters too much, but you can get rid of the mask by changing the HMDMask file 

to 0.5 instead of 1 for example, especially for content creators

float4 vsOctagonMask(in float2 pos:POSITION0): SV_POSITION0
{
    return float4(pos, 0.5, 0.5);

 

It's the the bazar, shaders folder  ...look for HMDMask file and edit that .

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Posted

I changed it to:

return float4(pos, 0.5, 0.5);

It did change the size of the mask but I still only see one side. 

I think I'll wait until there's a fix for this before using MT. 

Thanks for trying though.

  • 4 weeks later...
Posted
45 minutes ago, Flappie said:

Well, now VR Mask is not inverted, not, at least to me, it just doesnt work, no matter if option is checked or not

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Posted

from what i can tell its necksafer arguing with openxr toolkit, the latest version of nexksafer does it but if i got back to 4a beta it works fine in ST dcs but none work at all in MT so not sure whats doing that i would have thought if it works on ST it should in MT ?

its the same here for both headsets , G2 and pico4

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Posted
17 hours ago, 5ephir0th said:

Well, now VR Mask is not inverted, not, at least to me, it just doesnt work, no matter if option is checked or not

May I ask the obvious: are you using MSAA? Because VR mask works ONLY when at least MSAA x2 is applied...

I don't know why this is the case, but this "feature" is pretty old.

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Posted
On 4/22/2023 at 4:33 PM, St4rgun said:

May I ask the obvious: are you using MSAA? Because VR mask works ONLY when at least MSAA x2 is applied...

I don't know why this is the case, but this "feature" is pretty old.

Yes, MSAA x2

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  • 4 weeks later...
Posted

yes  fixed in the patch before last 

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Posted (edited)
12 hours ago, speed-of-heat said:

yes  fixed in the patch before last 

I just popped the G2 on and started up DCS-MT; I still see the upside down and facing backwards issue unfortunately. My OpenBeta is up to date. Tried with OpenXR neck saver on and off. 

 

Edit: After a repair, it seems XRNeckSaver is still the culprit here. Starting DCS-MT without the app works fine and with the app recreates the inverted/backwards bug. Bummer. 

Edited by DirtyMike0330
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