Jump to content

Quad views now implemented into DCS VR settings (what does this require if anything)


Recommended Posts

Posted

Hello

I have a reverb G2 that is probably about to get replaced with the VR1 which will have eyetracking.

 

I have not used quadviews before but I see in the change log its been implemented into the Vr settings menu. What does this mean for a G2 user or a new user who has not used quadviews before? Do we need to hunt down any 3rd party programs at this point to make it work or is it finally all self contained? I could set this up to work with the G2 right now?

Thanks

-Gun

Posted (edited)

You still need the quadviews software to make it work. It‘s not difficult really.
As far as I know, the checkmark in DCS is just an indicator if it works.

You can set it up with your G2 but it would only work in fixed mode obviously.

 

EDIT: Corrected due to changed functionality in latest update.

Edited by Phantom711
  • Like 1

 vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord.

image.png

Posted

I had a HP Reverb Omnicept which was the same as a G2 but also had eye tracking and mouth tracking (I know right!) Mbuccia was kind enough to facilitate it's use with QVFR for me and the other two DCS users who bought one of these. It worked a treat. Alas,  now I use an eye tracked  Pimax Crystal, expensive indeed given you really need a 4090 to run it but well worth the upgrade.

i7700k OC to 4.8GHz with Noctua NH-U14S (fan) with AORUS RTX2080ti 11GB Waterforce. 32GDDR, Warthog HOTAS and Saitek rudders. HP Reverb.

  • ED Team
Posted

DCS is only showing you have quadviews enabled and they are active. Your quadviews still work the way they always have. 

 

  • Thanks 1

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal

Posted

I see a yellow warning sign to the right of the quadviews option. Is there any meaning to that or does everyone see it?

Posted
1 hour ago, StiC said:

I see a yellow warning sign to the right of the quadviews option. Is there any meaning to that or does everyone see it?

I don't know - I got that too but I ignored it, and it just worked - so figure it's just a warning of the 'addons' in the mix / reporting that it's in use. 

  • Like 1
Posted

When originally using mbucchia code there was a note In the DCS World settings, you must disable 'VR' -> 'Bloom effect' and 'System' -> 'Lens Effects' as they produced poor visuals when using foveated rendering.

Do we know if DCS has addressed these concerns, hopefully a Somnium VR1 will arrive soon and I can test, but be good the hear what VR. Added options for Quad View to VR settings.

AMD 7800X3D, MSI PRO X670-P WIFI (AM5) 64GB RGB DDR5 6000MHz Nvidia 4090

Windows 11 Home Version 24H2 OS build 26100.2605 Nvidia Driver 566.36

HOTAS Virpil CM3 Joystick Throttle & Pedal

AD_4nXeUF-ZDpYjwM6j3u0H4_2l44xLwMh8oUyfO

Posted
13 hours ago, BIGNEWY said:

DCS is only showing you have quadviews enabled and they are active. Your quadviews still work the way they always have. 

 

Please, can you clarify a bit more about the use of the Quad Views option in the VR section? Is it just showing if we have QVFR mbucchia installed or is it necessary to activate this option for it to work?

  • Like 2
Posted

If it is only supposed to display something, why is it a switch?

AMD Ryzen 5800X3D / Nvidia RTX 4090 / 64 GB RAM / Pimax Crystal QLED
OFS openflightschool.de

Posted

Previously, it was just an indicator that QuadViews was active or not. Now, it is a switch. You have to enable it (check the box) for DCS to work with QuadViews. If the box is left unchecked (which it is, by default, after the last patch), it disables QuadView functionality, at least on my system (Pico 4 + Virtual Desktop in VDXR mode + QuadViews installed).

  • Like 1

5800X3D - 64GB DDR4 - Samsung 990 PRO SSD @ PCI 4.0 x 16 - 6950XT - Pico 4 (VDXR)

Posted
vor 2 Stunden schrieb Rufuz64:

If it is only supposed to display something, why is it a switch?

Yes, you are right, I have to revise my own answer from yesterday. I was wrong, simply because at that time I was not aware, that the update had dropped and the functionality has now changed.

 vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord.

image.png

Posted (edited)

Thanks for the info.

So if we still need to have QVFR installed as a third-party software, I guess we also still need to fine-tune the QVFR in the old way, right? (i.e., editing the configuration file or using the QuadViews Companion utility)

I hope QVFR will be fully integrated into DCS at some point.

P.D. edit: It would be great to have some kind of info in the release notes everytime a new functionality is available... Stupid things like what it does and what it requires 😅

Edited by dariocs
  • Like 2

i7 13700K, 4070Ti Trio, 64GB RAM, Meta Quest Pro

WinWing HOTAS & rudder pedals

Posted
7 hours ago, dariocs said:

I hope QVFR will be fully integrated into DCS at some point.

It probably won't as this is part of either the OpenXR API layer, e.g. Quad-Views-Foveated, or directly implemented within the runtime, e.g. the new Pimax OpenXR runtime.

  • Like 1

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

Posted

if i don't enable QV in DCS my FPS varies between 55 on the ground and 65/67 at 2000 feet,
if i enable QV in DCS my FPS varies between 38 on the ground and 45 at 2000/3000 feet and the image flickers and everything written on the screen flickers too, what exactly is happening?
Please help me understand

i7 7700K 4.8 RTX 2080 32G ram 2 SSD 1T° 1 SSD of 2 t°

HP Reverb G2

Tests were done on the map of SYRIA
balanced dlss

Posted
7 hours ago, PLUTON said:

if i don't enable QV in DCS my FPS varies between 55 on the ground and 65/67 at 2000 feet,
if i enable QV in DCS my FPS varies between 38 on the ground and 45 at 2000/3000 feet and the image flickers and everything written on the screen flickers too, what exactly is happening?
Please help me understand

i7 7700K 4.8 RTX 2080 32G ram 2 SSD 1T° 1 SSD of 2 t°

HP Reverb G2

Tests were done on the map of SYRIA
balanced dlss

Experiencing similar issues. It also seems to break XR Neck safer.

Posted
22 minutes ago, Tophatter14 said:

Experiencing similar issues. It also seems to break XR Neck safer.

What headset? If you have the "Eye-tracked" box ticked in the DCS VR settings try unticking that and see what happens.

  • Like 1

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

Posted
1 hour ago, Reflected said:

I don't get this either. I have a Quest 2 and I use OpenXr for FFOV rendering. Should I turn QV ON or OFF in my DCS settings?

If by "OpenXr" you mean the OpenXR Toolkit, then no nothing else needed. If you are using Quad-Views-Foveated, which based on your comment it doesn't seem like you are, then yes you will need to tick the box.

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

Posted
3 minutes ago, Reflected said:

Yes I use the toolkit. So I should keep the qv setting OFF, right?

Correct. The Toolkit does not provide Quadviews, just conventional foveated rendering. I think you should leave QV unticked and you should not experience any noticable change. I believe in this week's patch it was changed to a on/off switch for those that have Quadviews installed. However, BigNewy needs to confirm this because his Tuesday response above only applied to DCS before this week's update.

PC Hardware: i9-12900k, RTX 3080 10GB, 32GB DDR5 4400MHz, NVME.2 Drives, Alienware 38" 3840x1600 144MHz Monitor, TrackIR Pro Clip, Pimax Crystal

Flight Controls: Winwing Orion 1 FA-18 Stick and Throttle HOTAS / Logitech Rudder Pedals

DCS Modules: Too many to list after the 15 year sale

Posted
21 hours ago, PLUTON said:

if i don't enable QV in DCS my FPS varies between 55 on the ground and 65/67 at 2000 feet,
if i enable QV in DCS my FPS varies between 38 on the ground and 45 at 2000/3000 feet and the image flickers and everything written on the screen flickers too, what exactly is happening?
Please help me understand

i7 7700K 4.8 RTX 2080 32G ram 2 SSD 1T° 1 SSD of 2 t°

HP Reverb G2

Tests were done on the map of SYRIA
balanced dlss

I could imagine that your layers are no longer being called up in the correct order. This leads to problems.
Download this tool and check which layers display ‘Fix It!’.
https://github.com/fredemmott/OpenXR-API-Layers-GUI

AMD Ryzen 5800X3D / Nvidia RTX 4090 / 64 GB RAM / Pimax Crystal QLED
OFS openflightschool.de

Posted

Quest Pro user, I have Quad Views installed and it only works if I tick the QV switch in DCS VR tab. (I also tick the eye tracking one)

System behaves as before in terms of FPS.

In addition you can now see the installled OpenXR layers by hovering the mouse over the yellow exclamation right of QV tick box.

MAIN SYSTEM SPECS: MSI PRO Z690-A WIFI DDR4, Intel Corei7-12700K @ 5.0, 64Gb RAM Kingston KF3600C18D4/16GX, EVGA RTX 3080 FTW3 ULTRA GAMING 12GB, Samsung SSD 970 EVO Plus 1TB, Virpil T50CM3 Throttle, VKB Gunfighter MkIV Ultimate with 20cm extension, VKB T-Rudder MKIV, Quest Pro

Laptop SPECS: Alienware X16 R2, Intel Core Ultra 9 185H, RTX 4090 mobile 16GB, 32GB LPDDR5X, 2TB Micron NVMe
 

SOFTWARE: Microsoft Windows 11

Posted
On 10/2/2024 at 2:41 PM, sleighzy said:

It probably won't as this is part of either the OpenXR API layer, e.g. Quad-Views-Foveated, or directly implemented within the runtime, e.g. the new Pimax OpenXR runtime.

EDIT: To clarify/correct myself. DCS has for a very long time now had quadviews support, ie, the ability to send 4 views when rendering. It is up to the OpenXR runtime to support this, like Pimax has recently. The Quad-Views-Foveated API layer we install (so we can enable quad views in DCS) is so that it can be used with other runtimes that don’t have this support natively, eg. Oculus.

  • Thanks 1

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

Posted
3 hours ago, sleighzy said:

EDIT: To clarify/correct myself. DCS has for a very long time now had quadviews support, ie, the ability to send 4 views when rendering. It is up to the OpenXR runtime to support this, like Pimax has recently. The Quad-Views-Foveated API layer we install (so we can enable quad views in DCS) is so that it can be used with other runtimes that don’t have this support natively, eg. Oculus.

This is the correct answer. 

The hold up for better integration and streamlining of this tech is Meta and their OpenXR runtime that doesn't support some of the most basic features on PC, like fovMutable or XR_EXT_eye_gaze_interaction. Meta has been slowly killing PCVR, and in 2024, they finally managed to destroy the OpenXR ecosystem and make sure that developers have no easy to craft efficient and portable PCVR applications. Thanks Meta!

  • Like 1
  • Thanks 3

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

Posted
On 10/2/2024 at 6:08 PM, sleighzy said:

What headset? If you have the "Eye-tracked" box ticked in the DCS VR settings try unticking that and see what happens.

Quest Pro - with standard Open XR Toolkit - open kneeboard, neck safer vr and mbucchia's excellent quadviews foveated rendering.  

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...