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  1. 1. Oculus Rift and DCS World Discussion

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Posted (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 by DerekSpeare

Derek "BoxxMann" Speare

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Posted
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.

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Posted
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

Posted
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:

 

hot-shots.jpg

:pilotfly:

 

Warthog HOTAS, Saitek Pedals, Oculus Rift

 

:joystick:

Posted
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.

__________________________________________________

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

Posted
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:

Posted
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!

Posted

Helis

 

+1 on more whirlybirds. Gazelle will be my next bird on here :thumbup:

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Posted (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 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
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

Posted

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.

Posted
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

Posted
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...

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3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted

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?

Posted
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.. ;) )

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Posted
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

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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.

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.

Posted (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 by KLR Rico

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

Rift CV1 / G-seat / modded FFB HOTAS

Posted
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.

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Posted (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 by Chivas
Posted
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

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