derekb1948 Posted October 19, 2015 Posted October 19, 2015 Yes, I can confirm the issues with the kneeboard and map in 1.5 when using the DK2, so it's surely a universal problem with the Open Beta that would be addressed before final release.
Crunchy Posted October 19, 2015 Posted October 19, 2015 When are we due the patch that Wags said would fix the DK2 crashes? I think they mentioned update3 had fixed them, but when is this due out?
PiedDroit Posted October 19, 2015 Posted October 19, 2015 Also, the eye_shift is the IPD, or is that the dxview? Thanks hsb That would be eye_shift, Dxview is angular difference (dxview is set to - 1, 0 and 1 in 3 screens configurations). I suggest using Saved Games\DCS\Config\MonitorSetup\ to store the new configs
hansangb Posted October 19, 2015 Posted October 19, 2015 Thanks. PiedDroit. I'll fiddle around some, and report back. I'm assuming someone reported the "with AI it drops to 75FPS" issue, but thought I'd ask before searching/filing a bug report. hsb hsb HW Spec in Spoiler --- i7-10700K Direct-To-Die/OC'ed to 5.1GHz, MSI Z490 MB, 32GB DDR4 3200MHz, EVGA 2080 Ti FTW3, NVMe+SSD, Win 10 x64 Pro, MFG, Warthog, TM MFDs, Komodo Huey set, Rverbe G1
DerekSpeare Posted October 20, 2015 Posted October 20, 2015 Would someone share with me how to display the frame rate? Thank you! Derek "BoxxMann" Speare derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform! i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC Been Flight Simming Since 1988! Useful VR settings and tips for DCS HERE
DerekSpeare Posted October 21, 2015 Posted October 21, 2015 Right CTRL & Pause Break key. TYVM :pilotfly: Derek "BoxxMann" Speare derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform! i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC Been Flight Simming Since 1988! Useful VR settings and tips for DCS HERE
dot Posted October 21, 2015 Posted October 21, 2015 I'm really hoping for improved multithreaded rendering performance at some point, for now overclocked Pentium G3258 (~60$) probably performs better than my 8 core Xeon e5 2650 ($1000) :joystick:
DerekSpeare Posted October 21, 2015 Posted October 21, 2015 Is it me or is there a need for seat and eyepoint adjustments? It's impossible sometimes to get the eyepoint right in some planes and no matter the head bobbing I do, it's not easy. There has to be a better way. This beta is such an improvement over the previous version of DCS. The level of immersion is exceptional. Derek "BoxxMann" Speare derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform! i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC Been Flight Simming Since 1988! Useful VR settings and tips for DCS HERE
Crunchy Posted October 21, 2015 Posted October 21, 2015 (edited) Is it me or is there a need for seat and eyepoint adjustments? It's impossible sometimes to get the eyepoint right in some planes and no matter the head bobbing I do, it's not easy. There has to be a better way. This beta is such an improvement over the previous version of DCS. The level of immersion is exceptional. You can setup where you want to be placed in a cockpit using snap views, I think this works with DK2, but I'm not 100% sure. I haven't set it up or tried it myself yet in the Rift, but I plan too. For now if I want to be sat further back in the cockpit, I just lean forwards a little while in the Rift and hit key 5 on the numpad. I then just sit back again and this puts me further back in the cockpit. This works for all directions, so just experiment with it. But also read this link about snap views. There is also a Mod called the Neck mod that can place you where you should really be in a seat, but this is a beta and I'm not sure it works with this. I'll try to find the link for it. Just make sure you know how to uninstall mods though, because this might give you problems with updates to 1.5. You can get a program that allows you to install Mods and uninstall them easily, but I cant think whats its called at the moment. I'd have to look when I'm at home. Here it is >>http://forums.eagle.ru/showthread.php?t=96116 >>>>http://en.wiki.eagle.ru/wiki/Snap_views Edited October 21, 2015 by Crunchy
gtrdrt Posted October 21, 2015 Posted October 21, 2015 You can setup where you want to be placed in a cockpit using snap views, I think this works with DK2, but I'm not 100% sure. I haven't set it up or tried it myself yet in the Rift, but I plan too. For now if I want to be sat further back in the cockpit, I just lean forwards a little while in the Rift and hit key 5 on the numpad. I then just sit back again and this puts me further back in the cockpit. This works for all directions, so just experiment with it. But also read this link about snap views. There is also a Mod called the Neck mod that can place you where you should really be in a seat, but this is a beta and I'm not sure it works with this. I'll try to find the link for it. Just make sure you know how to uninstall mods though, because this might give you problems with updates to 1.5. You can get a program that allows you to install Mods and uninstall them easily, but I cant think whats its called at the moment. I'd have to look when I'm at home. Here it is >>http://forums.eagle.ru/showthread.php?t=96116 >>>>http://en.wiki.eagle.ru/wiki/Snap_views I seem to recall that we should not use mods if we're running open beta 1.5. Am I mistaken?
Crunchy Posted October 21, 2015 Posted October 21, 2015 (edited) I seem to recall that we should not use mods if we're running open beta 1.5. Am I mistaken? No you are not mistaken, but snap views are not a Mod and neither is moving your head in the Oculus Rift LoL. I'd hardly call the neck mod a mod and I did say only if you know how to uninstall mods before updates. Edit: But I guess your are right. I haven't installed any mods while 1.5 is in beta, but it's good for future reference when you can install them. Edited October 21, 2015 by Crunchy
gtrdrt Posted October 21, 2015 Posted October 21, 2015 No you are not mistaken, but snap views are not a Mod and neither is moving your head in the Oculus Rift LoL. I'd hardly call the neck mod a mod and I did say only if you know how to uninstall mods before updates. OK, thanks. I wanted to double check if that directive had changed and we could now use mods. Now I know we still can't. :)
vicx Posted October 21, 2015 Posted October 21, 2015 I'd hardly call the neck mod a mod Using the neck mod would make no sense. You have a real neck and the DK2 uses absolute positional tracking. The shoulder settings in DCS should be and probably are, completely ignored in VR mode.
DerekSpeare Posted October 21, 2015 Posted October 21, 2015 Just a simple eyepoint adjustment like FSX/P3d is all that's needed. Derek "BoxxMann" Speare derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform! i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC Been Flight Simming Since 1988! Useful VR settings and tips for DCS HERE
Crunchy Posted October 22, 2015 Posted October 22, 2015 Using the neck mod would make no sense. You have a real neck and the DK2 uses absolute positional tracking. The shoulder settings in DCS should be and probably are, completely ignored in VR mode. When I start in the A10C, it feels like I'm in the same position in the Rift as I am on the PC monitor. VR cannot fix where the Devs decide to place you in the cockpit and this is why I suggested snap views or maybe even the neck mod. I make adjustments in the A10C by moving my head forward and then press numpad 5, because I feel like my head has been placed in the wrong position if I don't use this method. The Dk2 might use absolute positional tracking, but in the A10C, it doesn't place you where you should be in the cockpit. Do you really think that's where you should be sat when you start the Sim in the A10C? To me it places the pilots head to close to the upfront control panel instead of him been sat back in his seat. This is why the neck mod was created, because it made you sit back in your seat instead of been in some other weird position. I might be wrong, but I think they have it like this because it helps you to read the dials in the A10C. I don't have to make any adjustments for the Ka -50 BlackShark or the World War 2 planes. But the BlackShark has large digits on the HUD that you can read when sat back, so this might be the reason this places you in the proper position.
tintifaxl Posted October 22, 2015 Posted October 22, 2015 For me sitting in front of the monitor the position is fine, so I would suggest ED should only move it for those using a vr set. Windows 10 64bit, Intel i9-9900@5Ghz, 32 Gig RAM, MSI RTX 3080 TI, 2 TB SSD, 43" 2160p@1440p monitor.
Crunchy Posted October 22, 2015 Posted October 22, 2015 Just a simple eyepoint adjustment like FSX/P3d is all that's needed. Yeah, something like a zoom key and Up & Down key to adjust where you are sat in the Cockpit. That way I wouldn't have to duck my head, lean forward and then press the Numpad 5 key to get a good position in the A10C.
vicx Posted October 22, 2015 Posted October 22, 2015 (edited) This is why the neck mod was created, because it made you sit back in your seat instead of been in some other weird position. NOPE you are wrong. The neck mod was only required because TrackIR does not have proper ABSOLUTE positioning. If this is the mod you mean by Neck Mod http://forums.eagle.ru/showthread.php?t=96116 Go have a read of that page ... Peter explains why he made it. I doubt he would consider it a useful mod for DK2 users. With the Rift DK2 it is simply enough to have the view reset button 'Num5' and to sit properly in your chair :) It is also spelt out in the Rift SDK documentation. Eye To Neck Distance - The Oculus SDK implements a neck model to simulate positional movement of the eyes as you turn your head while wearing a DK1. For example, if you nod your head up and down the center of rotation of the eyes is not at a point on your nose but at a point in your spine called the neck pivot. The vector between the neck pivot and the center of your eyes is defined by a vertical and horizontal distance. The vertical distance is approximately the distance from the corner of your eye to the bottom of your jaw. The horizontal distance is approximately the distance from the corner of your eye to the middle of your ear. These can serve as decent starting points, but each person is different and you should experiment in VR with different lengths to find values that feel correct. Since DK2 uses positional tracking, these parameters are not relevant for DK2 users. Enough with the neck mod. With a DK2 you just use your own neck and shoulders. Another reason why VR is better. This is why the neck mod was created, because it made you sit back in your seat instead of been in some other weird position. NOPE you are wrong. The neck mod was only required because TrackIR does not have proper ABSOLUTE positioning. If this is the mod you mean by Neck Mod http://forums.eagle.ru/showthread.php?t=96116 Go have a read of that page ... Peter explains why he made it. I doubt he would consider it a useful mod for DK2 users. With the Rift DK2 it is simply enough to have the view reset button 'Num5' and to sit properly in your chair :) It is also spelt out in the Rift SDK documentation. Eye To Neck Distance - The Oculus SDK implements a neck model to simulate positional movement of the eyes as you turn your head while wearing a DK1. For example, if you nod your head up and down the center of rotation of the eyes is not at a point on your nose but at a point in your spine called the neck pivot. The vector between the neck pivot and the center of your eyes is defined by a vertical and horizontal distance. The vertical distance is approximately the distance from the corner of your eye to the bottom of your jaw. The horizontal distance is approximately the distance from the corner of your eye to the middle of your ear. These can serve as decent starting points, but each person is different and you should experiment in VR with different lengths to find values that feel correct. Since DK2 uses positional tracking, these parameters are not relevant for DK2 users. Enough with the neck mod. With a DK2 you just use your own neck and shoulders. Another reason why VR is better. I do think the idea to be able to adjust the head position with a head "trimmer" is a good idea. Edited October 22, 2015 by vicx
Crunchy Posted October 22, 2015 Posted October 22, 2015 NOPE you are wrong. The neck mod was only required because TrackIR does not have proper ABSOLUTE positioning. If this is the mod you mean by Neck Mod http://forums.eagle.ru/showthread.php?t=96116 Go have a read of that page ... Peter explains why he made it. I doubt he would consider it a useful mod for DK2 users. With the Rift DK2 it is simply enough to have the view reset button 'Num5' and to sit properly in your chair :) It is also spelt out in the Rift SDK documentation. Enough with the neck mod. With a DK2 you just use your own neck and shoulders. Another reason why VR is better. Do you own the Rift? Because you are right to a point, but also wrong on some things. You are wrong that just pressing the numpad 5 key positions you correctly in the Cockpit of the A10C. I own the Rift and have already explained this to you. I have to lean forward and then duck before pressing Num 5 in-order to get the correct position in the cockpit. I also said the neck mod might not work with VR and to try a Snap view to get the correct position at the start.
vicx Posted October 22, 2015 Posted October 22, 2015 Yep I do own and use the Rift and I already agreed with you ... I do think the idea to be able to adjust the head position with a head "trimmer" is a good idea. Maybe you could make mod that puts the VR head in the right place ... but I think it's problematic because people are different sizes and heights and in VR that actually matters. Letting people adjust head pos themselves till it feels right ... will probably work best. I think we could suggest that to ED and give our reasons.
DerekSpeare Posted October 22, 2015 Posted October 22, 2015 Oculus 0.8.0.0 runtimes/SDK are out: https://forums.oculus.com/viewtopic.php?f=26&t=27062&sid=05491ac87e956dc96ae706a21317be9d Derek "BoxxMann" Speare derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform! i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC Been Flight Simming Since 1988! Useful VR settings and tips for DCS HERE
joebloggs Posted October 22, 2015 Posted October 22, 2015 Oculus 0.8.0.0 runtimes/SDK are out: https://forums.oculus.com/viewtopic.php?f=26&t=27062&sid=05491ac87e956dc96ae706a21317be9d I just installed it because everything works with 0.7. However, it still won't fix the DCS crashes until ED release their update3. The update Wag talked about a few pages back, but that's yet to be released still.
DerekSpeare Posted October 22, 2015 Posted October 22, 2015 Yes, the 0800 runtimes are backwards-compatible with programs using the 0700 SDK. Hopefully we'll see an update from ED soonest. I can surely say that when DSC runs, the flying experience is like nothing else - the sense of speed is wow. Derek "BoxxMann" Speare derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform! i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC Been Flight Simming Since 1988! Useful VR settings and tips for DCS HERE
joebloggs Posted October 23, 2015 Posted October 23, 2015 It should be much more stable in Update 3. I just ran 12 missions back to back without a crash. The other big item we still need to resolve is the judder. Note that the judder is actually caused by timewarp. More precisely, it actually works only in orientation timewarp, but we have started experiments with positional timewarp by exporting the depth buffer to the Oculus runtime. Without this far distance, pixels are blended incorrectly in between two frames and this appears as image doubling. That's great to hear, but when are we going to get this fix? A hotfix for dK2 would be good, because we can't run missions in it's current state. Thanks!
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