Voyager Posted March 2, 2023 Posted March 2, 2023 TLDR; Anyone know a good, current breakdown of how PC VR systems communicate with the game software they could point me to? So, saw the thing about DCS now natively supporting OpenXR, and trying to wrap my head around what that really means. It sort of sounds like it's an API layer that a headset and game application can interface with, with or without the SteamVR application layer, unless the headset or your applications require SteamVR? And because this is an open standard there are open tools that can access functions and tune things more finely than the closed source versions like SteamVR, Oculus or the WMR system? For an analogy, I'm hearing "dropping in this new Engine Control Module makes the engine produce more power" and I'm looking for "You need the right fuel/air mixture or the bang happens at the wrong time" Thank you, Harry Voyager
DirtyMike0330 Posted March 4, 2023 Posted March 4, 2023 https://mbucchia.github.io/OpenXR-Toolkit/opencomposite.html 1 PC: ASUS TUF 4090oc - Ryzen 7950X3D - 32gb DDR5 6000 - Quest Pro Sims: DCS, IL2, MSFS Pilot Skill: Drunk guy from Independence Day RIO Skill: Goose (post neck-break)
EAF51_Jimmi Posted March 6, 2023 Posted March 6, 2023 check this too https://fredemmott.com/blog/2022/05/29/vr-software-components.html 2 AMD 5800 x3d Ekwb liquid cooled - 32 GB 2 x 16 GB DDR4 3600 MHz G.Skill Trident Z RGB F4-3600C14D-32GTZ - rtx 3080 Asus Ekwb liquid cooled - Asus Dark Hero X570 - M2 Nvme 1tb 980 pro - M2 Nvme 1tb 970 evo - some other HD Reverb G2 VR headset + Leap motion hand controller VKB Gunfighter Mk.III ‘Modern Combat Edition’ Ultimate - Extended + Custom made Speed "bugfeedback" stiffening joystick with arduino and DCS Bios - Trhustmaster Wharthog throttle -MFG Crosswinf pedals -Simshaker controling a Jetseat and 2 bassshakers
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