Corbett1403 Posted April 11, 2016 Posted April 11, 2016 Tomorrow we should get news on shipping I hope fingers crossed
Winger Posted April 11, 2016 Posted April 11, 2016 Just a little headsup on CV1 and DCS World: GUUUUYS THATS SO FRIKKIN AWESOME, JAWDROPPING IMMERSIVE CRAAAAAZYYYYYNESSSSS!!!!!!! I almost got wet pants when sitting in the FW 190 for the first time. Really. If you have a chance to test it out somewhere. DO IT!
Winger Posted April 11, 2016 Posted April 11, 2016 no zoom in the rift or vive. You enable labels or large impostors or you won't spot anything I realized there is no zoom. And i ask myself why. @ Maybe a dev could chime in and tell us why there is no zoom?
Corbett1403 Posted April 11, 2016 Posted April 11, 2016 I use the the Slider on the Hostas for to zoom in can you not so that any more
Winger Posted April 11, 2016 Posted April 11, 2016 I use the the Slider on the Hostas for to zoom in can you not so that any more I tried to use the function "zoom in view (slow or so)" function i was using without oculus but it doesnt react anymore. But I am not sure. Maybe I miss something? Only treid it out a few hours yesterday.
BHawthorne Posted April 11, 2016 Posted April 11, 2016 (edited) Just quickly hopped in 1.5 with my CV1, So far the resolution looks good. Better than DK2 did for instruments. I didn't have any of my controllers mapped or setup, so all I did was check out the main menu and the TF-51 on a hot start in the cockpit looking around. The initial head location and orientation was incorrect, but it was really cool looking around the cockpit. DCS World 1.5 sees the CV1 and the CV1 knows DCS World 1.5 is a 1.3 SDK enabled game. I'm sure things will only get better in the next few months. Edited April 11, 2016 by BHawthorne
Frusheen Posted April 11, 2016 Posted April 11, 2016 I realized there is no zoom. And i ask myself why. @ Maybe a dev could chime in and tell us why there is no zoom? I'm not a dev but I think the answer is pretty obvious. This is VR which try's to simulate reality and minimize unnecessary discomfort. You can't zoom in reality! I'd imagine zoom would cause nausea and dizziness. With my job I've spent some time sitting with my legs hanging out the side of an EC135 with a zoom lensed camera up to my eyes. It is very jarring and disorientating. Pilots do use binoculars at times. Maybe they could implement a virtual binoculars with the touch controllers. The fear is unless carefully implemented it will cause nausea. __________________________________________________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
Winger Posted April 11, 2016 Posted April 11, 2016 I'm not a dev but I think the answer is pretty obvious. This is VR which try's to simulate reality and minimize unnecessary discomfort. You can't zoom in reality! I'd imagine zoom would cause nausea and dizziness. With my job I've spent some time sitting with my legs hanging out the side of an EC135 with a zoom lensed camera up to my eyes. It is very jarring and disorientating. Pilots do use binoculars at times. Maybe they could implement a virtual binoculars with the touch controllers. The fear is unless carefully implemented it will cause nausea. I agree. Only thing is that as long as the resolution renders a "problem", adding zoom would at least be a temporary workaround. Even if it causes discomfort. I mean you dont AHVE to use it all the time - eh?:) I dont really know. It all might just be subjective. Since in fact the resolution of the rift is 2160x1200 and therefor almost comparable to WQHD 27" display on wich contactspotting is not really an issue. So theoretically the contactspotting shouldnt be too diffrent. I am no gamedev and dont really know but maybe it just feels? harder to spot since youre much closer to the pixels? Would be awesome if a dev could say something on the matter.
Johnny Dioxin Posted April 11, 2016 Posted April 11, 2016 It may be possible to have a fixed multiplier zoom. Like the TGP or Shkval - say x7 or x23 - just treating the entire screen like the 'view' through an optical sensor? 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!
Frusheen Posted April 11, 2016 Posted April 11, 2016 It may be possible to have a fixed multiplier zoom. Like the TGP or Shkval - say x7 or x23 - just treating the entire screen like the 'view' through an optical sensor? I think the main issue would be the actual act of zooming. It's accelerations which cause VR sickness. A fixed multiplier sounds like the best idea. If a binocular view was fixed at a couple of levels of zoom and faded in without any actual zooming in transition it may work. They could add a black border to give the appearance of binoculars. __________________________________________________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
Winger Posted April 11, 2016 Posted April 11, 2016 I think the main issue would be the actual act of zooming. It's accelerations which cause VR sickness. A fixed multiplier sounds like the best idea. If a binocular view was fixed at a couple of levels of zoom and faded in without any actual zooming in transition it may work. They could add a black border to give the appearance of binoculars. Aye. Good idea! Devs: Please add fixed multiplier zoomstages for VR users:) Thanks!
Damocles Posted April 11, 2016 Posted April 11, 2016 I imagine that something will be sorted out. Because the VR headsets use the same resolution presumably it makes the job of the dev's easier to provide a solution that is consistent for all VR users rather than trying to account for a large range of possibilities. Another question, does the 3D effect make any noticeable difference to sorting out target pixels from background pixels ? One of the things about depth perception I'm looking forward to is being able to to easily tell the difference from cockpit canopy marks and middle/far distance objects.
Damocles Posted April 11, 2016 Posted April 11, 2016 I think the main issue would be the actual act of zooming. It's accelerations which cause VR sickness. A fixed multiplier sounds like the best idea. If a binocular view was fixed at a couple of levels of zoom and faded in without any actual zooming in transition it may work. They could add a black border to give the appearance of binoculars. I can't imagine how that would work. Presumably the cockpit/your aircraft stays fixed, just everything beyond it is zoomed back and forth. I would have thought that would cause issues with head tracking.
Johnny Dioxin Posted April 11, 2016 Posted April 11, 2016 Another question, does the 3D effect make any noticeable difference to sorting out target pixels from background pixels ? One of the things about depth perception I'm looking forward to is being able to to easily tell the difference from cockpit canopy marks and middle/far distance objects. If it's realistic it will do - I don't know what they do nowadays, but in the 'old' days ('70's and '80's) we used stereoscopy to view recce photo's from Harriers and the like, because it made spotting targets far easier than 2D. On another point - I hope the Oculus site doesn't crash tomorrow... Edit - on second read of your post, I think I mistunderstood... 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!
SkateZilla Posted April 11, 2016 Posted April 11, 2016 (edited) The best option to integrate that wont interfere with VR and make players sick would be a "Magnifier" glass that follows the control point similar to the flashlight function, and magnifies everything within a similar area size. however I have no problem moving and leaning, as its no longer a move this way look that way spine breaking movement like it was with track IR. Edited April 11, 2016 by SkateZilla 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
Winger Posted April 11, 2016 Posted April 11, 2016 I imagine that something will be sorted out. Because the VR headsets use the same resolution presumably it makes the job of the dev's easier to provide a solution that is consistent for all VR users rather than trying to account for a large range of possibilities. Another question, does the 3D effect make any noticeable difference to sorting out target pixels from background pixels ? One of the things about depth perception I'm looking forward to is being able to to easily tell the difference from cockpit canopy marks and middle/far distance objects. The closer objects are the better the depth perception. The cockpit and plane itself really feels as if youre right sitting there. Heck. Going to far forward makes you think you actually could knock your head on the revi:). When flying deep down low the feeling of speed is totally awesome. Much easier to fly through really tight spaces or under bridges. The farther away an item is the less depthperception you have.
_Acoustic_ Posted April 11, 2016 Posted April 11, 2016 Just a little headsup on CV1 and DCS World: GUUUUYS THATS SO FRIKKIN AWESOME, JAWDROPPING IMMERSIVE CRAAAAAZYYYYYNESSSSS!!!!!!! I almost got wet pants when sitting in the FW 190 for the first time. Really. If you have a chance to test it out somewhere. DO IT! Haha! Can't wait.
misoswan Posted April 11, 2016 Posted April 11, 2016 hii all Put into a search on youtube this: fsx zoom/ DCS needs in oculus rift dk2
average_pilot Posted April 11, 2016 Posted April 11, 2016 Another question, does the 3D effect make any noticeable difference to sorting out target pixels from background pixels ? One of the things about depth perception I'm looking forward to is being able to to easily tell the difference from cockpit canopy marks and middle/far distance objects.It's basically emulating your everyday stereoscopic perception of the world.
mars Posted April 11, 2016 Posted April 11, 2016 That is indeed the current one, so your updater is good. You might try a repair (\bin\DCS_updater.exe). If that doesn't work, then I'd probably clean reinstall next. Before you do, make a copy of your DCS folder under users, and if your clean installation works you can reuse the control profiles. Tried a repair - no joy. Am now trying a clean install Thanks to you and Skatezilla for trying. I will let you know if the clean install works...in a day when it is done DL'ing!!! Mars
pwambach Posted April 11, 2016 Posted April 11, 2016 Just a little headsup on CV1 and DCS World: GUUUUYS THATS SO FRIKKIN AWESOME, JAWDROPPING IMMERSIVE CRAAAAAZYYYYYNESSSSS!!!!!!! I almost got wet pants when sitting in the FW 190 for the first time. Really. If you have a chance to test it out somewhere. DO IT! Winger, Did you use the prior version DK2? Just wondering the comparison between the 2. I updated my runtime to 1.3 last night and was blown away on how good the UH1 and A10 modules looked using the same settings as .8 runtime. Let me know how the 2 compare if you have both.
KLR Rico Posted April 11, 2016 Posted April 11, 2016 Target spotting is harder than with a monitor with equivalent resolution because the FOV is much larger, it's like you're always zoomed out. I think FlyInside's magnifier and binocular functions are great. The binocular zoom makes me a little disoriented, but since I only use it to glance at the odd instrument or gauge, it's no problem at all for me. Either way, we're definately going to need some sort of zoom. There are a lot of switches you can't really get your face close enough to read, the MiG-21 is full of them. Mars, sorry to hear it hasn't been working out for you, that's pretty frustrating. i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
misoswan Posted April 11, 2016 Posted April 11, 2016 hii all Put into a search on youtube this: fsx zoom/ DCS needs in oculus rift dk2 or https://youtu.be/YhDL0lmI7hI 1
SDsc0rch Posted April 11, 2016 Posted April 11, 2016 ^^amazing i think that might be the closest thing we've got yet to a "solution" to the resolution limitations of head-mounted displays yet thx for posting very interesting... i7-4790K | Asus Sabertooth Z97 MkI | 16Gb DDR3 | EVGA GTX 980 | TM Warthog | MFG Crosswind | Panasonic TC-58AX800U [sIGPIC][/sIGPIC]
Frusheen Posted April 11, 2016 Posted April 11, 2016 Tested have published a comparison of Vive and Rift. Very interesting for those that are on the fence about which to get. __________________________________________________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
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