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Posted
Just now, Panzerlang said:

You've lost me. I have 2.0 (two point zero) in the headset. Plus 0.5 in PD, that's a total of 2.5.

Please, only supersampling in one place, preferably on the VR googles tool itself!  And just as he tells you, 2x0'5...

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Posted
Just now, Panzerlang said:

You've lost me. I have 2.0 (two point zero) in the headset. Plus 0.5 in PD, that's a total of 2.5.

You multiply, not add. The headset will provide the application with a resolution in pixels, i.e., the headset's native resolution multiplied by the headset PD. The application takes that and multiplies it by the application PD.

Posted (edited)
16 minutes ago, slughead said:

You multiply, not add. The headset will provide the application with a resolution in pixels, i.e., the headset's native resolution multiplied by the headset PD. The application takes that and multiplies it by the application PD.


I was lost before, now I've had a blindfold put on too. Lol.

I just ran it at 1.0 and 1.0. I can't find "Render Resolution" in the log, so I'm putting it here. I'm now clueless how to best set these two values in regard to each other. 😪

Which is the least taxing on the CPU?

dcs.log

Edited by Panzerlang
Posted
2 minutes ago, Panzerlang said:


I was lost before, now I've had a blindfold put on too. Lol.

I just ran it at 1.0 and 1.0. I can't find "Render Resolution" in the log, so I'm putting it here. I'm now clueless how to best set these two values in regard to each other. 😪

Which is the least taxing on the CPU?

dcs.log 90.49 kB · 1 download

Neither is least taxing. The are combined to produce a single render resolution that the app draws its images at.

Posted (edited)
4 minutes ago, slughead said:

Neither is least taxing. The are combined to produce a single render resolution that the app draws its images at.

Thanks Slug. In the VR preset, with 1.0 and 1.0, I still see the two Migs taxiing past jerking a little but the red message that intermittently flashes up in the FPS window is "Main Thread", not "Rendering Thread". I'm beginning to wonder if maybe my CPU is broken.

Edited by Panzerlang
Posted
28 minutes ago, Panzerlang said:


I was lost before, now I've had a blindfold put on too. Lol.

I just ran it at 1.0 and 1.0. I can't find "Render Resolution" in the log, so I'm putting it here. I'm now clueless how to best set these two values in regard to each other. 😪

Which is the least taxing on the CPU?

dcs.log 90.49 kB · 1 download

IMG_3149.jpeg

I’m assuming you are using QVFR hence four resolutions are shown.

Posted

Yes, QV DFR.

I love ChatGPT. So Pimax 1.0 is 100% native resolution.

I've switched off everything that hits the CPU but still the two Migs have issues. I don't know how many other AI entities are doing stuff in the Cold Start mission but if a 13900k 15 P-Core CPU at 5.5ghz can't handle basic-level DCS without tripping over its shoelaces I think I'll take up Solitaire. Lol.

Thanks Slug. 🙂

Posted
5 minutes ago, Panzerlang said:

So Pimax 1.0 is 100% native resolution

Yes, I’m sure I said that.

Off topic so start a new thread if you want help on performance of your machine. Check you are running xmp profile for your RAM. Check you are not running intel defaults for CPU, check CPU is not thermal throttling.

  • 2 weeks later...
Posted
Are people still playing with PD in DCS?! Just leave it at one and config DFR and the PPD in whatever vendor tool you are using (Varjo Base, Pimax etc).

How do you do this with a Quest Pro? I’ve been out of VR for a while and trying to get back into. However, I am finding it hard to get an up to date guide on A) how do I enable Quadviews and Dynamic Foveated rendering, B) how and where (as in what tools) do I use to optimize it and lastly C) do I even need Quadviews now that DCS has this setting natively in the current build.





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Posted
3 minutes ago, zacsac said:

How do you do this with a Quest Pro?

It's all explained in the first post of this thread.

3 minutes ago, zacsac said:

do I even need Quadviews now that DCS has this setting natively in the current build.

Yes. DCS does not include the code for quad view foveated rendering. Just the means to enable/disable it.

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Posted (edited)
1 hour ago, slughead said:

It's all explained in the first post of this thread.

Yes. DCS does not include the code for quad view foveated rendering. Just the means to enable/disable it.

The guide is now a little out of date. Could someone do me a favor and send me a screenshot of the setting in DCS to enable QV? I will amend the wiki guide with it. Thanks!

Edited by mbucchia
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I wasn't banned, but this account is mostly inactive and not monitored.

Posted
46 minutes ago, mbucchia said:

Could someone do me a favor and send me a screenshot of the setting in DCS to enable QV? I will amend the wiki guide with it. Thanks!

nullYou have to scroll all the way down, it is in VR section.

image.png

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9800X3D, RTX 4090, 96GB DDR 5, MSI Tomahawk 870E, Crucial 2TB x 2, TM WARTHOG COMBO + PENDULAR RUDDER PEDALS, THE AMAZING PIMAX 8K X, Sony 5.1 Spks+SubW | DCS, A-10C_II, AH-64D, F-14/15E/16/18, F-86F, AV-8B, M-2000C, SA342, Huey, Spitfire, FC3.

Posted
1 hour ago, WipeUout said:

nullYou have to scroll all the way down, it is in VR section.

image.png

Thanks. What does the eye tracking option does?

I wasn't banned, but this account is mostly inactive and not monitored.

Posted
3 hours ago, mbucchia said:

The guide is now a little out of date. Could someone do me a favor and send me a screenshot of the setting in DCS to enable QV? I will amend the wiki guide with it. Thanks!

Welcome back! 😉 You've been sorely missed

14900KS | Maximus Hero Z690 | ASUS 4090 TUF OC | 64GB DDR5 6600 | DCS on 2TB NVMe | WarBRD+Warthog Stick | CM3 | TM TPR's | Varjo Aero

Posted
1 hour ago, zildac said:

Welcome back! 😉 You've been sorely missed

I've always been posting here and there. I'll update the documentation, but won't be working on any code.

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I wasn't banned, but this account is mostly inactive and not monitored.

Posted
9 hours ago, mbucchia said:

I've always been posting here and there. I'll update the documentation, but won't be working on any code.

Any news on QVFR being integrated into VD? If I remember correctly it was a possibility but there were some issues.

PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.

IMG_0114.jpeg

 

Posted
12 hours ago, mbucchia said:

Thanks. What does the eye tracking option does?

Not sure if it is just indicating active or not active state, I don't have this feature in my 8KX...

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9800X3D, RTX 4090, 96GB DDR 5, MSI Tomahawk 870E, Crucial 2TB x 2, TM WARTHOG COMBO + PENDULAR RUDDER PEDALS, THE AMAZING PIMAX 8K X, Sony 5.1 Spks+SubW | DCS, A-10C_II, AH-64D, F-14/15E/16/18, F-86F, AV-8B, M-2000C, SA342, Huey, Spitfire, FC3.

Posted
8 hours ago, Qcumber said:

Any news on QVFR being integrated into VD? If I remember correctly it was a possibility but there were some issues.

I'm not working on any code anymore. That project was nearly completed but will never be released.

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I wasn't banned, but this account is mostly inactive and not monitored.

Posted
37 minutes ago, mbucchia said:

I'm not working on any code anymore. That project was nearly completed but will never be released.

That's a shame but thanks for all your effort. DCS would be unplayable for me without QVFR. 

PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.

IMG_0114.jpeg

 

Posted

Hi all, after the latest update I see some pixelated clouds when using Quest Pro, was not happening before.

You see the same ?

Posted
22 hours ago, toni said:

Hi all, after the latest update I see some pixelated clouds when using Quest Pro, was not happening before.

You see the same ?

there is a known issue that impacts one of the cloud presets that came in in the release before the this one 

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SYSTEM SPECS: Hardware AMD 9800X3D, 64Gb RAM, 4090 FE, Virpil T50CM3 Throttle, WinWIng Orion 2 & F-16EX + MFG Crosswinds V2, Varjo Aero
SOFTWARE: Microsoft Windows 11, VoiceAttack & VAICOM PRO

YOUTUBE CHANNEL: @speed-of-heat

1569924735_WildcardsBadgerFAASig.jpg.dbb8c2a337e37c2bfb12855f86d70fd5.jpg

Posted
On 12/26/2024 at 4:01 PM, mbucchia said:

Thanks. What does the eye tracking option does?

To answer your question @mbucchia, the eye tracking check box doesn't seem to do anything. I have a Quest Pro, and eye tracking stays enabled whether this box is checked or not (as long as it's enabled in the headset and link software). I tested it using the debug feature, and just by looking at the sun in game. It's very easy to tell when eye tracking is enabled.

 

The other box for QVFR must be checked in order for your software to work. Without this checked, it's the same as if QVFR is not installed. I hope this is helpful info for your edits to the wiki.

 

While I have you here, is it possible to use the QVFR tool only for turbo mode? I've heard you can disable it for certain programs using the config file, but this doesn't work for DCS. It's that still the case?

Thanks!

"...I just wanna fly; put your arms around me baby, put your arms around me baby" - Sugar Ray

RTX 3090, Ryzen 7 5800X3D, MSI MPG B550 Gaming mobo, 64 GB DDR4 RAM, 970 EVO Plus NVMe M.2 SSD 2TB game drive, VKB STECS Standard throttle, Winwing Ursa Minor Fighter stick, Oculus Quest Pro via ersatz link cable, Standalone DCS.

VR only.

 

Posted
On 12/13/2024 at 10:43 AM, sleighzy said:

Just a heads-up that the horizontal and vertical focal sizes can't be controlled via the Companion app for folk on non-eye tracked headsets. Those settings need to be updated for the "horizontal_fixed_section" and "vertical_fixed_section" directly within the settings.cfg file itself. In addition to this anything saved in the Companion app will overwrite those settings. So for a non-eye tracked headset that app is good for the initial creation of the default settings.cfg file, but after that you should tweak directly within the file.

Update to my earlier comment: The Quad Views Companion app v1.0.14 added support for configuring the height and width of the focal area for fixed foveated rendering (non-eye tracked headsets) a few days ago.

https://github.com/TallyMouse/QuadViewsCompanion/releases

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AMD 7800x3D, 4080Super, 64Gb DDR5 RAM, 4Tb NVMe M.2, Quest 2

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