Winger Posted April 9, 2016 Posted April 9, 2016 Problems with gunsights in Dora and Kurfürst with Oculus CV1 I see it double and only can aim when closing one eye. Is there any solution to this?
hannibal Posted April 9, 2016 Posted April 9, 2016 Gazelle = my favorite module in VR right now. after trying out the Heli-Heli demo on the DK1.. as bad as the experience that it was resolution wise, but having to look up at the rotor blades was absolutely awe-inspiring.. something about being in a bubble canopy is a big wow factor.. i think once i have my CV1 and fly gazelle.. i dont want to take the VR headset off... (only unless belsimtek decides to release the AH-1 cobra.. ;) ) find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
hannibal Posted April 9, 2016 Posted April 9, 2016 It seems I can't go a day without being super excited about some upcoming thing. :D same here!! so many things coming down the flight line. at moment, i am waiting for my CV1. also waiting on news on when nvidia will sell the pascal titan. curious about what will be the new thrustmaster products.. hoping its either heli controls or F-18 HOTAS.. this is a good year... hoping for news on multi-seat modules... new ED and 3rd party developments of course ( i want tomact now) we need to see over wing vapor effects while check six in our CV1 or VIves! find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
Crunchy Posted April 9, 2016 Posted April 9, 2016 YES! This. The CPU and GPU are both being underutilized for some reason and it's killing the potential framerates. 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. What is all this talk about lower FPS ect? Surely, if they can increase FPS then they would do it wouldn't they? Makes no sense to implement something that everyone was happy with like in 1.5.0 and then introduce lower FPS again in 1.5.3. Why would this problem be gone in 1.5.0 and come back in 1.5.3? I'd also like to bee in a VR squadron, if you make one.
KLR Rico Posted April 9, 2016 Posted April 9, 2016 (edited) Makes no sense to implement something that everyone was happy with like in 1.5.0 and then introduce lower FPS again in 1.5.3. Why would this problem be gone in 1.5.0 and come back in 1.5.3? Because that's what bugs do? :dunno: Download the 1.5.2 File and Compare the Values... Where can we find them? I just spent the last 3 hours messing around with graphics.lua and really didn't get anywhere. PS, can we get a VR subforum? There's all kinds of topics relevant for both the Rift and Vive, and this megathread isn't really cutting it. ;) Edited April 9, 2016 by KLR Rico i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
S3NTRY11 Posted April 9, 2016 Posted April 9, 2016 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. You have a zealous faith in Oculus. If you simply look at the underlying tech, it is very clear that there are a number of limiting factors to Constellation's capabilities. Just an example, have you ever seen anyone turn 360 in the Rift with Touch? Because I haven't. Unless they're going to pack 2+ cameras with Touch (they'll have to make a loss to make it appealing), it's not going to do the job. I'm not going to debate it further, but suffice it to say, the limitations will become abundantly clear in time. Slip the surly bonds of Earth [sIGPIC][/sIGPIC] Core i7 2600k@4.5||Z77 Extreme 6||16GB RAM WIN 10||HTC Vive ||G940||1080Ti
Chivas Posted April 9, 2016 Posted April 9, 2016 (edited) You have a zealous faith in Oculus. If you simply look at the underlying tech, it is very clear that there are a number of limiting factors to Constellation's capabilities. Just an example, have you ever seen anyone turn 360 in the Rift with Touch? Because I haven't. Unless they're going to pack 2+ cameras with Touch (they'll have to make a loss to make it appealing), it's not going to do the job. I'm not going to debate it further, but suffice it to say, the limitations will become abundantly clear in time. The Touch will come with an extra camera, or atleast the option to buy another camera. Both systems will have the exact same occlusion problems, with two cameras mounted in the same positions, as it all about line of sight. It will all depend on what you want to do with your tracking system and place the trackers accordingly. Oculus has said programming a Chaperone system is fairly easy. Hopefully they come up with something less immersion breaking, but not sure how that would be possible. Its not so much a zealous faith in Oculus, its more a case of a counter argument to those that maintain that the Vive solution is better. What I've seen so far is that most features of the Rift are more refined, and that will likely hold true when the Touch inputs are released. I really don't care which one ends up being better, as I will end up with the one that best suits my needs. Edited April 9, 2016 by Chivas
S3NTRY11 Posted April 9, 2016 Posted April 9, 2016 The Touch will come with an extra camera, or atleast the option to buy another camera. Both systems will have the exact same occlusion problems, with two cameras mounted in the same positions, as it all about line of sight. It will all depend on what you want to do with your tracking system and place the trackers accordingly. I don't agree, but time will tell. Oculus has said programming a Chaperone system is fairly easy. Hopefully they come up with something less immersion breaking, but not sure how that would be possible. "less immersion breaking"? Have you used Chaperone? It's a necessary evil that can only be escaped by increased volume. Something inherently limited with the Rift, to start with. Chaperone hasn't bugged me or taken me out of the game more than a minor irritation. Its not so much a zealous faith in Oculus, its more a case of a counter argument to those that maintain that the Vive solution is better. What I've seen so far is that most features of the Rift are more refined, and that will likely hold true when the Touch inputs are released. I really don't care which one ends up being better, as I will end up with the one that best suits my needs.You don't care which is better, but will fervently counter any anti-oculus sentiment, or people stating a preference. You even agreed with mister FlyInside on everything but the one thing that was truly differentiating between the two. So fine, yes, you are completely impartial... And yes, it absolutely is zealous faith, read-back your posts. Roomscale capability is nothing but speculation on the Oculus side. I'll say what I've said already. If you have any interest in roomscale, I would strongly recommend not getting the Rift. Bit I'm out. Again. /thread derailment. Slip the surly bonds of Earth [sIGPIC][/sIGPIC] Core i7 2600k@4.5||Z77 Extreme 6||16GB RAM WIN 10||HTC Vive ||G940||1080Ti
aaron886 Posted April 9, 2016 Posted April 9, 2016 I don't agree, but time will tell. You really don't have to agree... it's exactly the same problem. :D LOS = LOS, laser or not.
Frusheen Posted April 9, 2016 Posted April 9, 2016 You really don't have to agree... it's exactly the same problem. :D LOS = LOS, laser or not. Exactly And escaping chaperone by using increased volume is a flawed notion. Volume is dictated by the length of the cable not the range of the lasers or camera. Room scale with rift with one camera. Touch will likely ship with a second camera which will serve to reduce occlusion and increase tracked area. __________________________________________________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
hannibal Posted April 9, 2016 Posted April 9, 2016 I'll say what I've said already. If you have any interest in roomscale, I would strongly recommend not getting the Rift. Bit I'm out. Again. /thread derailment. your comments about rift did not steer me away from not getting rift. nice try. :) sooo, that wasnt not going to be a +1 cancellation to push you up the order queue.. ;) find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
Chivas Posted April 10, 2016 Posted April 10, 2016 I don't agree, but time will tell. "less immersion breaking"? Have you used Chaperone? It's a necessary evil that can only be escaped by increased volume. Something inherently limited with the Rift, to start with. Chaperone hasn't bugged me or taken me out of the game more than a minor irritation. You don't care which is better, but will fervently counter any anti-oculus sentiment, or people stating a preference. You even agreed with mister FlyInside on everything but the one thing that was truly differentiating between the two. So fine, yes, you are completely impartial... And yes, it absolutely is zealous faith, read-back your posts. Roomscale capability is nothing but speculation on the Oculus side. I'll say what I've said already. If you have any interest in roomscale, I would strongly recommend not getting the Rift. Bit I'm out. Again. /thread derailment. Again I don't care which one is better. By far most of my posts have been to counter those that can't post something good about the Vive without posting some miss information about the Rift. One particular person posts everything negative he can find on the Rift, whether he knows its true not, and anything positive he can find on the Vive. Do I think the Rift will be the better unit, yes. My judgement hasn't been clouded by any dislike of Facebook. It should be obvious that Oculus has far more money, and far more VR specialists in its development. Not to mention all the resources, etc coming from its partnerships with Facebook, and Samsung. Those advantages have been born out by the obvious more refined Rift headset, and Touch inputs. Its not a forgone conclusion that the Rift full room tracking will also be on par or better, as just one idea from one person can make a huge difference, but the odds are still in Oculus favor.
hannibal Posted April 10, 2016 Posted April 10, 2016 (edited) yes sir. this is the oculus thread. if someone wants to discredit the rift, they can start a,"reasons not to buy rift thread", and not take up everyones attention with nonsense and negatives on this thread. there is also a vive thread. with all the news that is out on both products, i think most people know where they stand when it comes to what they will buy. so please continue the good news constructive critisizm and more videos with the CV1! HERE!! Edited April 10, 2016 by hannibal find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
KLR Rico Posted April 10, 2016 Posted April 10, 2016 (edited) Yay! Finally got myself above 90fps for at least 95% of the time. As many people know, there's been a lot of trouble trying to get higher frame rates. Sometimes the difference between using low and high settings will only affect frame rate by 15-20 FPS. From the debug FPS counter I noticed that Scene:Surf(ace?) took up a huge chunk of the rendering time, often near 9ms (and to get 90fps the total frame time must be under 11ms). There was some correlation between low FPS and object count, but at the same time there were occurrences where I'd have over 2K objects with 1.9M triangles, and I'd be running 90fps, while at other times I could have 400 objects and get 40fps, so there has to be more to it than that. I eventually got smart and thought I *might* want to look a little deeper into some of the existing work. Why reinvent the wheel? Mustang has already done some excellent work and posted some modded lua's here: http://forums.eagle.ru/showpost.php?p=1872481&postcount=31 I had to make some minor changes to get it to work for our current version, but the settings are basically straight from what he set up. Please note that apparently editing graphics.lua or high.lua isn't the way it should be done any more, and changes will be lost in game updates. However, I'm just going to roll with this until I feel like bothering to roll it all up into the autoexec.cfg. I haven't tested it in every situation yet, but I'm able to hold 90 FPS nearly constantly, and the visual quality is quite acceptable, IMO. I'll probably try to mess with it some, but for now I'm just going to enjoy the silky pixel flow. EDIT: F---'n shadows were set to off. :mad: Well, now I know that is killing frame rate... Tweaked.zip Edited April 10, 2016 by KLR Rico i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
S3NTRY11 Posted April 10, 2016 Posted April 10, 2016 your comments about rift did not steer me away from not getting rift. nice try. :) sooo, that wasnt not going to be a +1 cancellation to push you up the order queue.. ;) That's good though. You've either considered what I've said and come to a conclusion based upon it, or already made up your mind and were not swayed. I'm just giving my opinion, and everyone should be allowed to do so, and where there is a counter to be put forward, a debate ensues. This is not a bad thing. If we can keep it civil (which a few of us can struggle with, at times), there should be no problem with it. I've learnt from many of the debates I've had. This notion that only "good things", or "zero comparison with Vive" should be posted in the Rift thread is absolute nonsense. There will be people coming here for information, good and bad, and if all that gets posted is echo chamber-grade information, that only serves those that have already made up their mind anyway. My problem is, if I see something I disagree with and feel like a counter should be offered, I generally respond, when a lot of the time it's probably not worth the effort. Slip the surly bonds of Earth [sIGPIC][/sIGPIC] Core i7 2600k@4.5||Z77 Extreme 6||16GB RAM WIN 10||HTC Vive ||G940||1080Ti
misoswan Posted April 10, 2016 Posted April 10, 2016 suggestions/wishes for DCS: world scale setting: (project cars ,flyinside) have thanks
Vladdo Posted April 10, 2016 Posted April 10, 2016 What I don't get is.. Why can't I bind numberpad 5 to a joystick button?
Frusheen Posted April 10, 2016 Posted April 10, 2016 What I don't get is.. Why can't I bind numberpad 5 to a joystick button? It's been broken for the last few updates. Use joy2key or similar software to bind the action instead. __________________________________________________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
misoswan Posted April 10, 2016 Posted April 10, 2016 (edited) Frusheen Disconnect xbox gamepad and used joy2key Edited April 10, 2016 by misoswan
Vladdo Posted April 10, 2016 Posted April 10, 2016 Yay! Finally got myself above 90fps for at least 95% of the time. As many people know, there's been a lot of trouble trying to get higher frame rates. Sometimes the difference between using low and high settings will only affect frame rate by 15-20 FPS. That was awesome.. Thanks.. When taking off in the Huey in the harbour tour, i was getting low fps, but that's fixed so the refresh is keeping up with the ATW.. no weird ass judder going on..
hannibal Posted April 10, 2016 Posted April 10, 2016 lol. so the xbox gamepad was causing low fps? :p find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
DerekSpeare Posted April 10, 2016 Posted April 10, 2016 Here in the US there are a number of places where one can demo the Vive firsthand. Both MS Stores and Gamestop will have a Vive in some of their retail facilities: http://arstechnica.com/gaming/2016/04/heres-where-you-can-try-out-the-htc-vive-without-spending-800/ We have two such locations here in the West Central part of Florida where I am, and I intend to go myself to one of them and demo the Vive in person. As an experienced VR user, I have my own perspective on what to inspect and how to compare it to my own needs. I'll report my personal impressions when I have some time with the device. These stores are supposed to have them in about a week. The MS store is only about a 30 minute drive, so it's not far. I did some digging around last evening wanting to know more on image clarity in the CV1. I found this image here comparing the SDE between the DK2 and Vive: I'm not vouching for the credibility of the image as I didn't take it. But it is telling if it's accurate. Vive v Oculus A lot of us have been enjoying PC simming for years, many decades. We've seen much come and go by way of technology. Each man will decide which hardware solution is right for himself. Each man has his own goals, wants and needs. I find all the division to be a strange phenomena, and it plays out in so many forms. If a man goes for either VR solution, he's a new VR user...all of us benefit because our ranks have increased. Besides, Vive, Oculus, Whatever, they are means to an end. Whichever one offers the best personal ownership experience will be the one each person will choose. Will either or both of them be around in 10 years? Maybe. Will something else better, bigger, lighter, clearer, cheaper and more reliable come along from someone else in the future? Possibly. Just because a company originates a product doesn't mean they can innovate. VR is here to stay, but the companies that make VR hardware may not always be, and if they fall away others will replace them. My point is that who cares who makes the thing so long as the thing delivers the benefits each man wants. In the end it's more VR things in service and that means the potential for better hardware and software sooner. 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
Johnny Dioxin Posted April 10, 2016 Posted April 10, 2016 I see zero point whatsoever in comparing the performance of the Vive to the DK2. It's like comparing the Kestrel to the Harrier GR9a. Or, better, the AV-8B. 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!
misoswan Posted April 10, 2016 Posted April 10, 2016 hannibal this Disconnect xbox gamepad and used joy2key. for ( Frusheen) ...:)
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