Johnny Dioxin Posted April 3, 2016 Posted April 3, 2016 (edited) Is July what it was originally for you or you received an email saying it is now July instead of another date. When did you originally think it might have been? July is the original 'date' - but that might get updated on 12th. I don't think it will be longer, as my order number was an end of June/beginning of July batch I never got any indication of a shipping date. The only thing I've got to go on is the spreadsheet on reddit. I only got the July date (which was also just an estimate) at the checkout - nothing since has mentioned any date. Edited April 3, 2016 by Brixmis Rig: Asus TUF GAMING B650-PLUS; Ryzen 7800X3D ; 64GB DDR5 5600; RTX 4080; VPC T50 CM2 HOTAS; Pimax Crystal Light I'm learning to fly - but I ain't got wings With my head in VR - it's the next best thing!
lobo Posted April 3, 2016 Posted April 3, 2016 (edited) @KLR Rico, how would you describe the readability of instruments in P3D/flyinside/CV1? Might, possibly give us an idea of how it will translate into DCS. Thanks. Edited April 3, 2016 by lobo** speeled sumthin rong Lobo's DCS A-10C Normal Checklist & Quick Reference Handbook current version 8D available here: http://www.digitalcombatsimulator.com/en/files/172905/
SkateZilla Posted April 3, 2016 Posted April 3, 2016 for what it's worth, I know alot of people having issues with HTC's Shipping/Processing Orders. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
chaos Posted April 3, 2016 Posted April 3, 2016 for what it's worth, I know alot of people having issues with HTC's Shipping/Processing Orders. Apparently it is not HTC's fault. Most of the orders are cancelled by the bank for security/fraud reasons... "It's not the years, honey. It's the mileage..."
wasyl00 Posted April 3, 2016 Posted April 3, 2016 (edited) For those seating on the fence, below Rift and Vive comparison from the FlyInside developer: http://forum.flyinside-fsx.com/viewtopic.php?f=3&t=1617 He also added interesting comment on Reddit: Obviously I had a clarity problem, but I wasn't shooting for political correctness. FlyInside doesn't get any funding from Oculus, and I've stated a few times now that if I could keep one headset, it would be the Vive. Keep in mind, I wrote this post on the FlyInside forum, as a recommendation to FlyInside users. I could've just said "roomscale is awesome, cancel Rift order, buy Vive" but I didn't for a few reasons. First off, I'd rather list my findings, my facts, and let users choose for themselves which headset best meets my criteria. Who would read "headphones, better sde, better FlyInside support, but no room-scale" and decide that Rift is the best headset for them? Legitimately, no bias? Here's a cross-section of my customers: A few of my users own home-built 6-dof freedom motion platforms. These cost thousands of dollars, take months of work to build, and are all about more immersive flight simulation. They don't care about Job Simulator or Fantastic Contraption, they want the best possible flight simulation experience, and that's probably the Rift. Disqualified from being a pilot due to medical condition so he builds a cockpit? Definitely wants the best flight-sim experience possible. I have a user enjoying FlyInside because he's paralyzed fom the waist down. He can safely ignore the room-scale section and realize he may want the Rift Quite a few elderly users/vets, some people demoing at nursing homes, etc. They probably aren't interested in room-scale, plus the cameras is easier to set up. Flat out saying buy-a-Vive would be disingenuous to my users. There are quite a few of them using VR purely for flight simulation for a variety of reasons, and the Rift may be a better fit. At it's current state FlyInside works better with the Rift, so it's only fair to warn them. That's my fault, not Vive's, but it's the truth as of today. If I recommend Vive because I like room-scale, and then they never use room-scale but wish they had the Rift for FlyInside, that's no good. That said, I included, what I what I thought was a very clear paragraph on room-scale. Most of you, though, won't only be using FlyInside. When it comes to other games, seated experiences like Oculus ships with are "very cool." On the other hand, some of the Vive room-scale games are "I CAN'T BELIEVE THIS IT'S A HOLODECK LIKE FROM STAR TRECK THIS IS AMAZING." If you can clear out the space for room-scale you need to try it. I thought that would talk to all of the other users, and make it pretty clear, "If you have any intention of trying Room scale the Vive is what you want." Obviously people aren't taking it the way I meant it, but I tried to make that clear. RiftFlightSim > ViveFlightSim. RiftFlightSim + OtherRiftGames < ViveFlightSim + ViveRoomScaleGame Edited April 3, 2016 by wasyl00 [sIGPIC][/sIGPIC] Windows 10 Pro x64, Asus PG279Q, i7-6700K, Nvidia GTX1080TI, 16GB DDR4, 1TB SSD, TM Warthog, Saitek Combat Pro Rudder Pedals, TIR5+Trackclip
hog_driver111th Posted April 3, 2016 Posted April 3, 2016 Hey all, I noticed there was mention of Runtime 1.3, but heard it isn't working with DCS... is that still true? I am still thinking of downloading it for FSX and testing it with the flyinside, but keeping .8 available for dcs, or would it not make sense to do that? A-10C - FC3 - CA - L-39 - UH1 - P-51 - Hawk - BS2 - F-86 - Gazelle - F-5E - AV8B - F/A-18C i5-4590 - GTX 1060 - Oculus CV1 - TM:Warthog [sIGPIC]http://forums.eagle.ru/signaturepics/sigpic9979_1.gif[/sIGPIC]
KLR Rico Posted April 3, 2016 Posted April 3, 2016 @KLR Rico, how would you describe the readability of instruments in P3D/flyinside/CV1? Might, possibly give us an idea of how it will translate into DCS. Thanks. For the most part it's boarderline, but towards the usable side. In general, large text like on the altimeter are easily readable, while medium text like on a HSI or most airspeed indicators are only readable with some guessing. MFDs are hard to read, but the primary indicators can usually be guessed. Basically all labels on switches are unreadable. Fortunately, Flyinside has a handy "binocular" snap zoom, so between that and the mouseover tool tips, everything is quite usable. i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
cichlidfan Posted April 3, 2016 Posted April 3, 2016 Hey all, I noticed there was mention of Runtime 1.3, but heard it isn't working with DCS... is that still true? Yes. ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
hog_driver111th Posted April 3, 2016 Posted April 3, 2016 Yes. Ok then... I'll wait to install 1.3 then. I don't want to lose my ability to fly with my DK2. A-10C - FC3 - CA - L-39 - UH1 - P-51 - Hawk - BS2 - F-86 - Gazelle - F-5E - AV8B - F/A-18C i5-4590 - GTX 1060 - Oculus CV1 - TM:Warthog [sIGPIC]http://forums.eagle.ru/signaturepics/sigpic9979_1.gif[/sIGPIC]
Johnny Dioxin Posted April 3, 2016 Posted April 3, 2016 Look at this, on a DK2 with 1.3... Rig: Asus TUF GAMING B650-PLUS; Ryzen 7800X3D ; 64GB DDR5 5600; RTX 4080; VPC T50 CM2 HOTAS; Pimax Crystal Light I'm learning to fly - but I ain't got wings With my head in VR - it's the next best thing!
Chivas Posted April 3, 2016 Posted April 3, 2016 For those seating on the fence, below Rift and Vive comparison from the FlyInside developer: http://forum.flyinside-fsx.com/viewtopic.php?f=3&t=1617 He also added interesting comment on Reddit: Yes, if you want roomscale VR now, the Vive would be a very good choice. If you want better flight simming now the Rift might be a better choice. When the Touch inputs come out they should be a little better than the Wands in some respects. The only advantage the Vive wands might have is 15x15 room scale opposed to the Rifts 12x12 room scale, because of the 5 meter cords as opposed to the 4 meter cords. This might even be a non-issue if extensions work. The only thing I would disagree with in the review is suggesting the FOV is larger with the Vive., albeit with more SDE. The Vive headset FOV is slighter wider and higher, but its circular whereas the Rift is square, which would make the FOV area about the same. The other thing nobody has talked about yet, is how the more square view, and more circular view effects the search for distant enemies. Usually people search in quadrants. I may be wrong, but the search might be more effective is more square quadrants. That said, it also may be a non-issue. The other thing he doesn't talk about....Is the resolution good enough in either headset to spot distant objects which effects flight sims more than most other genre's. He probably doesn't want to talk about that as he's trying to sell his product. Although this will probably be a non-issue as the majority of flight simmers use Icons.
SkateZilla Posted April 3, 2016 Posted April 3, 2016 Yes, if you want roomscale VR now, the Vive would be a very good choice. If you want better flight simming now the Rift might be a better choice. When the Touch inputs come out they should be a little better than the Wands in some respects. The only advantage the Vive wands might have is 15x15 room scale opposed to the Rifts 12x12 room scale, because of the 5 meter cords as opposed to the 4 meter cords. This might even be a non-issue if extensions work. The only thing I would disagree with in the review is suggesting the FOV is larger with the Vive., albeit with more SDE. The Vive headset FOV is slighter wider and higher, but its circular whereas the Rift is square, which would make the FOV area about the same. The other thing nobody has talked about yet, is how the more square view, and more circular view effects the search for distant enemies. Usually people search in quadrants. I may be wrong, but the search might be more effective is more square quadrants. That said, it also may be a non-issue. The other thing he doesn't talk about....Is the resolution good enough in either headset to spot distant objects which effects flight sims more than most other genre's. He probably doesn't want to talk about that as he's trying to sell his product. Although this will probably be a non-issue as the majority of flight simmers use Icons. Rift workz well with room tracking, just gotta set camera in a decent position. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
vracan Posted April 3, 2016 Posted April 3, 2016 Yes, if you want roomscale VR now, the Vive would be a very good choice. If you want better flight simming now the Rift might be a better choice. When the Touch inputs come out they should be a little better than the Wands in some respects. The only advantage the Vive wands might have is 15x15 room scale opposed to the Rifts 12x12 room scale, because of the 5 meter cords as opposed to the 4 meter cords. This might even be a non-issue if extensions work. The only thing I would disagree with in the review is suggesting the FOV is larger with the Vive., albeit with more SDE. The Vive headset FOV is slighter wider and higher, but its circular whereas the Rift is square, which would make the FOV area about the same. The other thing nobody has talked about yet, is how the more square view, and more circular view effects the search for distant enemies. Usually people search in quadrants. I may be wrong, but the search might be more effective is more square quadrants. That said, it also may be a non-issue. The other thing he doesn't talk about....Is the resolution good enough in either headset to spot distant objects which effects flight sims more than most other genre's. He probably doesn't want to talk about that as he's trying to sell his product. Although this will probably be a non-issue as the majority of flight simmers use Icons. I believe icons will always be disabled in VR Sims due to immersion..
lobo Posted April 3, 2016 Posted April 3, 2016 For the most part it's boarderline, but towards the usable side. Thanks for the update KLR Rico! Lobo's DCS A-10C Normal Checklist & Quick Reference Handbook current version 8D available here: http://www.digitalcombatsimulator.com/en/files/172905/
SDsc0rch Posted April 3, 2016 Posted April 3, 2016 yeah.. second gen its really going to need to be "flight sim ready" i wonder how long we're gonna have to wait : / i7-4790K | Asus Sabertooth Z97 MkI | 16Gb DDR3 | EVGA GTX 980 | TM Warthog | MFG Crosswind | Panasonic TC-58AX800U [sIGPIC][/sIGPIC]
SkateZilla Posted April 3, 2016 Posted April 3, 2016 2019 at least Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
SDsc0rch Posted April 3, 2016 Posted April 3, 2016 "oof" i7-4790K | Asus Sabertooth Z97 MkI | 16Gb DDR3 | EVGA GTX 980 | TM Warthog | MFG Crosswind | Panasonic TC-58AX800U [sIGPIC][/sIGPIC]
SkateZilla Posted April 3, 2016 Posted April 3, 2016 as i said, the rift mipi dsi board has room to upgrade, once some higher res screens come out, buy new screens, and sell the old ones on ebay r keep them as backup. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
hog_driver111th Posted April 3, 2016 Posted April 3, 2016 Any idea when that 1.3 Runtime update will apply to DCS? I'm still using the DK2, but it works really well with the other sims out there A-10C - FC3 - CA - L-39 - UH1 - P-51 - Hawk - BS2 - F-86 - Gazelle - F-5E - AV8B - F/A-18C i5-4590 - GTX 1060 - Oculus CV1 - TM:Warthog [sIGPIC]http://forums.eagle.ru/signaturepics/sigpic9979_1.gif[/sIGPIC]
dot Posted April 3, 2016 Posted April 3, 2016 "First set of Rifts are going out slower than we orig estimated, so we're giving free shipping for all pre-orders, including international. " I wonder if this is because of free rifts for kicksterter backers...
SDsc0rch Posted April 3, 2016 Posted April 3, 2016 as i said, the rift mipi dsi board has room to upgrade, once some higher res screens come out, buy new screens, and sell the old ones on ebay r keep them as backup. whoa! seriously?? that sounds like a plan! 8) i7-4790K | Asus Sabertooth Z97 MkI | 16Gb DDR3 | EVGA GTX 980 | TM Warthog | MFG Crosswind | Panasonic TC-58AX800U [sIGPIC][/sIGPIC]
Chivas Posted April 3, 2016 Posted April 3, 2016 I believe icons will always be disabled in VR Sims due to immersion.. I agree to point, as I try not to use Icons even on monitors, but most simmers do use icons, and it will be even more important in VR. The only thing holding VR back in flight sims is the resolution, which makes it very difficult to spot distant aircraft. The DCS solution, though I haven't tried it, might work well, where people have different option sizes. Displaying the distant aircraft as a Decal until in gets close enough to make out. Not sure if there is an option to set the distance that the Decal appears. Personally I can no longer see distant aircraft on a monitor either, so when I did fly I made sure I flew with wingman who could. ;)
Chivas Posted April 3, 2016 Posted April 3, 2016 Rift workz well with room tracking, just gotta set camera in a decent position. Yes, I should have said hand tracking.
Chivas Posted April 3, 2016 Posted April 3, 2016 "First set of Rifts are going out slower than we orig estimated, so we're giving free shipping for all pre-orders, including international. " I wonder if this is because of free rifts for kicksterter backers... I suppose the free rifts for kickstarter backers didn't help, but Oculus said some of their sub contractors experience delays delivering parts for the Rift. Anyone who's ever built anything that relied partly on sub contractors, knows all to well about delays they had no control over.
wasyl00 Posted April 3, 2016 Posted April 3, 2016 I'm curious now. Did ED mentioned any details how the "laser pointer" input works? Is it locked to the user gaze like fixed point which move with users head or is it more standard mouse operated? Both would have some benefits. I'm not sure if anything was mentioned hundred pages before. Sent from my iPhone using Tapatalk [sIGPIC][/sIGPIC] Windows 10 Pro x64, Asus PG279Q, i7-6700K, Nvidia GTX1080TI, 16GB DDR4, 1TB SSD, TM Warthog, Saitek Combat Pro Rudder Pedals, TIR5+Trackclip
Recommended Posts