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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
Works for me,dont know why

 

 

Does multiplayer work for you?

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Posted

Multiplayer crashes

Intel i7 6700k OC 4.7ghz

Asus ROG Maximus VIII Hero Motherboard

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32 GB DDR4 3200 RAM

Oculus Rift CV1

Thrustmaster Warthog

Posted
Thanks blksolo, and is this with the .dll that Alex posted? Or you didn't need that?
I didnt use the dll

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Oculus Rift CV1

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Posted

Strange. With those settings I just get a black screen. Guess I'll just be waiting for the update. Thanks anyway =)

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Posted
Strange. With those settings I just get a black screen. Guess I'll just be waiting for the update. Thanks anyway =)

Try choosing stereo instead of 1 monitor. For me it doesnt matter if I choose 1 monitor or stereo,it just works. Also even though setting up the rift in extended mode seems to look slightly better,setting it up to clone the main monitor is easier. Keep in mind that you will not be able to read ANY cockpit text,in A-10C the only thing I can read are the words pull on the fire extinguishers. As far as video card I have an MSI GTX 570 twin frozer III with 4gig of memory and running Nvidia drivers 334.67.Wish I could help more

Intel i7 6700k OC 4.7ghz

Asus ROG Maximus VIII Hero Motherboard

Zotac GTX980ti 6GB Amp Extreme

32 GB DDR4 3200 RAM

Oculus Rift CV1

Thrustmaster Warthog

Posted
Strange. With those settings I just get a black screen. Guess I'll just be waiting for the update. Thanks anyway =)

Here are some screenshots I took,look at them with your rift. As I stated earlier these are low res and you wont be able to read anything but you shouldnt feel like you are cross eyed eitherA-10.thumb.png.5fed6bd0675a4a2296805b1452e00ff3.png

 

a-10c.thumb.png.0c8cbcedadd5a294bdc25f2e14d80b06.png

 

[ATTACH]96336[/ATTACH]

 

A-10C3.thumb.png.b855862e4c698d19e5dd93c759188885.png

 

A-10C4.thumb.png.f9177ca1495d55199cfe2f0b5d0a08a4.png

A-10C2.thumb.png.ca172a357fcaee637817418e5a2a88ef.png

  • Like 1

Intel i7 6700k OC 4.7ghz

Asus ROG Maximus VIII Hero Motherboard

Zotac GTX980ti 6GB Amp Extreme

32 GB DDR4 3200 RAM

Oculus Rift CV1

Thrustmaster Warthog

Posted

blksolo, your screens are the same as I get but for me the image is too painful to use, you can see by the way there is large black areas to the outer edge that the aspect ratio is wrong, viewed in the DK1 these images don't have a very good FOV with large black borders on the outer edges.

Posted

I think people that claim it to "works" didn't figured the problem... yes the rift works, but as we explained early: the IPD is completely off (because they used the new HD version IPD). So they provided a custom visual.dll ... but it doesn't work (the game crashes... etc.).

So atm the oculus rift (DK1) is not usable... unless you're looking for severe eyes pain (you need to cross your eyes to compensate the IPD).

Posted

On a separate matter: is there any way to disable the embed Rift head tracker? I want to use my custom version (FTnoIR) that uses the rift sensor + the hydra sensor (mounted on head) so i can have a full 6dof tracking, that is very useful to read the MFD's in the rift, by just moving your head towards em.

Posted
Here are some screenshots I took,look at them with your rift. As I stated earlier these are low res and you wont be able to read anything but you shouldnt feel like you are cross eyed either[ATTACH]96334[/ATTACH]

 

[ATTACH]96335[/ATTACH]

 

[ATTACH]96336[/ATTACH]

 

[ATTACH]96337[/ATTACH]

 

[ATTACH]96338[/ATTACH]

 

Jeez, really low res this ones.. :huh:

Can't fly the hog with this conditions!

[sIGPIC][/sIGPIC]

Asteroids

____________________________________________

Update this

 

:D
Posted
Jeez, really low res this ones.. :huh:

Can't fly the hog with this conditions!

 

You won't fly any aircraft with HUD or MFDs in the dev kit 1. That has been known since last year. DK2 may not even be good enough resolution although 6 dof may make it possible. The pictures above are the wrong aspect ratio and the IPD is off so the pixels are squashed and misaligned which will make it even more difficult.

 

I'm hoping the IPD is off because of the incorrect aspect ratio. The IPD value should be pulled from the oculus setting utility along with the headtracking info and not set to a random value by ED.

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Posted
On a separate matter: is there any way to disable the embed Rift head tracker? I want to use my custom version (FTnoIR) that uses the rift sensor + the hydra sensor (mounted on head) so i can have a full 6dof tracking, that is very useful to read the MFD's in the rift, by just moving your head towards em.

 

The oculus headtracking info is only available to one program at a time. Looking at the ED implementation it's unlikely you can use rift mode with FTnoIR (as tracking and warp are implemented together). You could try opening FTnoIR and disabling rift tracking and just use hydra as second tracker for translation. Not sure if the ED implementation disables translational movements when in rift mode though.

__________________________________________________

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 (edited)
The oculus headtracking info is only available to one program at a time. Looking at the ED implementation it's unlikely you can use rift mode with FTnoIR (as tracking and warp are implemented together). You could try opening FTnoIR and disabling rift tracking and just use hydra as second tracker for translation. Not sure if the ED implementation disables translational movements when in rift mode though.

 

In many rift games you could just disable the rift tracking, then you can use their sensors into another program. That's what i'm asking.

Maybe as you suggested by opening FTnoIR before the game, the game library couldn't communicate with the sensors (already opened) and i'll be fine.. I haven't tried it yet.

 

EDIT: i just tested it, and it works. If you open FTnoIR before DCS, DCS isn't capable of controlling the head tracking, and so FTnoIR remains active.. and 6dof works too (with the hydra). The other benefit is that you can control the curves and all the other parameters (the Rift is mapped 1:1 and you can't change it). Now i only need the IPD fix and i'll be fine. :)

Edited by npole
Posted
In many rift games you could just disable the rift tracking, then you can use their sensors into another program. That's what i'm asking.

Maybe as you suggested by opening FTnoIR before the game, the game library couldn't communicate with the sensors (already opened) and i'll be fine.. I haven't tried it yet.

 

EDIT: i just tested it, and it works. If you open FTnoIR before DCS, DCS isn't capable of controlling the head tracking, and so FTnoIR remains active.. and 6dof works too (with the hydra). The other benefit is that you can control the curves and all the other parameters (the Rift is mapped 1:1 and you can't change it). Now i only need the IPD fix and i'll be fine. :)

 

Great. That's a nice bonus. I don't have hydra and couldn't get the webcam solution to work properly.

__________________________________________________

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
yes the rift works, but as we explained early: the IPD is completely off (because they used the new HD version IPD).
If that's true, then the implementation is really bad because the Rift sends parameters like physical dimensions of the display and resolution so that the rendering can be automatically adjusted no matter the version of the Rift you have.

Well, that's the theory.

Posted
If that's true, then the implementation is really bad because the Rift sends parameters like physical dimensions of the display and resolution so that the rendering can be automatically adjusted no matter the version of the Rift you have.

Well, that's the theory.

 

I agree and I'm really afraid that the implementation didn't follow the correct procedures in the SDK. I hope it's just a simple mistake in a line of code and not a botched implementation. I had hoped we would have recieved an update on the issue today. If not a fix then some explanation of the problem.

__________________________________________________

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

Don't you guys think this first implementation has been made with the HD prototype (1080p) in mind? Wags mentioned that they have HD in the office. So maybe that's the reason why you guys all struggling with Dk1. Correct me if I'm wrong. I only hope that all will be working ok on Dk2. I nervously awaiting mine!

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Windows 10 Pro x64, Asus PG279Q, i7-6700K, Nvidia GTX1080TI, 16GB DDR4, 1TB SSD, TM Warthog, Saitek Combat Pro Rudder Pedals, TIR5+Trackclip

Posted

I think the point being made is that if implemented properly the software should use the Oculus profile, which technically should adjust everything to the correct version of the hardware.

Posted
once again ' date=' sorry for broken weekend ( bad idea compile something on friday night )[/quote']

 

 

Been there, done that. :) You should look at this blog: http://thecodinglove.com Maybe you'll find it as funny as I did...

DCS AJS37 HACKERMAN

 

There will always be bugs. If everything is a priority nothing is.

Posted

I have a 10' 1440P Flexible OLED sitting in a box,

 

I wonder if I could hook it up to a DisplayPort Controller, build a small casing w/ Lenses and use the ED Stereo/Rift settings :)

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