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Posted

I currently use the G2, i find that leaving my Pixel density around .9 is just enough to keep everything smooth enough for me (avg. 50fps) but is juuuust barely enough to make out cockpit texts, gauges, etc. and actually this is only because i already know what to look for/what im looking at. 

Just fooling around, it looks like a PD of 1.3 or 1.4 is the optimal visual clarity (within reason) I know all you knowledgeable guys can help me answer this question - is there a combination of headset/gpu that would allow for that resolution? Other than the Varjo xr4 which i haven't seen a price for

Intel i9-10900K 3.7GHz
RTX 2080 Super Windforce OC
G. Skill Trident Z DDR4 3600MHz (128GB)
Samsung 970 Evo Plus NVMe M.2 (2TB)

HP Reverb G2,WINWING Super Taurus, Super libra, PTO & PCR panels

Posted
3 hours ago, teewhite7 said:

I currently use the G2, i find that leaving my Pixel density around .9 is just enough to keep everything smooth enough for me (avg. 50fps) but is juuuust barely enough to make out cockpit texts, gauges, etc. and actually this is only because i already know what to look for/what im looking at. 

Just fooling around, it looks like a PD of 1.3 or 1.4 is the optimal visual clarity (within reason) I know all you knowledgeable guys can help me answer this question - is there a combination of headset/gpu that would allow for that resolution? Other than the Varjo xr4 which i haven't seen a price for

You may be able to do that with your current headset. Have you tried using Quadviews? I believe it's compatible with the G2 if used for fixed foviated rendering.

I updated to the Pimax crystal light, and noticed my system was struggling at 100%. (or 1.0).  When I went to quadviews, I could have 160% for the center view, and adjusted the outer regions right down to 10% - and had better performance, plus far better visuals in the center, without sacrificing any real immersion for me. That might be worth trying if you haven't already.

Posted

Whats quadview & foviated rendering?
My g2 is setup factory settings, since i took a break off about a year or two ago ive noticed steamvr isnt required anymore, but also it limits me to just the DCS settings

 

I thought my signature had my specs - 
i9-10900k
128g ddr4 ram
2080 super (OC windforce)

Intel i9-10900K 3.7GHz
RTX 2080 Super Windforce OC
G. Skill Trident Z DDR4 3600MHz (128GB)
Samsung 970 Evo Plus NVMe M.2 (2TB)

HP Reverb G2,WINWING Super Taurus, Super libra, PTO & PCR panels

Posted (edited)
1 hour ago, teewhite7 said:

Whats quadview & foviated rendering?
My g2 is setup factory settings, since i took a break off about a year or two ago ive noticed steamvr isnt required anymore, but also it limits me to just the DCS settings

 

I thought my signature had my specs - 
i9-10900k
128g ddr4 ram
2080 super (OC windforce)

Quadviews foviated rendering. Can be sourced from here:

https://github.com/mbucchia/

After installation, it's best to use it with Quadviews companion (makes changing settings easy via a user interface instead of having to do it through a config editor).

Quadviews renders the center of the screen in one resolution, and then the borders/outside of the screen in a different resolution. It means the GPU only needs to work hard for the centre of the screen instead of the entire LCD (including parts that are out of the visual section), thus freeing up significant amounts of resources to better support the central vision.

Originally designed for headsets with eyetracking (Pimax Crystal, Varjo, etc) with dynamic rendering, so only the areas you were looking directly at are rendered in higher resolution), it has been adapted to other headsets that doesn't have eye tracking. It's a serious gamechanger when it comes to performance.

IDK how well it would work on your particular system, but suspect that it should definitely give noticable improvement for you.

More information here too:

https://forum.dcs.world/topic/333666-dynamic-foveated-rendering-everything-in-one-page/

Edited by Dangerzone
Posted
35 minutes ago, Dangerzone said:

Quadviews foviated rendering. Can be sourced from here:

https://github.com/mbucchia/

After installation, it's best to use it with Quadviews companion (makes changing settings easy via a user interface instead of having to do it through a config editor).

Quadviews renders the center of the screen in one resolution, and then the borders/outside of the screen in a different resolution. It means the GPU only needs to work hard for the centre of the screen instead of the entire LCD (including parts that are out of the visual section), thus freeing up significant amounts of resources to better support the central vision.

Originally designed for headsets with eyetracking (Pimax Crystal, Varjo, etc) with dynamic rendering, so only the areas you were looking directly at are rendered in higher resolution), it has been adapted to other headsets that doesn't have eye tracking. It's a serious gamechanger when it comes to performance.

IDK how well it would work on your particular system, but suspect that it should definitely give noticable improvement for you.

More information here too:

https://forum.dcs.world/topic/333666-dynamic-foveated-rendering-everything-in-one-page/

thanks i'm going to check that out,
I've started looking at either 4090s or 4080s honestly i see people posting on here with the same settings and getting around the same framerate, so im thinking the 4090 might be unnecessary and maybe spend that extra 1-2k on a better headset, when the pimax 8k first came out it was supposed to be a whole new level but now that its out and people can review it, it doesnt seem much better than the G2, starts to make me wonder if we're at some type of visual fidelity ceiling for the last few years.

I started out with the vive & other than changing out the lenses (which was a major upgrade) i dont really see a difference between it and the g2

Intel i9-10900K 3.7GHz
RTX 2080 Super Windforce OC
G. Skill Trident Z DDR4 3600MHz (128GB)
Samsung 970 Evo Plus NVMe M.2 (2TB)

HP Reverb G2,WINWING Super Taurus, Super libra, PTO & PCR panels

Posted (edited)
14 minutes ago, teewhite7 said:

thanks i'm going to check that out,
I've started looking at either 4090s or 4080s honestly i see people posting on here with the same settings and getting around the same framerate, so im thinking the 4090 might be unnecessary and maybe spend that extra 1-2k on a better headset, when the pimax 8k first came out it was supposed to be a whole new level but now that its out and people can review it, it doesnt seem much better than the G2, starts to make me wonder if we're at some type of visual fidelity ceiling for the last few years.

I started out with the vive & other than changing out the lenses (which was a major upgrade) i dont really see a difference between it and the g2

Putting a 4090 with your 10900k would probably be a partial waste of money, that CPU would bottle-neck the GPU to some degree or other. 
There is a significant improvement in visuals with the Crystal vs the G2 (I had a G2) but you need a well matched CPU with a 4090 to have it run well. For you that's a financial quadruple whammy (Crystal + mobo + CPU + GPU).

Not forgetting a new CPU cooler and maybe RAM (DDR4 to DDR5).

Edited by Panzerlang
Posted
2 hours ago, Dangerzone said:

After installation, it's best to use it with Quadviews companion (makes changing settings easy via a user interface instead of having to do it through a config editor).

Just a heads-up that changing the focal areas in the Companion app only works for eye-tracked headsets. The config file needs to updated manually for the horizontal_fixed_section and vertical_fixed_section values to change these on non-eye tracked headsets. Saving any changes in the Companion app will also overwrite those.

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

Posted (edited)
34 minutes ago, sleighzy said:

Just a heads-up that changing the focal areas in the Companion app only works for eye-tracked headsets. The config file needs to updated manually for the horizontal_fixed_section and vertical_fixed_section values to change these on non-eye tracked headsets. Saving any changes in the Companion app will also overwrite those.

Edit - disregard. I see you mentioned that horizontal_fixed_section and vertical_fixed_section don't work and need to be manually updated. That's handy to know. Thank you!

Edited by Dangerzone
  • Like 1
Posted (edited)
17 minutes ago, Dangerzone said:

Really? Which settings? (I ask as I've definitely used the companion app to do things like increase resolution, plus turn on 'focused view' so i can see which area is being fully rendered and I definitely got a rectangle with black around all the sides when I ticket that in the companion app).

So just wondering if it's only certain settings that the companion app doesn't work with - with non-eye tracking headsets? 

Changes almost of them, except for the Horizontal focus size and Vertical focal size for non-eye tracked. Changing the sliders in the Companion app for those will update the "horizontal_focus_section" and "vertical_focus_section" values (for DFR), but not the "horizontal_fixed_section" and "vertical_fixed_section" values needed for FFR.

EDIT: sorry, saw you just responded with an edit as I was writing this. All good.

Edited by sleighzy
  • Thanks 1

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

Posted

how about the pimax 8k plus? i saw it has 200 degree fov. anyone on here have any experience with it?

Intel i9-10900K 3.7GHz
RTX 2080 Super Windforce OC
G. Skill Trident Z DDR4 3600MHz (128GB)
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  • 4 weeks later...
Posted
On 12/18/2024 at 6:52 PM, Dangerzone said:

Quadviews foviated rendering. Can be sourced from here:

https://github.com/mbucchia/

After installation, it's best to use it with Quadviews companion (makes changing settings easy via a user interface instead of having to do it through a config editor).

Quadviews renders the center of the screen in one resolution, and then the borders/outside of the screen in a different resolution. It means the GPU only needs to work hard for the centre of the screen instead of the entire LCD (including parts that are out of the visual section), thus freeing up significant amounts of resources to better support the central vision.

Originally designed for headsets with eyetracking (Pimax Crystal, Varjo, etc) with dynamic rendering, so only the areas you were looking directly at are rendered in higher resolution), it has been adapted to other headsets that doesn't have eye tracking. It's a serious gamechanger when it comes to performance.

IDK how well it would work on your particular system, but suspect that it should definitely give noticable improvement for you.

More information here too:

https://forum.dcs.world/topic/333666-dynamic-foveated-rendering-everything-in-one-page/

Man, i tried lol, none of that stuff makes any sense to me, i downloaded everything and nothing works, im obviously not smart enough

Intel i9-10900K 3.7GHz
RTX 2080 Super Windforce OC
G. Skill Trident Z DDR4 3600MHz (128GB)
Samsung 970 Evo Plus NVMe M.2 (2TB)

HP Reverb G2,WINWING Super Taurus, Super libra, PTO & PCR panels

Posted

What do you mean by „everything“? The post you are reposting is only referencing QuadViews Foveated Rendering.

have you installed this? Have you activated the „Quad Views“ checkmark in the DCS options?

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