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Oculus Rift and DCS World Discussion  

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  1. 1. Oculus Rift and DCS World Discussion

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Posted

Not in a DCS World cockpit - but makes me very excited, none the less:

 

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Posted
Not in a DCS World cockpit - but makes me very excited, none the less:

 

 

Yea great video which bring a point I always trying to ask about PvP MP experience with Rift.

 

Is the Rift advantage or disadvantage over the players who playing on Monitor?

 

There is lots of DCS players having and use Rift but no such videos at all.

Elite Dangerous is not that much demanding as DCS in cockpit details or realism so couldn't be compared with DCS..

Posted

I would have thought it would be an advantage over somebody without any sort of tracking but about the same as somebody with TrackIR.

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Posted
I would have thought it would be an advantage over somebody without any sort of tracking but about the same as somebody with TrackIR.

 

You miss the point. Headtracking we have one way or another so this is not an issue.

 

Monitor and VR goes in different directions and it is completely opposite.

Fact is Monitor have better crisp and sharp picture no problems with spoting enemy and reading instruments but is not that immersive as VR and no 3D.

 

VR have better immersion and 3D but sacrificing sharpens and crispness of the picture whot make spotting target and reading instruments much harder.

 

I ask that question because didn't read anything about using VR on MP PvP server. Is the VR good enough for serious sims like DCS or just on more forgiving games like Elite Dangerous and War Thunder?

 

I'm not interested in single player or playing always against AI.

Posted

for the dk2 is MP with full realistic unplayable i wouldt say

you can fly a su27/f15 and shoot some rockets on distance

but in close dogfight you are lost

even in groundfight with su25t you are unable to find something on the ground

because of the simple fact that you cant zoom in cockpit (that funktion is off if you use rift , same with kneeboard and some other stuff )

with a little bit luck and skill you can kill something with ka50

 

i wouldt say even the new oculus have not enought resolution to perform very well in mp

 

so letz hope that the future bring us some good and payable stuff :)

Posted

It's more realistic so it's harder. You can't check six by turning your head slightly like with TrackIR. With Rift, you have to actually check six. Harder to do than you might think. It's harder to spot targets, but that's like in RL. In RL, you can't visually spot targets like you can in games.

 

So why would one consider Rift? Because of the immersion factor. It turns out that you *can* fly better if you have immersion. It's easier to land, to refuel, to hover, to fly NOE with immersion and situational awareness. You can evade SAMs easier because you can maintain orientation of the plane, SAM, flight path...your brain does it automatically like in real life. So again, there are pros and cons. If you only care about chalking up wins in MP scenarios, Rift is not for you. Not yet, anyway because it lacks the resolution that monitors bring.

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Posted

For all of you with the DK2, I just got mine and see an issue. With the headset positioned properly (although not sure I have the IPD settings correct), I can see some of the red from RGB hanging a little low. If I tilt the main part of the DK2 from the top-out (not what is attached to my head, but the front box), everything lines up properly and looks more clear. With it sitting normal, the red hanging puts it out of focus a little.

Any idea how I can fix this?

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Posted

The TIR was the best thing since sliced bread and I have used it for many years..

 

I certainly like the rift a lot more though. Forgetting the whole VR thing, as I get older I find that I started to get a bit sore with the TIR, things like refuelling where I was constantly had my head with a slight tilt with my eyes on the screen. It obviously is not the same as looking slightly up because I dont get sore in the rift but sometimes I do with the TIR.

 

The TIR might give me a competitive advantage but it's like telling someone that likes vintage cars they can get somewhere faster and more reliable with a toyota. Yes, but thats not how I like it :)

Posted
For all of you with the DK2, I just got mine and see an issue. With the headset positioned properly (although not sure I have the IPD settings correct), I can see some of the red from RGB hanging a little low. If I tilt the main part of the DK2 from the top-out (not what is attached to my head, but the front box), everything lines up properly and looks more clear. With it sitting normal, the red hanging puts it out of focus a little.

Any idea how I can fix this?

What happens if you shift the HMD vertically on your face? ie instead of rotating it outward at the top, shift the whole thing up/down without rotation? Might be worth a shot, I know that clarity for me revolves (no pun intended) around the vertical position of the HMD against my face more than anything.

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Posted

Well here's a good response about the 'stuck sat at a computer desk' argument against getting the Rift:

 

 

Although, I don't intend standing whilst using mine. I'd fall over too much.

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Posted
Well here's a good response about the 'stuck sat at a computer desk' argument against getting the Rift:

 

 

Although, I don't intend standing whilst using mine. I'd fall over too much.

It looks pretty good, but is it worth the extra $$$?

 

Time will tell.

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Posted

Well that's going to be interesting. CV1 is more or less DK2 resolution minus SDE. So I wonder how that will translate to DCS, because even on a DK2 most gauges are unreadable (which isn't a huge problem).

Posted

Can someone tell us what the view is comparable to while using OR? Meaning after the DCS zoom on mission start, it sett;es on that zoom distance.

 

In the rift, what is that zoom distance comparable to? After the DCS zoom out, how many clicks of zoom +/- do you have to do to get something comparable.

 

This will help people get an idea about gauge/hud readability.

Posted

Can someone explain how gauges are unreadable on a DK2 or CV1 with a resolution as high or higher than a 1080P monitor which has no problems showing clear gauges? Assuming no SDE is visible I don't see how the gauges would be unreadable at 2160x1200 when they are perfectly clear and readable at a much lower 1080P on my monitor.

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Posted

Yes, the zoom thing is a concern, but I'm sure it should be fairly easily overcome by setting up the positions in the lua file (I hope, so, anyway). I heard in a YT vid that the gauges become quite clear, when leaning in to look.

 

There was another video on that same channel, with some interesting comments by the Oculus VP about cross-compatability with the Vive and implementing Touch - around the 29:30 point:

 

 

It looks as though we will get some good use of the touch, in simulating hand movement, but I still have my doubts, when it comes to a busy cockpit control panel with many switches close to each other such as those on the Russian aircraft.

 

I would still buy the Touch without hesitation, if the price is right. I'm concerned it will cost quite a lot.

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With my head in VR - it's the next best thing!

Posted
Can someone explain how gauges are unreadable on a DK2 or CV1 with a resolution as high or higher than a 1080P monitor which has no problems showing clear gauges? Assuming no SDE is visible I don't see how the gauges would be unreadable at 2160x1200 when they are perfectly clear and readable at a much lower 1080P on my monitor.

 

Sure.

 

Since with the DK2, the screen is really close to your eyes, you can see the individual pixels and the lines running between them. This is often referred to as the screen door effect (SDE). When you focus on a distant large object, the effect almost disappears.

 

When you are focusing on smaller objects or objects closer to your "in-game person / camera" the view can become blurry due to SDE. I find that when using DK2 if I move my head every so slightly back and fourth it makes the instruments readable.

 

With the CV1, we are hoping, that the SDE is reduced even more. I don't think we are at the point where it will be fully eliminated. If we get a jump in SDE reduction from DK2 to CV1 at the same level we got from DK1 to DK2 then it should be very playable.

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Posted

Some nice info there. What bugs me is that the Rift will be out in a week or so and I still have another four months to wait for mine :cry:

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I'm learning to fly - but I ain't got wings

With my head in VR - it's the next best thing!

Posted

@average pilot, thanks for that video, that seems to answer my question. I can guess and it seems like if you zoom out almost completely on a normal monitor we'll have an idea about the "view" we will have.

  • ED Team
Posted (edited)

^^^^

 

I've had the DK2 since 2014, and the view is not distorted at all inside the rift. Same for the Vive.

The FOV is around 100 on the DK2, bumped up to approx 110-ish for the Rift/Vive CV1.

 

Oh and to fill in, I have the Samsung S7 Edge phone, and I got the Samsung Gear VR shipped with the phone, and the display on the phone is pretty identical to what you will see inside the Rift/Vive. The SDE is less than that of the DK2, but it's not gone. But once you're immersed in the game, you quickly forget about it, so for CV 1 this is not an issue (IMO).

Edited by Glowing_Amraam
  • ED Team
Posted (edited)

S7 edge screen: 1440 x 2560 pixels (when flipped horizontaly its 2560 x 1440).

Rift screen: 2160 x 1200

 

Or am I totally missunderstanding something? :D

 

Also, don't forget:

 

"The Rift and Vive both come outfitted with vibrant OLED displays, each of which offers 1080 x 1200-pixel resolution for each eye. Said displays bring the final pixel resolution to 2160 x 1200, with 90Hz refresh rates".

Edited by Glowing_Amraam
Posted (edited)
@average pilot, thanks for that video, that seems to answer my question. I can guess and it seems like if you zoom out almost completely on a normal monitor we'll have an idea about the "view" we will have.

 

This is a video I did which has the in game FOV set to approximate the view in the rift. Obviously without the 3D or the fact it fills most of your vision but it gives an idea. The other video is not as accurate as it is only a render of 1 eye. The distortion at this FOV is obvious on a monitor but is not present when viewed in the rift.

 

Edited by Frusheen

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Posted

Thanks Frusheen! That is excellent, really helps me out with trying to get used to what will be the new norm as far as getting away from zoom +/- and being closer to the HUD then I should be (20+ years of doing so... lol)... which surprisingly only has took about 2/3 missions of setting it further away and not zooming in ever to get used to it and now I actually prefer it that way. If I have to read something then I'll lean in, if not then I can see and ballpark pretty darn close what the instrument is saying.

Posted

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