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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
Yes, orange light should be on in direct mode standby, and goes blue when you start a VR game.

In extended mode blue light should stay on constantly (maybe it goes back to orange if you turn on the screensaver option in configuration utility, but I'm not using that).

 

 

 

I remember a lot people saying that DK2 screendoor effect was practically eliminated just as oculus opened DK2 preorders, so I'm going to wait a bit before jumping on hypetrain for CV1

 

Technically speaking screendoor effect might be eliminated completely on CV1 (no black border around individual pixels), however this won't save you from the low res screen.

 

When looking at distant objects, does it still look like you're playing a game with 480*320 resolution, or have they managed to make it look like you've playing 800*600 game on PC monitor now?

If they manage that, it would be a huge improvement...

 

 

What the biggest game changer here is the fact that each eye will have its own screen.. Pixel depth will be leap years better than dk2 in that regards even with a not so huge jump in resolution. Currently dk2 in dcs world is doable it will forsure be epic with cv1 in my opinion. You cant compare vr to a screen, what you get from vr compared to the higher res of a 2d screen is ridiculous, especially in flight. But we will see it could all suck for what we know

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

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Posted
You cant compare vr to a screen, what you get from vr compared to the higher res of a 2d screen is ridiculous, especially in flight. But we will see it could all suck for what we know

 

That is the point of all of this. Practical value, personaly I don't care about tehnical details what resolution per eye screendoor or what ever.

 

VR or 2D screen monitor have its pro and con's.

 

VR give you better immersion, 3D, better sense of space but on other hand less sharp picture, bad reading details like instruments, screendoor.

 

2D monitor give you higher resolution, sharp and clear picture better details but less immersion no 3D.

 

So it is opposite and main point is which details you need more in gameplay of games you play.

 

I know some people who buy DK2 and not using it any more because after trill of immersion and 3D they performances in game decreased because they missed some details so they abbandoned VR and today claims they will never use it again. Simply disappointed in the end.

 

I'm not for or against VR just want to figured out is it worth it.

2D screens technically that's it not much practical valued improvements but VR is improving constantly. Question is did they reach level of details we need in DCS? For some games this is not important but in DCS you need to be able using your instruments and spot your enemy on horizon in time.

Posted

Its too early to tell if its worth buying the consumer versions of VR yet. The DK2 is simply not good enough nor is the DCS software optimized enough for VR. BUT we can't say it won't work basing our judgement on prototypes and early implementations of DCS VR software. Things are changing. We do know that the consumer version of the VR headsets will be better, and DCS EDGE should further optimize DCS VR software. Hopefully Wags will have more info on that front soon.

Posted

The only thing as I said before is if your playing DCS to use keyboard would you have to lift headset off your face to see which keys you want to press whist flying or for future VR headsets is to have a camera on the front which you can flick over to use so you can see your hands.

Posted

I agree

 

The only thing as I said before is if your playing DCS to use keyboard would you have to lift headset off your face to see which keys you want to press whist flying or for future VR headsets is to have a camera on the front which you can flick over to use so you can see your hands.

 

Up to now our entire visual frame of reference regarding flight sims has been via monitors/tv. So much of the interaction required on our part relies on use of the keyboard or other add on devices. That 5 year timeline I sense is about right for VR to become the new "frame of reference". Heck I started on an ATARI flying Chuck Yeagers "sim" and could not have even imagined the level of immersion we enjoy today. Time marches on and technology right with it.

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Posted

DK2 seems fine when looking at close up objects, however looking at distant stuff reminds me of my childhood playing 480x320 resolution games.

 

In DK2 the main problem is pentile screen, which is marketing bs to say that they have 1080p or 1440p screen in Gear VR, in reality you get one third less RGB pixels and it shows horribly when looking at text.

 

Another problem in HMDs is FOV, CV1 lenses spread 1080x1200 resolution screens across 100-110 fov and that is much more than when you look at your monitor (probably ~20 degree fov).

 

This results in 'bathroom tile size pixels', like we had back in the 90-ties.

You can get rid of the grout, but you are still looking at bathroom tile size pixels.

Posted
The only thing as I said before is if your playing DCS to use keyboard would you have to lift headset off your face to see which keys you want to press whist flying or for future VR headsets is to have a camera on the front which you can flick over to use so you can see your hands.

 

This is possible solution and full immersion using your hands as mouse in virtual cockpit.

 

 

Posted

I do think that products like the Gloveone and LeapMotion are interesting for immersive VR solutions but they don't solve many other practical problems of usability and safety in VR which are going to be important. I actually think that Valves SteamVR/OpenVR stack that includes the lighthouse solution will be solving more of the difficult problems sooner than many of the alternatives.

 

This is because Valve made an early decision to pursue more than just a seated experience and this created safety and usability challenges that they have been working on ever since. The Lighthouse tracking system VR compositor and VR chaperone systems are parts of the solution.

 

When the SteamVR hardware is more widely available and hardware hackers and third party manufacturers have released a few Lighthouse tracking solutions you will be able to attach a tracking dongle to objects on your desk or in your room that you want to bring into 3D space immersively AND perhaps just as importantly for utility. I expect that things like the common keyboards and mice you will be able to attach lighthouse tracking dongles to and they will materislise as 3D ghost objects when you reach for them inside VR experiences. This will probably be built-in to the VR compositor because then your keyboard and mouse will appear in every single VR app which is highly useful.

 

If you are enterprising AND thirsty you will be able to attach tracking dongles to drink holders so that you can reach out and your beverage of choice will be overlayed into 3D space.

 

Do you want PHYSICAL 1:1 controls? Well it is still going to be an expensive option but the upside is that you will be able to attach a tracking dongle to your 1:1 pit parts so that you can exactly position relative to Sim so that switches you reach out for are right where you see them. If your pit controls are not perfectly 1:1 copies of the DCS pits I'm sure this is where the VR Compositor will help. A mesh of the REAL controls can materialise in the right spot as your hand reaches out in VR space.

 

I probably won't be using PHYSICAL 1:1 replica controls but I will probably want my X55 controls mapped to the VR compositor so that I can take my hands off and on and operate individual switches without fumbling around.

 

---

 

This is kind of how I see this stuff playing out.

 

Is anyone here thinking of building pits with VR in mind?

Posted

Yes I could agree with all of you say but leapmotion for example is already there as hardware all of this is allready possible to use even if you create LM as mouse device and program it on just two fingers. Everithing is already there.

 

If you doing your flying pit you don't need nothing else than just your hotas stands placed like it is in game cockpit. So basically position of your sticks are like it is ingame cockpit sou what you will see in game you will intuitively try to reach and grab your real joystick in real space because what you see in game is overlap with real space positioning.

 

That is practical use of technology we already having on disposal. So no need for some expensive cockpit build what is any way limited on just one plane and virtual one is always change with model you fly.

This way you reducing cost of your pit without loosing anything with immersion in game. and it is even better than fiscal pit who have point only with monitors or projectors.

 

All you describe is expensive way to open it to the bottom to be able to sneak pick on your keyboard and hotas. Keyboard you will not need at all if you are using virtual cockpit with your hands. As well in DCS or other simulation you are seating and don't really need this room spacing sensors which are pointless in seating position you just need 6DOF.

 

All this you are really need for sims are already there to create full immersiv virtual pit.

Posted

[Q UOTE=wormeaten;2427104]This is possible solution and full immersion using your hands as mouse in virtual cockpit.

 

 

 

Love this video just can't wait to experience VR myself just something simple like this demo just shows how amazing VR is and is going to be.

Posted
Yes I could agree with all of you say but leapmotion for example is already there as hardware all of this is allready possible to use even if you create LM as mouse device and program it on just two fingers. Everithing is already there.

 

I think you are absolutely right about this. I think we will see a whole bunch of solutions as people work out what works for them and their situation.

 

I also think maybe you miss the point I was making that the fundamental feature of Valves VR Compositor is that we won't have to rely on game developers to support each device we want to appear and utilise inside VR games and simulations. This is a pretty big feature.

 

Leapmotion COULD use Valves VR compositor to put hands into DCS without needing ED to make the hand objects with the animations. Leap would use the compositor layer to render the hands and get people using the Leapmotion while ED works on other stuff and eventually adds hands in the cockpit.

 

This is why Valve sent ED a HTC Vive Kit. It isn't that important for ED to support the HTC Vive itself BUT it IS important for ED to support SteamVR or OpenVR. If ED uses SteamVR or OpenVR then it will enable support for a whole lot of other devices including the HTC Vive ... a lot sooner.

Posted

I am having a strange problem with the Oculus DK2. It was working without problem until I updated a number of components of my computer (motherboard, graphic card, RAM and processor). After reinstalling all my modules they work with the DK2 excepting for the ability to operate functions in the "clickable" cockpits using the mouse. It seems as if the "contact points" for the various buttons, levers, etc., have gone way out of synchronization with their visual positions in the cockpits. The cursor is picking up control points way up in the "sky" above the left wing. I can't locate any information on calibrating the mouse cursor with the contact positions in the cockpit when using the DK2. Has anyone else had this problem, or is there a thread that addresses it? The cockpits remain "clickable" in normal 2D mode, when not using the DK2.

Posted

make sure dcs is run in full screen

 

make sure dk2 is set as primary screen in extended mode

 

rift off, start dcs, hit fly as mission loads turn on rift should be good to go...

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted

Hello rcjonessnp175, thanks for the assistance and advice. Before I could try your method, a friend who was aware of my problem called to suggest that I "untick" the "full screen" box in DCS and try again. It worked! I now have my cockpit control back.

Posted
Who knows how zooming by key in oculus mod in dcs?

 

You cannot zoom with oculus rift in dcs world unfortunately

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted
Who knows how zooming by key in oculus mod in dcs?

 

I wish we had one!

 

A Newsbit: You folks should see the mod for FSX that allows the Oculus to be used:

 

http://flyinside-fsx.com/

Derek "BoxxMann" Speare

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Useful VR settings and tips for DCS HERE

Posted
Very needed

 

I agree a zoom function like we have in 2d would be very useful

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted

As a potential Oculus user in 2016 I would like to know if you are bound to the same limits like TrackIR or can you throw your head back behind your chair (~160°) to watch the tail of your plane?

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Posted
As a potential Oculus user in 2016 I would like to know if you are bound to the same limits like TrackIR or can you throw your head back behind your chair (~160°) to watch the tail of your plane?

 

with the dk2 you lose tracking at the back of your head but yes you can achieve what you just asked. its pretty cool standing up and looking at your bird for damage while flying lol. The cv1 will be better as it will have full 360 tracking i believe

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted

In opentrack you can use oculus rift as your tracking device so could be used if you want non 1:1 head movemant as it is with trackIR.

If you will be satisfied with view and quality of the picture you don't need trackIR any more at all. You cen sell it and reduce cost of VR.

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