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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
Any news on when multiplayer will work with the rift?

 

I'm not sure I understand this, DCS already supports the rift therefore why shouldn't it already work in multiplayer? or have I missed something? does it stop functioning in multiplayer?

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Posted

Yes,it crashes with the rift

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Oculus Rift CV1

Thrustmaster Warthog

Posted

Hold off on spending $350. Even if it does take a year to buy the , much improved, Consumer Version... it'll be worth the wait. Imagine doing the VR-thingy for the very first time and be doubly wow-ed compared to the early adopters with their pixilated screendoors and headache inducing ski-goggles. You'll thank me for it!

 

Truth be told... after reading that article I had the CC in my hand and was surfing to the Oculus order page... I resisted! Yay me! :-D

"It's not the years, honey. It's the mileage..."

Posted

Wow I really admire this guy's DIY skills. Very cool Rift + cockpit setup

 

 

[sIGPIC][/sIGPIC]

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

Posted

Mmm, yeah....I could have done that.....yeah..... :)

 

Kudos to the guy! very impressed.

hsb

HW Spec in Spoiler

---

 

i7-10700K Direct-To-Die/OC'ed to 5.1GHz, MSI Z490 MB, 32GB DDR4 3200MHz, EVGA 2080 Ti FTW3, NVMe+SSD, Win 10 x64 Pro, MFG, Warthog, TM MFDs, Komodo Huey set, Rverbe G1

 

Posted

To all oculus rift users

 

I need a clear answer:

do you see in 3d when using oculus rift?

Do you have to focus your eyes at different distances like in reality?

If you're looking at an object far ahead, does the cockpit become blurred as it would in RL?

 

 

Thanks

Windows 10 - Intel i7 7700K 4.2 Ghz (no OC) - Asus Strix GTX 1080 8Gb - 16GB DDR4 (3000 MHz) - SSD 500GB + WD Black FZEX 1TB 6Gb/s

Posted
I need a clear answer:

do you see in 3d when using oculus rift?

Do you have to focus your eyes at different distances like in reality?

If you're looking at an object far ahead, does the cockpit become blurred as it would in RL?

 

Thanks

 

In real life we have:

- convergence (when you focus on some object, both eyes converging on this object, closer object is the more they converge) this makes objects that are not in focus to double.

- accomodation (monoscopic cue) even with single eye you need to refocus betwen close and far objects, focusing on close object makes background blurry.

 

Plus other things related to image itself and movement.

 

- parallax - when you move your head closer objects move faster than the far ones.

- perspective and other monoscopic cues...

 

In Oculus Rift, as in majority of other HMDs now, you have convergence cue, but not accomodation, so when you refocus on object close by - background doubles but remains sharp. This is because HMD optics focus your eyes on infinity, like HUD in airplanes, thus your eyes remain accomodated to infinity, but still converge when stereoscopic input provided.

Posted

In Oculus Rift, as in majority of other HMDs now, you have convergence cue, but not accomodation, so when you refocus on object close by - background doubles but remains sharp. This is because HMD optics focus your eyes on infinity, like HUD in airplanes, thus your eyes remain accomodated to infinity, but still converge when stereoscopic input provided.

 

That should say 'as in all over HMDs'. It would be impossible to make a flat display which your eye had to refocus when viewing different parts, because all parts of the display are the same distance from your eye.

Posted

Should be the same as in 3d vision: even if there is no accomodation, you can not see accurately object at far and near distance.

This is why you can not use Hud to aim target with unmodded dcs world.

Not exactly the same as in reality, but make a acceptable effect: you see either near or far objects, but not both.

Intel i5 10400K @4.8 GHz, 3080ti, 32 GB RAM, Varjo Areo.

I spend my time making 3dmigoto VR mods for BoS and DCS instead of flying, see https://www.patreon.com/lefuneste

Posted (edited)
That should say 'as in all over HMDs'. It would be impossible to make a flat display which your eye had to refocus when viewing different parts, because all parts of the display are the same distance from your eye.

This is not true, there were some experiments, for example this HMD:

https://research.nvidia.com/publication/near-eye-light-field-displays

Light field displays will allow to immitate complete visual cues, including accomodation, with flat screen.

 

Also there is some research based on eye tracking, and programmatically adjustable optics.

Edited by Mnemonic
  • ED Team
Posted

Today my friend Aaron Davies over at Oculus stopped by with a Development Kit 2 (DK2) to test with DCS. I have a DK1 and an HD Prototype, so I was quite curious to see the improvements of the DK2 in action. I was not disappointed!

 

Although pixelization was a bit more evident than in the HD Prototype (to be improved in the consumer version) due to new display panel tech, the improvements in latency and full 6 DOF made the DK2 a huge advancement in my experience. Tied with our 6 DOF cockpits and a fast frame rate (75 or greater), the experience was outstanding and gave a great sense of “presence”. Doing some ACM gave me flash backs by my experience in full-dome Hornet, Viper, and Eagle simulators (at a tiny fraction of the cost of course!).

 

As before, the system is very much geared towards the seated position and the tracking camera is best located about 1.5 meters ahead of you around eye level. Using the micro-LED lights embedded in the faceplate of the DK2 (not visible to the naked eye), the system had very impressive tracking in regards to both detail of tracking and the overall tracking field. I could look all the over my shoulders and still maintain tracking. With each eye having 960x1080 resolution, the world looked great but still a bit difficult to read the HUD and some instruments until the resolution is further improved. With an FPS of around 75, the latency was only about 30 to 40 milliseconds.

photo.thumb.JPG.b47c305fdeac090c9a6ac4be11978491.JPG

Posted

Great news,any chance of a video of DCS in use with DK2?

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

Nice , please tell bit more about hud And instrument reading.. Is it how hard to see alt And speed etc.. Im very near to order DV 2 kit :)

Oculus CV1, Odyssey, Pimax 5k+ (i5 8400, 24gb ddr4 3000mhz, 1080Ti OC )

 

 

[sIGPIC][/sIGPIC]

Posted

Thanks for update!!

[sIGPIC][/sIGPIC]

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Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted
Thanks Wags,

 

This sounds pretty darned ideal.

Can you describe the rig that got you those frame rates?

 

Thanks much!!

 

Looking forward to my DK2, should get it mid JUNE.

-mikey

 

I am guessing it was his (wags) rig which is in his Sig. It's a very fast rig....

PC:

 

6600K @ 4.5 GHz, 12GB RAM, GTX 970, 32" 2K monitor.

 

Posted

I think when the consumer version hits the shelves, it's upgrade time.

 

Hopefully EDGE will help squeeze some more frames out of my 4GHz 2500k though

Posted
I am guessing it was his (wags) rig which is in his Sig. It's a very fast rig....

 

I bet he's using EDGE too :)

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

Posted
Today my friend Aaron Davies over at Oculus stopped by with a Development Kit 2 (DK2) to test with DCS. I have a DK1 and an HD Prototype, so I was quite curious to see the improvements of the DK2 in action. I was not disappointed!

 

Although pixelization was a bit more evident than in the HD Prototype (to be improved in the consumer version) due to new display panel tech, the improvements in latency and full 6 DOF made the DK2 a huge advancement in my experience. Tied with our 6 DOF cockpits and a fast frame rate (75 or greater), the experience was outstanding and gave a great sense of “presence”. Doing some ACM gave me flash backs by my experience in full-dome Hornet, Viper, and Eagle simulators (at a tiny fraction of the cost of course!).

 

As before, the system is very much geared towards the seated position and the tracking camera is best located about 1.5 meters ahead of you around eye level. Using the micro-LED lights embedded in the faceplate of the DK2 (not visible to the naked eye), the system had very impressive tracking in regards to both detail of tracking and the overall tracking field. I could look all the over my shoulders and still maintain tracking. With each eye having 960x1080 resolution, the world looked great but still a bit difficult to read the HUD and some instruments until the resolution is further improved. With an FPS of around 75, the latency was only about 30 to 40 milliseconds.

 

Oh my god, this sounds impressive..

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