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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 (edited)
The best way to get good frame rates is to set view distance to medium and shadows to medium. I think setting to medium is fine in the DK2 because of it's crappy Resolution.

 

Can anyone else confim that NTTR 2.0 isn't working with Runtime 1.3 on DK2?

 

NTTR doesn't work on runtime 1.3, simply as that. DCS 2.0 alpha hasn't been updated to include the new runtime so it just renders to the screen.

 

I'm actually surprised at how quick ED was to update to 1.3, as I was picturing it would take months but 1.3 working in 1.5 is good enough for the time being. No complaints at all.

 

As a DK2 user, who primarily just plays in DCS and Pcars, I'm really struggling to justify a $1100 update to CV1. It's not like there's a 50% or even 20% increase in resolution, with maybe just the screen door effect gone. I'm still probably enjoying 90% of what CV1 offers at 0% price.

 

Oh yeah, and it *is* easier to do refueling with the rift. It's a lot easier to pick up on those small cues to help keep things under control.

 

Yeap, it's because you're in a 3D space and everything has a depth so it feels a lot more intuitive to react to distances. Takeoffs.. landings.. even hooting around buildings is so much more immersive because your brain has been sold that it is a 3D space. Have a near miss with a building and you're like.. geezus that was close.. and your eyes/ears get unsynconised so it makes you feel motion sickness.. which I think is an awesome sensation.

Edited by Vladdo
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Posted

Just punched out of a jet... that was a trip. It was really surreal to be standing on the ground among the trees, watching the dogfight still going on overhead.

i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080

Rift CV1 / G-seat / modded FFB HOTAS

Posted

I'm most happy about being able to fly my MiG-21 again. Landing the MiG in VR is peace of cake and a real joy!

:pilotfly:

 

Warthog HOTAS, Saitek Pedals, Oculus Rift

 

:joystick:

Posted
NTTR doesn't work on runtime 1.3, simply as that. DCS 2.0 alpha hasn't been updated to include the new runtime so it just renders to the screen.

 

I'm actually surprised at how quick ED was to update to 1.3, as I was picturing it would take months but 1.3 working in 1.5 is good enough for the time being. No complaints at all.

 

 

 

Yeap, it's because you're in a 3D space and everything has a depth so it feels a lot more intuitive to react to distances. Takeoffs.. landings.. even hooting around buildings is so much more immersive because your brain has been sold that it is a 3D space. Have a near miss with a building and you're like.. geezus that was close.. and your eyes/ears get unsynconised so it makes you feel motion sickness.. which I think is an awesome sensation.

 

Yes, can wait to see it in NTTR aswell though, because it looks amazing in DCS 1.5. Have they done something to make the image shaper in DK2, because to me it looks so much clearer with Runtime 1.3? Did anyone else notice this or am I just imagining it looks clearer?

Posted

Fantastic guys all the bad reviews the other day about the rift has completely changed with the update glad I stuck to my guns and thanks to those with more information about the cv1. One thing I wanted to ask is your using the hdmi output for cv1 are you using your monitor via display port.

 

 

Sent from my iPad using Tapatalk

Posted

Always used DP for the monitor and use the HDMI for rift. If I remember right the 980Ti has 3 DP and 1 HDMI so it could be an issue. But you can get passive converters. Never used them so can't comment as to their effectiveness

Posted

This is interesting in respect of focussing in the centre - the large numbers are clear enough, but the surrounding ones are just not quite legible (in PCars with 1.3):

 

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Posted

Oculus 1.3

 

As a dk2 user I can honestly say this has made a huge difference. I mainly fly the huey and as well as performance improvements the cockpit also seems to be easier on the eye. Can't wait for nevada to get the upgrade and someway of getting kneeboards, radio menu, and missions easier to read. May even move from just enjoying the flying experience to doing some missions. If you haven't yet tried DCS in VR then you really are missing out. Of course just my opinion :)

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Posted
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.

Posted

This is the best news for my Rift arrival. Now I just need another sale so I can get more modules. I have waited for this update before I will go dlc crazy. :)

Posted

do you have mods installed like the HD cockpit?

 

that fps meter.. is that the in game fps meter or some kind of oculus utility?

 

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.

i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080

Rift CV1 / G-seat / modded FFB HOTAS

Posted
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?

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Posted
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,

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Posted

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

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Posted
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

Posted
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.

Posted

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.

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