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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

I'll be on the lookout for sure. Thanks!

hsb

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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

 

Posted

There's a noticeable improvement in frame rates after this most recent update :)

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

Posted

Oh man...waiting to rebuild by PC. Can't wait to try it out!!

 

The only thing is, I won't know how much of it was just the update, vs 980 to Titan X upgrade.

 

The curious side of me finds that a bit annoying...

hsb

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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

 

Posted (edited)
For VR every Modul needs a virtual Pilot with moving Hands in Cockpit or it won't feel real with the Rift.. Your body is not invisible... :-)

 

 

That remains to be seen. Oculus bought Pebbles Interface six months ago, but no word yet if the tech will be in the first Rift consumer version, but possible. I think Oculus and Vive have been saving some new features for the release announcement.

 

The Rift tech appears to be wireless, using HMD camera tech. Seems better than having a Vive wand strap to the wrist, with wires too the gloves. Both systems are obviously in the prototype stage, so no need for panic yet.

 

The Tech could also remove any occlusion problems. There should be no occlusion possibilities when combining the data from external and internal tracking cameras.

 

Pebbles Interfaces joins Oculus

Oculus Blog | Posted by Oculus VR | ‎July‎ ‎16‎, ‎2015

Edited by Chivas
Posted
Traditional Sli is not what's needed for VR. In fact it increases latency. We need VRsli which is a different animal. It's part of a set of APIs that form gameworksVR (liquidVR for AMD). It must be implemented by ED themselves.

 

i try not to pester eagle dynamics about sLi support, they have their hands full with dcs 2.

im sure great things to come once we are fully transitioned to dcs 2.0 in addition to the release of vr hmd's.. And dcs will push more effort into sLi, vr support and stuff

 

WE ARE IN FOR A VR RIDE in the coming months!

:)

find me on steam! username: Hannibal_A101A

http://steamcommunity.com/profiles/76561197969447179

Posted
i try not to pester eagle dynamics about sLi support, they have their hands full with dcs 2.

im sure great things to come once we are fully transitioned to dcs 2.0 in addition to the release of vr hmd's.. And dcs will push more effort into sLi, vr support and stuff

 

WE ARE IN FOR A VR RIDE in the coming months!

:)

 

I agree there is a lot of optimization needed with EDGE which is a higher priority. I mention gameworksVR and liquidVR so people might understand that traditional Sli is NOT what we want for DCS. Far too many people mention they'll buy a second graphics card and go sli thinking it'll help improve performance in VR. It won't!

 

I do think that these APIs need to be factored now though so revisions to edge won't make it more difficult to implement them in the future.

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

Posted

 

Final release Rift hardware is now available to developers to help finalize their VR software.

 

It seem that OR is starting send CV1 to developers.

 

 

Bye

Phant

AMVI

Posted

Merry Christmas and Happy New Year! Have a VR-Filled New Year!:thumbup:

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

Posted

Has anyone tried the CV1 or Crescent Bay model? I'm hoping that you can still peek out through the nose bridge? I'm building some physical switches to help wtih the A10 using this outstanding pit builder notes: http://forums.eagle.ru/showpost.php?p=1084551&postcount=1

 

With the current model, I can peek and use the MFDs as well.

 

Thanks

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

 

Posted

An interesting post in Reddit from someone who says they've tried one of the latest versions of the CV1. Atleast a little more hope that the first versions of VR headsets might be good enough for a decent VR flight sim experience.

 

 

Posted
An interesting post in Reddit from someone who says they've tried one of the latest versions of the CV1. Atleast a little more hope that the first versions of VR headsets might be good enough for a decent VR flight sim experience.

 

 

 

Nice report. Thanks for the link.

 

"There was no light leak and the old trick of peaking through the nose hole at your keyboard will no longer be possible, the headset sits flush on your face and the only thing you will see is the virtual world."

 

Hsb you might want to rethink all those switches!

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

Posted
An interesting post in Reddit from someone who says they've tried one of the latest versions of the CV1. Atleast a little more hope that the first versions of VR headsets might be good enough for a decent VR flight sim experience.

 

 

 

 

Thanks for the link. I'm all thrilled. Ha- I bet that nvidia will come with their new pascal before cv1 delivers. So I won't fall for this and buy a gtx980ti now.

Super excited. This is the beginning of a dream since I watched lawnmower man as a child.

9900k, 2080TI, 64GB, ssd, valve index, Thrustmaster on virpil, virpil cm2 throttle, tpr pedals, mfd.

Posted

Oh man..."There was no light leak and the old trick of peaking through the nose hole at your keyboard will no longer be possible, the headset sits flush on your face and the only thing you will see is the virtual world."

 

I was hoping that would still be possible. It was kind of peaking at the keyboard etc.

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

 

Posted (edited)
+1 that is a downer.

 

I'm sure an x-acto blade will solve it. It's only a foam liner. Trackball and clickable cockpits works fine for me. I'm only flying helicopters so I don't need the keyboard. I use Viacom for the radios.

Edited by Frusheen

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

Posted

Palmer Luckey comments on the Audio in the Rift in a Reddit forum.

"We control the entire pipeline. The Rift has a built in DAC and amp. Everything is high quality, from the Audio SDK to DAC to amp to the driver modules themselves."

Posted

I'm creating a box of switches to enhance the TM WH throttle. It's kind of time consuming to have to turn on master arm, etc. So being able to use my MFDs and additions switch box (via GP-WIZ40) that I'm building will be nice. I guess I'll have to take Xacto knife to it! :)

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

 

Posted (edited)

I just flew FlyInside + Prepare3D. And I don't know if Async warp is enabled in DCS. FlyInside was pretty silky smooth. And the use of virtual desktops is pretty interesting. But Rift + FlyInside+Prepare3D is very cool indeed!

 

FlyInside displays the actual FPS vs Async Warp FPS. And the latter is locked at 75FPS. Nicely done, FlyInside!

Edited by hansangb

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

 

Posted

Oculus Touch delayed until second half of 2016, but will have no effect of the HMD release in the first quarter of 2016.

Personally I'm not interested in the Touch, or Vive inputs, as it won't effect my VR fight simming experiences.

 

http://vrfocus.com/archives/27269/oculus-touch-delayed/

 

"The reason for the delay is, it seems, similar to the decision taken by HTC with the HTC Vive and will see the Oculus Touch hardware being upgraded. Reflecting “significant advances in ergonomics” which Oculus hopes will make the controller feel more “comfortable, reliable, and natural."

Posted

It almost seems like Vive realized they couldn't compete with the Rift, without some major controller improvements, and now Oculus got wind of Vive's new improvements, and have delayed their controllers to better compete. It now looks like the delays will continue for the foreseeable future. :D

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