SkateZilla Posted April 9, 2016 Posted April 9, 2016 The Latest Patch updates DCS to 1.3 Runtimes: https://developer.oculus.com/downloads/ or https://www.oculus.com/en-us/setup/ 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
Krupi Posted April 9, 2016 Posted April 9, 2016 As the originator of the Apollo blur I can confirm it exists in DCS. However I am impressed at what they have done... And impressed as to how much of the A10 pit I know without needing the text(!) It is legible if you lean and do the top of the headset trick. HUD is mostly visible without any tomfoolery and the overall experience is great. I'm running a 4670k OC at 4.4 and a 980Ti and I am struggling with a little juddering in the sim at Batumi free flight. I'll spend time tweaking and report back - I did drop resolution very low and all the settings to Low or Off though so I am not sure how much more I can do. As with the DK2 experience... Blown away with the feeling of 'being there' Right. I'm gonna hop in the F15 and report later! Good job ED How low did you drop the resolution? Windows 10 Pro | ASUS RANGER VIII | i5 6600K @ 4.6GHz| MSI RTX 2060 SUPER | 32GB RAM | Corsair H100i | Corsair Carbide 540 | HP Reverb G2 | MFG crosswind Pedals | Custom Spitfire Cockpit Project IX Cockpit
SkateZilla Posted April 9, 2016 Posted April 9, 2016 I've been reporting this for years. No official response. I was so happy to see these problem gone with 1.5.0, but it came back since 1.5.3. :mad::cry: Sooner or later I'll get a warn for being a jerk with this. its not a Multi-Threading issue, it's a DirectX CPU Overhead Issue, The More Objects you place in a scene, the more commands are sent to DirectX Thread to Process, if you send more commands than it can process in any given time, you're FPS Drop. 1.5.0-1.5.2 used lower preset settings for draw distanes, 1.5.3 had them increased, which means more objects (Search for a Post from mustang, and it'll have the LUA w/ old settings attached). The issue will never go away, it's a symptom of DirectX 7,8,9,10,11. Until you Remove the DirectX API from MiddleMan Process Status and Program Commands Directly to the GPU, it's not gonna go no where, 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
hannibal Posted April 9, 2016 Posted April 9, 2016 i remember talk of supersampling techniques back then help to improve the DK2 experience... can supersampling apply to CV1 with benefits? find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
DerekSpeare Posted April 9, 2016 Posted April 9, 2016 I'm reading responses from folks which appear to be running on two separate tracks. The first track are the responses from the brand new VR users and the second is from those who have made the upgrade from DK1/2 to CV1. It's particularly fun to see the replies of those who are entirely new to VR. I know how I felt 18 months ago when I donned the DK2 and sat at the Oculus desk scene...BINGO! I had been waiting 20 years for it, and BAM, it hit me like a freight train. I've always known flying and racing sims were perfectly suited for VR. Those who have had their VR devices know this too. Congrats and welcome to the fun! Fortunately we have many here who are experienced and who have much time in the VR space. On the second track we have those who are coming from one of the DKs. I'm guessing that the leap from from the DK2 to the CV1 will not be monumental, but the leap won't be insignificant, either. Of course, those who leapfrog over the DK2 from DK1 to CV1 will find otherwise. However, I'm thinking most are coming from DK2. I'm expecting that I will be pleasantly surprised when I have my own CV1, but I can say that the v1.3 runtimes make my DK2 quite good to use. For me, the biggest issue will be the SDE. Any noticeable and material reduction in that will be very exciting; I'm expecting that it will be much improved, with my through-the-rift photos and Rico's showing much evidence of that. Ok...just some brain droppings this morning as I move through my duties...I'm thinking it would be fun to have our own VR Squadron or avatar identifier would be cool. And a base on a multiplayer server for DCS with occasional fly-ins with other VR pilots would be a hoot, too. BTW, I used to do the AOL Falcon 3.0 ladders way, way back in 1993...on a dialup connection! 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
KLR Rico Posted April 9, 2016 Posted April 9, 2016 I'm thinking it would be fun to have our own VR Squadron or avatar identifier would be cool. And a base on a multiplayer server for DCS with occasional fly-ins with other VR pilots would be a hoot, too. I think a VR squadron is a great idea. :thumbup: i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
Fab Posted April 9, 2016 Posted April 9, 2016 So now we are resticted to dcs world and can play dcs 2.0 or vise verca ?? Intel Core i7-6700K Cpu 4.00 GHz OC 4.8 GHz Water Cooled|32 GB DDR4 ram OC| Nvidia RTX 2080Ti| TrustMaster Warthog|Saitek Battle Pro Pedals | Logitec G13| Oculus Rift S :joystick: I´m in for a ride, a VR ride:pilotfly: https://www.youtube.com/channel/UCBX_-Hml7_7s1dggit_vGpA?view_as=public
Chivas Posted April 9, 2016 Posted April 9, 2016 Much better response. I would say that the point about roomscale is off though. The Rift is not going to come near the Vive for roomscale, I guarantee it. If he has the chance, I recommend he find a way to check them both out, physically before doing anything. The Vive roomscale will be slightly bigger. Vive max 5 meter squared as opposed to the Rifts 4 meter squared. The Rift inputs are already more refined, and they've also had the opportunity to look at the Vive's safety grid solutions positives/negatives which should give them a good idea on how to make it better. The fact that you can take one more step with the Vive isn't a big deal. The main immersion multiplier is the hand tracking. There is no guarantee the Rift solution will be better, but its highly likely to be as good or better. Like you said the best idea is to check out both units, and then decide which suits you needs best. If you already have one, you can easily sell for far more than you paid, and have an almost free VR solution.
Chivas Posted April 9, 2016 Posted April 9, 2016 Anyone with the Vive know what its IPD adjustment limits are. I believe the Rift IPD adjustment outer limits is around a 72 IPD which is just outside my 73 IPD. Thats my main concern with the Rift. Hopefully the Vive is larger, so I have another option if the Rift proves unworkable.
DerekSpeare Posted April 9, 2016 Posted April 9, 2016 (edited) I think a VR squadron is a great idea. :thumbup: We'll call it the 1st VR Air Group - princeps certaminis et novissimi exiremus. It should serve as a complement to the pilot's primary squadron to account for overlap. Now it needs an insignia. Who's a hella good artist and fellow DCS/VR nut? Edited April 9, 2016 by DerekSpeare 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
SkateZilla Posted April 9, 2016 Posted April 9, 2016 So now we are resticted to dcs world and can play dcs 2.0 or vise verca ?? DCS 2.0 Alpha Hasnt been updated to the 1.3 Runtime Yet. 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
Corbett1403 Posted April 9, 2016 Posted April 9, 2016 We'll call it the 1st VR Air Group - princeps certaminis et novissimi exiremus. It should serve as a complement to the pilot's primary squadron to account for overlap. Now it needs an insignia. Who's a hella good artist and fellow DCS/VR nut? I'm up for joining this Squadron
LuSi_6 Posted April 9, 2016 Posted April 9, 2016 We'll call it the 1st VR Air Group - princeps certaminis et novissimi exiremus. It should serve as a complement to the pilot's primary squadron to account for overlap. Now it needs an insignia. Who's a hella good artist and fellow DCS/VR nut? I'm in! Callsign Fisheye :lol: :pilotfly: Warthog HOTAS, Saitek Pedals, Oculus Rift :joystick:
hannibal Posted April 9, 2016 Posted April 9, 2016 I think a VR squadron is a great idea. :thumbup: i want in on your VR squadron.. add derekspeare also... btw, whats your favorite aircraft in VR? (i will tell you that gazelle will be the best in VR) find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
Frusheen Posted April 9, 2016 Posted April 9, 2016 i want in on your VR squadron.. add derekspeare also... btw, whats your favorite aircraft in VR? (i will tell you that gazelle will be the best in VR) I can't wait for the Gazelle. The more helicopters we can get the better. They are the perfect match for VR. __________________________________________________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
LuSi_6 Posted April 9, 2016 Posted April 9, 2016 i want in on your VR squadron.. add derekspeare also... btw, whats your favorite aircraft in VR? (i will tell you that gazelle will be the best in VR) Mirage and SU-27 (big HUD symbols) :pilotfly: Warthog HOTAS, Saitek Pedals, Oculus Rift :joystick:
hannibal Posted April 9, 2016 Posted April 9, 2016 We'll call it the 1st VR Air Group - princeps certaminis et novissimi exiremus. It should serve as a complement to the pilot's primary squadron to account for overlap. Now it needs an insignia. Who's a hella good artist and fellow DCS/VR nut? maybe we can start a discord channel also? :D find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
Warthog_Farmer Posted April 9, 2016 Posted April 9, 2016 How low did you drop the resolution? Low! Various levels. 1024x768 if I recall correctly... Tried 1080... Tried inputting the rift native resolution. Nothing... I've just turned everything back up to high and get 90 pretty much locked when you're not looking in the direction of towns and cities (I think that's what is causing it) Will continue tweaking - but I've came home from work with a little bit of a headache and possibly even some eye strain hangover for last night so I'll take a break. Mig 21 cockpit feels really good in the Rift. it's also a perfect demonstrator for the fuzzy centre lens issue to see how many others report it vs those who don't. Have a look at the paper stuck in front of you (just under the HUD) both straight ahead and then with head titled forward (peering out the top of your FOV/eyeballs up). Can't wait till it's all patched and working 100%. Glad to have been proven wrong that the A10 HUD is pretty clear from the default position!
kuabi Posted April 9, 2016 Posted April 9, 2016 Helis +1 on more whirlybirds. Gazelle will be my next bird on here :thumbup: intel i7 6700k overclocked to 4.6, 16GB DDR4 3200MHz, Asus z170 pro gaming motherboard, Asus strix 1080, Max flight stick(modded), MFG Crosswind pedals.
Frusheen Posted April 9, 2016 Posted April 9, 2016 (edited) No cockpit mods, it's stock. I think I had one for the standalone A-10C when that was a thing, but I'm pretty sure it never made it to DCSW or open beta. The FPS counter is in game. It's pretty sweet because it's up along the top of the FOV, but large and clear. It's pretty much what they need to do to the radio menus too, because they're currently stuffed up in the corner and impossible to read. There is a radio mod which allows the radio menu to be repositioned to the centre of the screen and increase the txt size. We need this by default. There is also Viacom which allows you to do away with the menus all together. its not a Multi-Threading issue, it's a DirectX CPU Overhead Issue, The More Objects you place in a scene, the more commands are sent to DirectX Thread to Process, if you send more commands than it can process in any given time, you're FPS Drop. 1.5.0-1.5.2 used lower preset settings for draw distanes, 1.5.3 had them increased, which means more objects (Search for a Post from mustang, and it'll have the LUA w/ old settings attached). The issue will never go away, it's a symptom of DirectX 7,8,9,10,11. Until you Remove the DirectX API from MiddleMan Process Status and Program Commands Directly to the GPU, it's not gonna go no where, I've seen you post this reply several times in the low frame rate thread. Are you sure the 'low settings' also had draw distances adjusted in 1.5.3? If they had then they need to give us the old low setting value back by default. They obviously exceed the system specs of everyone's computer when running VR. Nobody is reporting they can maintain 90hz. We should not have to run a mod to get smooth framerates. It was suggested in some threads that this is the price of progress and people need to up their ram or change their CPU. That answer doesn't cut it when it comes to VR. We are in an entirely new era and now that we have consumer tech and good runtime integration we need to push for workable settings. ATW is not a silver bullet and we can't rely on it to mask problems with frame rate caused by performance or optimization issues. Please ED if it is a draw distance/object count issue then give us back the settings from 1.5.0 as an option. Edited April 9, 2016 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
ED Team Wags Posted April 9, 2016 ED Team Posted April 9, 2016 Gazelle = my favorite module in VR right now. Youtube: https://www.youtube.com/user/wagmatt Twitch: wagmatt System: https://forums.eagle.ru/showthread.php?p=3729544#post3729544
Frusheen Posted April 9, 2016 Posted April 9, 2016 Gazelle = my favorite module in VR right now. Oh go on - rub it in :-p __________________________________________________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
kuabi Posted April 9, 2016 Posted April 9, 2016 Gazelle Gazelle = my favorite module in VR right now. Green with envy:D intel i7 6700k overclocked to 4.6, 16GB DDR4 3200MHz, Asus z170 pro gaming motherboard, Asus strix 1080, Max flight stick(modded), MFG Crosswind pedals.
KLR Rico Posted April 9, 2016 Posted April 9, 2016 Gazelle = my favorite module in VR right now. It seems I can't go a day without being super excited about some upcoming thing. :D i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
SkateZilla Posted April 9, 2016 Posted April 9, 2016 There is a radio mod which allows the radio menu to be repositioned to the centre of the screen and increase the txt size. We need this by default. There is also Viacom which allows you to do away with the menus all together. I've seen you post this reply several times in the low frame rate thread. Are you sure the 'low settings' also had draw distances adjusted in 1.5.3? If they had then they need to give us the old low setting value back by default. They obviously exceed the system specs of everyone's computer when running VR. Nobody is reporting they can maintain 90hz. We should not have to run a mod to get smooth framerates. It was suggested in some threads that this is the price of progress and people need to up their ram or change their CPU. That answer doesn't cut it when it comes to VR. We are in an entirely new era and now that we have consumer tech and good runtime integration we need to push for workable settings. ATW is not a silver bullet and we can't rely on it to mask problems with frame rate caused by performance or optimization issues. Please ED if it is a draw distance/object count issue then give us back the settings from 1.5.0 as an option. Download the 1.5.2 File and Compare the Values... 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
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