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Posted (edited)

Thank you Mike, so much! I finally have it working and need to do some tweaking but WOW!   Utterly amazing first impression. One big issue I have is that there is a line about three quarters of teh way down the FOV, above which, everything looks great and below, its lighter? I tried taking a screen grab, but it does not show in the picture.....any ideas? Hope I described it OK! Also, on beta, I only have the first 3  options showing, down to demo mode.....why is that do you know? 

Edit...on tweaking, I do have an issue - I changed the refresh to 72 and since then, DCS starts but no DCS in the headset, just the VR home. I changed the refresh back to 80 where it was when i first fired it up and it worked, but it still wont start in VR.......😢

Another query regarding the audio...its crap, but my cans do not fit over the headband properly.....any recommendations? You said you were using arctis headphones, they look pretty identical to mine, how do you get yours to fit? 

Edited by markturner1960
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System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.

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Posted

@markturner1960 I just leave Encoder Resolution Width to 3648, wired or Air.  Seems like some combinations of refresh rate or resolution will cause that lower half of the view to have a floating washout affect if you set Encoder Resolution Width too high.  You can probably select a higher value than I run, but from what I can tell, the suggested values you find around the web are for Quest 2, not the Pro.  I'm sure you can set it higher than 3648 w/o issue, but I'm too lazy to find a higher value since this works for me and I can't see a difference when I try for higher.

Your second issue may be related to the first.

When I bought my Pro, I also purchased the official USB cable for it as well as the full light blocker and the in-ear phones from Meta.  I tried the light blocker; hated it.  I didn't even open the packaging for the ear phones.  Sent both items back to Amazon.  Side note; I also recently purchased:

https://www.amazon.com/dp/B0BM9Q2G8F?psc=1&ref=ppx_yo2ov_dt_b_product_details - totally sucked!

and

https://www.amazon.com/dp/B0BZGZ3QL7?psc=1&ref=ppx_yo2ov_dt_b_product_details - totally awesome (Knuckles love)!

https://www.amazon.com/dp/B0BYNF7JXC?psc=1&ref=ppx_yo2ov_dt_b_product_details - I purchased this along with my original Pro order and I highly recommend this headgear as well.

I'm actually fine with the built-in audio.  It's very hi-fi to my ears, has great positional audio, although not very private 🙂

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Posted

Ok, thanks. I will start a new thread for any set up queries to keep this one on the original topic and post my experiences compared to my G2 once I have it working nicely.

System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.

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Posted

FYI... I stopped using the OTT a while back. I was getting unreliable behaviour. The split screen issue where everything below a line changed colour as reported earlier. Just all sorts of weirdness. So I just went back to basics. Stopped using OTT and set everything back to default except for the render resolution override. I think that solved my problems. So if you have issues and have been messing with the ODT and the OTT... go back to basics.

Posted
41 minutes ago, slughead said:

FYI... I stopped using the OTT a while back....

🙃 Well, yes, but it was mentioned earlier that for ODT to remember Pixel Density settings, you should use OTT. Oops, it's not cool information to change it every time like pre-humans. I didnt install OTT yet.

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Posted
14 minutes ago, YoYo said:

🙃 Well, yes, but it was mentioned earlier that for ODT to remember Pixel Density settings, you should use OTT. Oops, it's not cool information to change it every time like pre-humans. I didnt install OTT yet.

You don't need to use the ODT to change the pixel density. Just use the render resolution in the Oculus app. It's the same thing. If you are changing it in both... the behaviour is likely to be indeterminate.

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Posted
56 minutes ago, slughead said:

Just use the render resolution in the Oculus app. 

Pixel Per Display Override too? I need 1.15. Did you write about this Oculus mobile App on my phone? I never touched it yet ;).

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Posted
20 minutes ago, YoYo said:

Pixel Per Display Override too? I need 1.15. Did you write about this Oculus mobile App on my phone? I never touched it yet ;).

Not phone - PC app. It's the render resolution. PD just multiplies the base render resolution up. So leave that at default on the ODT and adjust the resolution on the PC Oculus app. Ignore the multiplier on the PC Oculus app and just refer to the actual x/y resolution as the multiplier doesn't always increase when the resolution does.

Posted
14 hours ago, TZeer said:

You need that to get localdimming to work? 

Someone can correct me if I'm wrong, but I'm pretty sure you needed the public test channel to get local dimming, unless they have pushed a recent regular update that has also included it. You can confirm if local dimming is in via the oculus debug tool in one of the diagnostics folders in your Oculus PC installation. 

PC: ASUS TUF 4090oc - Ryzen 7950X3D - 32gb DDR5 6000 - Quest Pro

Sims: DCS, IL2, MSFS

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Posted
1 minute ago, DirtyMike0330 said:

Someone can correct me if I'm wrong, but I'm pretty sure you needed the public test channel to get local dimming, unless they have pushed a recent regular update that has also included it. You can confirm if local dimming is in via the oculus debug tool in one of the diagnostics folders in your Oculus PC installation. 

It's in the v53 normal release. It's enabled by default so no need to use ODT unless you want to turn it off.

Posted
13 hours ago, markturner1960 said:

Thank you Mike, so much! I finally have it working and need to do some tweaking but WOW!   Utterly amazing first impression. One big issue I have is that there is a line about three quarters of teh way down the FOV, above which, everything looks great and below, its lighter? I tried taking a screen grab, but it does not show in the picture.....any ideas? Hope I described it OK! Also, on beta, I only have the first 3  options showing, down to demo mode.....why is that do you know? 

Edit...on tweaking, I do have an issue - I changed the refresh to 72 and since then, DCS starts but no DCS in the headset, just the VR home. I changed the refresh back to 80 where it was when i first fired it up and it worked, but it still wont start in VR.......😢

Another query regarding the audio...its crap, but my cans do not fit over the headband properly.....any recommendations? You said you were using arctis headphones, they look pretty identical to mine, how do you get yours to fit? 

 

I haven't personally experienced the FOV issue, so I'm not 100% sure. Maybe something with the refresh rate selection you made? I have never used any other settings than what is in my OP. As far as not seeing the options I see, my guess would be the headset hasn't updated or maybe you're not on the public test channel I mentioned. That could potentially open up more options in the software. I'd just suggest making sure everything is fully updated for starters! 

For point 2, did you make sure the VR option is checked on in your DCS game settings? That should start it in VR every time you boot it up after you Quest is connected and on. 

The on-board audio is my least favorite part of the QP lol I have the Arctis 7 Wireless headphones and when I extend the arms (or whatever you call them) fully, they fit perfectly over the QP and then I can tighten the fit a little bit. 

2 minutes ago, slughead said:

It's in the v53 normal release. It's enabled by default so no need to use ODT unless you want to turn it off.

Ah ok, so maybe the PTC requirement was for the initial release of local dimming. Or maybe it was for something related to OpenXR toolkit and eye tracking. Its hard to keep track nowadays lol

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) 

Posted
2 minutes ago, DirtyMike0330 said:

I haven't personally experienced the FOV issue, so I'm not 100% sure. Maybe something with the refresh rate selection you made? I have never used any other settings than what is in my OP. As far as not seeing the options I see, my guess would be the headset hasn't updated or maybe you're not on the public test channel I mentioned. That could potentially open up more options in the software. I'd just suggest making sure everything is fully updated for starters! 

For point 2, did you make sure the VR option is checked on in your DCS game settings? That should start it in VR every time you boot it up after you Quest is connected and on. 

The on-board audio is my least favorite part of the QP lol I have the Arctis 7 Wireless headphones and when I extend the arms (or whatever you call them) fully, they fit perfectly over the QP and then I can tighten the fit a little bit. 

Ah ok, so maybe the PTC requirement was for the initial release of local dimming. Or maybe it was for something related to OpenXR toolkit and eye tracking. Its hard to keep track nowadays lol

Yes, the initial release was PTC. It's now in the mainstream release.

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Posted

Thank you, its slowly becoming clearer. It did do an update yesterday, however, in my settings, under Beta, I only see 3 options....in your screen grab further up, you have several, I have turned on public test channel & demo mode, but dont see what you show.....

Can you clarify what ODT is? OTT is obviously oculus tray tool. And to be clear, no edited shortcut is required, you simply use the MT .exe shortcut, with "Enable VR headset" checked in DCS. This will run DCS in open XR, via the oculus runtime, is that correct? 

Thanks again for your patient help! 

System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.

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Posted
2 hours ago, slughead said:

Not phone - PC app. It's the render resolution. PD just multiplies the base render resolution up. So leave that at default on the ODT and adjust the resolution on the PC Oculus app. Ignore the multiplier on the PC Oculus app and just refer to the actual x/y resolution as the multiplier doesn't always increase when the resolution does.

Thanks. Sorry for the questions, but I've been using them since last Saturday 😁. Only from what you write, it would follow that I should have ODT 0 means default and give it in the application (?), but there are only predefined resolutions (as on the screenshot below).

Looks good to me 3232x3328 pxt, so it was this with PXD=1.15, so something like here, so where I can put it without ODT?

So where I can put 3232*3328 pxt per eye? Im mixed a little ....

LJyrLSEl.jpg

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Posted
55 minutes ago, markturner1960 said:

Thank you, its slowly becoming clearer. It did do an update yesterday, however, in my settings, under Beta, I only see 3 options....in your screen grab further up, you have several, I have turned on public test channel & demo mode, but dont see what you show.....

Can you clarify what ODT is? OTT is obviously oculus tray tool. And to be clear, no edited shortcut is required, you simply use the MT .exe shortcut, with "Enable VR headset" checked in DCS. This will run DCS in open XR, via the oculus runtime, is that correct? 

Thanks again for your patient help! 

strongly advise against joining the PTC. I have followed the PTC threads on "atmeta" for the last few PTC releases and they have broken features that worked, removed features people were using, and bricked headsets. So be warned!

ODT - Oculus debug tool. Provided by Oculus with the PC app installation and is intended for developers. It gives access to control over things not usually to be adjusted by end-users. The OTT is effectively a tool that configures features that the ODT exposes. It can do this per app or globally and will remember the settings accordingly.

Posted
41 minutes ago, YoYo said:

Thanks. Sorry for the questions, but I've been using them since last Saturday 😁. Only from what you write, it would follow that I should have ODT 0 means default and give it in the application (?), but there are only predefined resolutions (as on the screenshot below).

Looks good to me 3232x3328 pxt, so it was this with PXD=1.15, so something like here, so where I can put it without ODT?

So where I can put 3232*3328 pxt per eye? Im mixed a little ....

LJyrLSEl.jpg

Render resolution. How many times do I need to say it? Adjust the slider. It's not per eye, it's the whole display. You need to stop thinking "per eye". Why not start by adjusting the back to default and then increase it a bit at a time until the image is as clear as you can see?

I'm sorry to be curt but really guys, go play with it. All the questions have been asked before. Just go play with it and adjust it to how you like it. It's all a personal preference anyway. You don't see @nikoel asking a million questions when he got his. Literally within a day he was up and running - job done. Just go fiddle, one thing at a time and notice the change. Stick with what works for you and stop fiddling.

Slughead out.

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Posted
15 hours ago, markturner1960 said:

Thank you Mike, so much! I finally have it working and need to do some tweaking but WOW!   Utterly amazing first impression. One big issue I have is that there is a line about three quarters of teh way down the FOV, above which, everything looks great and below, its lighter? I tried taking a screen grab, but it does not show in the picture.....any ideas? Hope I described it OK! Also, on beta, I only have the first 3  options showing, down to demo mode.....why is that do you know? 

Edit...on tweaking, I do have an issue - I changed the refresh to 72 and since then, DCS starts but no DCS in the headset, just the VR home. I changed the refresh back to 80 where it was when i first fired it up and it worked, but it still wont start in VR.......😢

Another query regarding the audio...its crap, but my cans do not fit over the headband properly.....any recommendations? You said you were using arctis headphones, they look pretty identical to mine, how do you get yours to fit? 

 

If you get the lighter band again you'll need to disable Sliced Encoding in the Oculus Debug Tool. (PTC)

Posted
1 hour ago, markturner1960 said:

Thank you, its slowly becoming clearer. It did do an update yesterday, however, in my settings, under Beta, I only see 3 options....in your screen grab further up, you have several, I have turned on public test channel & demo mode, but dont see what you show.....

Can you clarify what ODT is? OTT is obviously oculus tray tool. And to be clear, no edited shortcut is required, you simply use the MT .exe shortcut, with "Enable VR headset" checked in DCS. This will run DCS in open XR, via the oculus runtime, is that correct? 

Thanks again for your patient help! 

Debug tool can be found in your version of D:\Oculus\Support\oculus-diagnostics. It is just the native version of Oculus Tool Tray, with less custom features. It looks like the attached screen. 

And yes, I can confirm that my DCS MT shortcut has no arguments at all. As long as your Oculus Home runtime is set to OpenXR and you have vr headset checked in the DCS settings, you should be able to just launch and get into VR. I responded in your other thread about the whole Demo mode thing... if you clicked Start on that, that might be causing some headache for you. I'm not sure what the functionality of it is, but I don't use it and just by the naming, I would assume it would limit certain things in your QP experience. nullnull

nullAs far as the public test channel goes, I haven't personally had any issues, so that is up to you in general. 

 

Here is another general link for you to explore, if you haven't already, regarding all the OpenXR/eye tracking stuff: 

https://mbucchia.github.io/OpenXR-Toolkit/et.html#considerations-for-quest-pro

image.png

image.png

image.png

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) 

Posted
49 minutes ago, slughead said:

Render resolution. How many times do I need to say it? Adjust the slider. It's not per eye, it's the whole display. You need to stop thinking "per eye". Why not start by adjusting the back to default and then increase it a bit at a time until the image is as clear as you can see?

I'm sorry to be curt but really guys, go play with it. All the questions have been asked before. Just go play with it and adjust it to how you like it. It's all a personal preference anyway. You don't see @nikoel asking a million questions when he got his. Literally within a day he was up and running - job done. Just go fiddle, one thing at a time and notice the change. Stick with what works for you and stop fiddling.

Slughead out.

Hmmmm. I feel like you're talking about something else. I know we're talking about the whole screen in Oculus App, but just count it. So you're supposed to have 6464x3328 for the whole screen if its more understandable to you, because that gives you 1.3 and then 1.15. Real resolution reporting is available in the OpenXR Toolkit also (as hiden option). In Oculus App self you cant reach more than 2816x2896 (72Hz) per eye as I see vs need 3232x3328 so my question was very simply if you wrote that its possible to put higher resolution in Oculus App, more than 2816x2896 per eye so more than 5408x2736 in Oculus home. I hope its clear for you. Maybe you fly only with defalut resolution so you dont need it, I dont know.

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Posted

I've noticed some folks don't know that this headset has a hand tracking feature. You can enable it in the settings, and it completely eliminates a need to use controllers (for launching link, and other interaction with a headset).

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Posted (edited)
27 minutes ago, sea2sky said:

I've noticed some folks don't know that this headset has a hand tracking feature. You can enable it in the settings, and it completely eliminates a need to use controllers (for launching link, and other interaction with a headset).

I know, but I didnt have free time to configurate it yet 😉 but do it work with the desktop option too, so this panel too?

image.png

Edited by YoYo

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Posted
16 minutes ago, YoYo said:

I know, but I didnt have free time to configurate it yet 😉 but do it work with the desktop option too, so this panel too?

image.png

 

Unfortunately not , at least I was not able to make it work.

33 minutes ago, VR Flight Guy in PJ Pants said:

I don't think hand tracking can be used to launch stuff or interacting with the toolbar in Rift-S mode.

Correct.

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Posted
11 minutes ago, sea2sky said:

Unfortunately not , at least I was not able to make it work.

Thx, pity. I really like this desktop option etc. in Meta Quest.

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