Tucano Branco Posted July 12, 2024 Posted July 12, 2024 (edited) 52 minutes ago, gonvise said: ;-)... maybe I've gone too far with my comment about the map, but I'm a little tired, I know I should kiss the ground where ED steps because without them I won't be enjoying my greatest passion, but yesterday before the update I had a sim totally smooth and stutter-free in VR, with everything maxed out, and after the update I had lost the QVFR and, without it, the carriage turned into a pumpkin again ;-). I was very excited about the new map because of the images seen, but I don't know if it is because of the VR, I see poorly worked textures (in the finished part of course) and, in general, lighting that seems artificial to me, I don't know why. I know, is an early access, and that ED needs money, like anyone else, and that's why I've been buying modules and terrains for years that I don't even use, but what happened yesterday caught me already tired. Let's hope that QVFR problem will be resolved via ED. We are on the same page buddy, I try to fly DCS in more "professional" way possible because I am a bit nerdy sim guy (ie manuals, etc...) , so after roughly 600 euro invested in software only, not mentioning how much I spent in HW... it is easy to lose the temper... everyone deserves a second chance so I will wait patiently... but professionally speaking, I would swap a "nice to have" steerable carrier for a solid VR experience.. . but maybe I am just too old for this Edited July 12, 2024 by Tucano Branco 1
PierPaolo Posted July 12, 2024 Posted July 12, 2024 3 hours ago, VirKoV said: It works for me as well. (oculus pro) This morning I uninstalled QVFR. In openxr Toolkit, enabled eye tracking and voila! it works like a charm, no visible square boxes and now lens flare and dust come back to my option list, they work now. Hello. I want to try what you indicate but I am not sure where it is activated in In openxr Toolkit, "enabled eye tracking". Can you tell me what you are referring to specifically. Is this activated in Windows or in the VR menu? Thank you very much in advance.
markturner1960 Posted July 12, 2024 Posted July 12, 2024 Can someone mirror the fix or ping it to me, I apparently need to get a google workplace subscription in place to download anything from google drive...which I dont have.... System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.
Bazz_Mulder Posted July 12, 2024 Posted July 12, 2024 18 minutes ago, markturner1960 said: Can someone mirror the fix or ping it to me, I apparently need to get a google workplace subscription in place to download anything from google drive...which I dont have.... Check pm's Kowalsky - "Fox 3" simply means that you have commitment issues
mbucchia Posted July 12, 2024 Posted July 12, 2024 Please please please stop calling the unofficial build a "fix", because it is anything but a fix 4 I wasn't banned, but this account is mostly inactive and not monitored.
gonvise Posted July 12, 2024 Posted July 12, 2024 (edited) @mbucchia, as other users like @VirKoV have commented, activating foveated rendering eye tracking in the toolkit works apparently like expected; Disabling the QVFR layer, and leaving only the toolkit layer, works in my opinion with the same increase in performance and fluidity as with your independent Quad Views Foveated layer. Furthermore, by changing the values of the inner ring and outer ring in real time through the menu, as well as the division of the resolution in each ring (1/4, 1/8, 1/16), the changes are clearly perceptible in the peripheral vision and, of course, they are dynamic following the direction where the eyes are looking. Tested with Quest Pro v67. Honestly, I don't know what to think, I understand the explanation you give but if you don't even think this should work, it seems to work @BIGNEWY, can you confirm if the team has made any changes in this latest update for this to work? Edited July 12, 2024 by gonvise
Jarhead0331 Posted July 12, 2024 Posted July 12, 2024 ^How do I try this? Some have said to "disable" QVFR. Others have said to "uninstall" QVFR. What exactly needs to be done to try this? I'm on a Crystal. Thanks.
PierPaolo Posted July 12, 2024 Posted July 12, 2024 (edited) 8 minutes ago, gonvise said: @mbucchia, as other users like @VirKoV have commented, activating foveated rendering eye tracking in the toolkit works apparently like expected; Disabling the QVFR layer, and leaving only the toolkit layer, works in my opinion with the same increase in performance and fluidity as with your independent Quad Views Foveated layer. Furthermore, by changing the values of the inner ring and outer ring in real time through the menu, as well as the division of the resolution in each ring (1/4, 1/8, 1/16), the changes are clearly perceptible in the peripheral vision and, of course, they are dynamic following the direction where the eyes are looking. Tested with Quest Pro v67. Honestly, I don't know what to think, I understand the explanation you give but if you don't even think this should work, it seems to work Please can you tell me how you do this: activating foveated rendering eye tracking in the toolkit I must be really useless but I don't see it in my open_xr toolkit Edited July 12, 2024 by PierPaolo
gonvise Posted July 12, 2024 Posted July 12, 2024 (edited) 7 minutes ago, Jarhead0331 said: ^How do I try this? Some have said to "disable" QVFR. Others have said to "uninstall" QVFR. What exactly needs to be done to try this? I'm on a Crystal. Thanks. If you do not know how to enable/disable VR layers, perhaps the best is simply install/uninstall mbucchia toolkit and QVFR. In this case, uninstall mbucchia QVFR, install mbucchia toolkit, and then enable inside VR via menu FR and eye tracking. Edited July 12, 2024 by gonvise
mbucchia Posted July 12, 2024 Posted July 12, 2024 8 minutes ago, gonvise said: Honestly, I don't know what to think, I understand the explanation you give but if you don't even think this should work, it seems to work Time will tell you if it breaks in some scenarios, I'd expect it will. I gave instructions like 2.5years ago to ED on how to make OpenXR Toolkit FR work, and guess what they did? The same thing they always did with anything I wrote to them: they ignored it. Even if it might work in today's update, good luck with next month update... Regardless, VRS foveated rendering (OpenXR Toolkit) will give you much much less of a gain than quad views, unless you have very little CPU headroom. You're not going to see the +50 +100% boosts of quad views. Perhaps +20% at best. 4 1 I wasn't banned, but this account is mostly inactive and not monitored.
gonvise Posted July 12, 2024 Posted July 12, 2024 (edited) 3 minutes ago, PierPaolo said: Please can you tell me how you do this: activating foveated rendering eye tracking in the toolkit I must be really useless but I don't see it in my open_xr toolkit The option only shows enabling Foveated in the main menu. Edited July 12, 2024 by gonvise
PierPaolo Posted July 12, 2024 Posted July 12, 2024 3 minutes ago, gonvise said: La opción solo muestra la habilitación de Foveated en el menú principal. Exactly that's all I see.. I don't see anything about eye tracking in the Open_XR Toolkit menu
Tomcat388th Posted July 12, 2024 Posted July 12, 2024 @gonvise I'm in the same boat I do not see any option for the foveated or eyetracking in any of the toolkit menus while in VR I;m on version 1.3.2. I'm also using a amd gpu 6950xt if that make a difference. Thanks for any info J Ryzen7 5800X3D. 64 gb ram, 6950XT 16gb, Winwing Orion F18, MFG Crosswind Rudder, 42 inch lg tv, Quest PRO USN VF31 F14A AE2 1985-1989 CV 59 NAS Oceana IL ANG 183FW/170FS F16C Block 30 Big Mouth 1989-2006 Full time tech Retired E8
gonvise Posted July 12, 2024 Posted July 12, 2024 3 minutes ago, mbucchia said: Time will tell you if it breaks in some scenarios, I'd expect it will. I gave instructions like 2.5years ago to ED on how to make OpenXR Toolkit FR work, and guess what they did? The same thing they always did with anything I wrote to them: they ignored it. Even if it might work in today's update, good luck with next month update... Regardless, VRS foveated rendering (OpenXR Toolkit) will give you much much less of a gain than quad views, unless you have very little CPU headroom. You're not going to see the +50 +100% boosts of quad views. Perhaps +20% at best. Honestly, I have never had such an increase with QVFR, more like that 20% that you mention. I have a 4090 and a 10700K. On the other hand, I forgot to say that the box delimiting the "good" area and the area with less resolution does not appear like in QVFR.
mbucchia Posted July 12, 2024 Posted July 12, 2024 6 minutes ago, Tomcat388th said: @gonvise I'm in the same boat I do not see any option for the foveated or eyetracking in any of the toolkit menus while in VR I;m on version 1.3.2. I'm also using a amd gpu 6950xt if that make a difference. Thanks for any info J AMD doesn't support foveated rendering with DX11 apps. See the compatibility chart and documentation on the website. 3 I wasn't banned, but this account is mostly inactive and not monitored.
Tomcat388th Posted July 12, 2024 Posted July 12, 2024 (edited) @mbucchia @gonvise Ok that makes sense now I knew I had seen it at one point a long time ago so it had to been with my 3060 gpu Thanks Guys J Edited July 12, 2024 by Tomcat388th Ryzen7 5800X3D. 64 gb ram, 6950XT 16gb, Winwing Orion F18, MFG Crosswind Rudder, 42 inch lg tv, Quest PRO USN VF31 F14A AE2 1985-1989 CV 59 NAS Oceana IL ANG 183FW/170FS F16C Block 30 Big Mouth 1989-2006 Full time tech Retired E8
Hawkeye_UK Posted July 12, 2024 Posted July 12, 2024 16 hours ago, Ready said: I was looking forward to the announced performance increases because of AI changes and was pleasantly surprised by a fancy looking loader. But unfortunatly I also ran into this issue (Aero here). Turning off QVFR and reverting to other eye tracking software for me means impact on my recordings. This would definitely have been caught during the testing, if the release was tested with this configuration, which I think is currently pretty mainstream. I previously understood there were enough VR testers so maybe it was caught and impact was accepted due to time pressure. If things like this get spotted during the testing and get pushed to production, could they also be pointed out in the release notes? That would have saved me a load of time, headscratching, restarting, reinstalling, looking at discord, recording a video to post the bug and finally coming to this thread. It anyhow is dissapointing to see mbucchia's earlier notifications and instructions falling on deaf ears. Any ETA on the fix? Ready couldnt agree more, and also where is the transparency with this mistake? Why would you not communicate this on the patch notes especially if this was picked up in closed beta? Once again we get to the general situation of VR just not being important to ED, and ED having terrible communication. It's simply not good enough. Alas until a content creator makes an issue of it, it wont be an issue. That is the world we live in it seem's these days, deeply dissapointing this was highlighted over a year ago. 1 1 --------------------------------------------------------------------------------------------------------------------------- DCS & BMS F4E | F14B | AV-8B | F15E | F18C | F16C | F5E | F86 | A10C | JF17 | Viggen |M2000 | F1 | L-39 | C101 | Mig15 | Mig21 | Mig29 | SU27 | SU33 | F15C | AH64 | MI8 | Mi24 | Huey | KA50 | Gazelle | CH47 | OH58D | P47 | P51 | BF109 | FW190A/D | Spitfire | Mossie | CA | Persian Gulf | Nevada | Normandy | Channel | Syria | South Atlantic | Sinai | Kola | Afgan | Iraq Liquid Cooled ROG 690 13700K @ 5.9Ghz | RTX3090 FTW Ultra | 64GB DDR4 3600 MHz | 2x2TB SSD m2 Samsung 980/990 | Pimax Crystal/Reverb G2 | MFG Crosswinds | Virpil T50/CM3 | Winwing & Cougar MFD's | Buddyfox UFC | Winwing TOP & CP | Jetseat
gonvise Posted July 12, 2024 Posted July 12, 2024 39 minutes ago, Picchio said: @gonvise FYI, just to avoid further confusion, what you're seeing there is NOT what it's being discussed here. Fixed Foveated Rendering is just that, fixed. It has nothing to do with Quad Views and eye tracking. At what point did I say something about fixed foveated?
Picchio Posted July 12, 2024 Posted July 12, 2024 (edited) 5 minutes ago, gonvise said: At what point did I say something about fixed foveated? Apologies, my bad! I only saw the picture of the Toolkit menu, didn't look with enough attention and thought it was just the FFR menu. Oops! Edited July 12, 2024 by Picchio 1
lolof1 Posted July 12, 2024 Posted July 12, 2024 (edited) Hello Matthieu Bucchia Thank you HUGELY for all the work you have done for all of us equipped with VR headsets in our simulators. My PC : Rtx 4090 Msi suprim I'm using my Pimax Crystal at the moment. In 2022, seeing the eyetracking on Varjo and Crystal helmets unveiled by the manufacturers, supposedly optimizing, I believed in Santa Claus. After being disappointed with fps, fluidity in dcs, Iracing, Mfs 2020, Il2 Bob I had, we were extremely lucky to have Mr Bucchia. As you say Matthieu it is not up to you to solve, to improve dcs in VR, it is up to ED to solve, to find innovative solutions as you have done. I am surprised that Pimax or Varjo did not hire you to improve their helmet in our simulators. Personally, I am not updating dcs until ED has solved this problem DEFINITELY. And no longer tremble when we update dcs DEFINITELY in VR #Quadview. Thank you sO MUCH Matthieu Bucchia aplsuhhsss Edited July 12, 2024 by lolof1
LePaul Posted July 12, 2024 Posted July 12, 2024 @mbucchia , thanks for clearly pointing out the issue to us and ED (again) I have used your mod with the Quest Pro for a year and it has been amazing. Should I hold out for a hot fix or would you advise us to use the short term fix @VR Flight Guy in PJ Pants has offered? Thanks!
VR Flight Guy in PJ Pants Posted July 12, 2024 Posted July 12, 2024 https://www.youtube.com/watch?v=EXDO023CfsM 2 hours ago, LePaul said: Should I hold out for a hot fix or would you advise us to use the short term fix @VR Flight Guy in PJ Pants has offered? Disclaimer! I don't make that video!!! I Fly, Therefore I Am. One cannot go around not saying "Thank you" every time these days, can't you? YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA
mbucchia Posted July 12, 2024 Posted July 12, 2024 (edited) 1 hour ago, =DROOPY= said: If someone could reach out to @mbucchia, and find out if he closed his account himself, or if he was banned by ED, due to his comments, that would be fantastic. If he was indeed banned by ED, we have a much *bigger* problem at hand. I replied to you in the other thread. I've crossed the line a few times probably, but they never moderated me, so no need to read things that aren't there! Edited July 12, 2024 by mbucchia 2 I wasn't banned, but this account is mostly inactive and not monitored.
Recommended Posts