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#4296258 - 09/14/16 10:54 PM Re: My Oculus Experience [Re: CAVCPT]  
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Paradaz Offline
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I have a desktop GTX1080.....running DCS at 2.0 with no problems at all The HUD is perfect, the dial/gauges readable and much much better than with default 1.0 setting. Totally playable, could possibly go higher but I've not tried yet. Framerates remain high aswell.


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#4296625 - 09/16/16 06:13 AM Re: My Oculus Experience [Re: Paradaz]  
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Ratcatcher Offline
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Originally Posted By: Paradaz
I have a desktop GTX1080.....running DCS at 2.0 with no problems at all The HUD is perfect, the dial/gauges readable and much much better than with default 1.0 setting. Totally playable, could possibly go higher but I've not tried yet. Framerates remain high aswell.


Likewise, though my PC is watercooled so I would hope that I wouldn't suffer any overheating problems with it.

I would also say the readability of dials does also depend a lot on the particular cockpit your using with some looking clearer than others, but upping the pixel count certainly makes a massive difference.

#4296979 - 09/17/16 08:26 AM Re: My Oculus Experience [Re: CAVCPT]  
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nadal Offline
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@Troll
@Paul Rix
@Paradaz

Thanks for the pixel density info smile
Im now leaning to get CV1

#4297697 - 09/20/16 04:15 PM Re: My Oculus Experience [Re: CAVCPT]  
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SacaSoh Offline
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Hueland
Hey guys, just got my CV1 and purchased NTTR + Mirage.

I find the image (1.4 pixel density - using GTX970 with default settings) way clearer than the DK2, I just didn't purchase the CV1 before because of doubt that it would be truly playable, now I'm sure I won't use my monitor anymore.

Anyway, do any of you guys know how to change size of the tooltip boxes? When I look at a switch the tooltip box is way bigger than the tooltip text (the yellow box blocks many times the area truly needed for the text). Is this a documented bug or there's a something I can do about it?

I would just disable the tooltips altogether, but I'm still learning the switches...

Thanks!

#4297701 - 09/20/16 05:07 PM Re: My Oculus Experience [Re: ]  
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SacaSoh Offline
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Thanks, I'll read the manual and Chuck's guide this week, and then disable the tooltips. I just sold my 970 and bought a 1070, now (after using the rift only 3 hours), I'll have to wait until it arrives to play again frown

Last edited by SacaSoh; 09/20/16 05:08 PM.
#4297705 - 09/20/16 05:30 PM Re: My Oculus Experience [Re: CAVCPT]  
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Paul Rix Offline
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At least that gives you some time to read the Mirage manual and guide a few times smile .


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#4299623 - 09/28/16 02:40 AM Re: My Oculus Experience [Re: CAVCPT]  
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Maico Offline
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And you WILL need to read that darn menu. Can you say inertial navigation, boys and girls? Jeez! That aircraft has a lot of stuff to learn.
I found it hard to read the pit until I started using VR zoom. Now I can easily use the systems.


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#4302291 - 10/10/16 11:35 PM Re: My Oculus Experience [Re: CAVCPT]  
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CAVCPT Offline
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ASW is what is employed in FlyInside for FSX and P3D and it makes a huge difference.


Stephen Luebbert
MAJ, AR
United States Army

#4302310 - 10/11/16 02:09 AM Re: My Oculus Experience [Re: CAVCPT]  
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Haven't tried it but some of the folks on the DCS forum are very pleased.


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#4302446 - 10/11/16 04:17 PM Re: My Oculus Experience [Re: ]  
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SacaSoh Offline
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Hueland
Originally Posted By: Troll
Originally Posted By: CAVCPT
ASW is what is employed in FlyInside for FSX and P3D and it makes a huge difference.


ASW is not an appilcation level feature. It's a new feature that caps the application at 45FPS and creates interpolate frames so that the Oculus Rift can render 90FPS anyway.


I think the real difference is that ATW (the method used until now) only corrects POV rotation and not translation - pretty noticeable when you look thru the sides in FlyInside in low level flight (you see the judder artifacts clearly, as the building/tress pass by).

ASW corrects POV translation, so, in the case I mentioned above, there will be interpolated frames correcting the translation artifacts (and rotation, as ATW did before).

Both ATW and ASW works only at 45fps. If you are at 90, no correction is needed and both ATW and ASW are disabled. If you lags to 89fps or less, the frame is capped at 45fps and ASW is applied (it already was like this for ATW, so nothing change in this respect.

There's a way to cap fps to 45 to test the effect, but the default mode is to auto-enable at 89fps or less (disabling when OVR detects that you can render the current scene at 90fps).

#4303658 - 10/16/16 04:02 PM Re: My Oculus Experience [Re: CAVCPT]  
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Finally got my Rift on Friday. It was a real hack to set up. frown CPU not supported by 1.4 runtime. Not enough PCI_e 1 slots to add a USB 3.0 controller without removing my sound card. Can't get audio in the rift headphones. Sensor only works in USB 2.0 port.

Despite these problems I still manage to get inside the rift and it's great! The sense of space and depth is better than you can imagine.

The thing that amazed me the most after using TrackIR for 10+ years is the 1:1 head tracking. OMG, is it ever realistic!! No delay or scaling of any kind, you *totally* forget you're actually looking at a fixed screen in front of your space. I'm also surprised that you don't really notice the lenses you're looking through.

Maybe it was premature to get one before upgrading my PC, but I'm so glad I did. biggrin

#4303745 - 10/17/16 02:37 AM Re: My Oculus Experience [Re: CAVCPT]  
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I totally agree with you BlueHeron: I used to think that trackIR was doing an awesome job, but once I got into VR I got blown away by the 1:1 head tracking. Checking your six is now awesome. The drawback is that it makes it really really hard to go back to playing on monitor and with trackIR: when I tried that in RoF, CloD and BOS I just couldn't stand trackIR anymore. So it's DCS and War Thunder for now (+ FSX and Aerfly FS 2 on the civilian side), but I wish I could have a complete ww1 and 2 combat flight sim environment in which to fly in VR.

Last edited by FlyingMonkey; 10/17/16 02:38 AM.
#4303842 - 10/17/16 02:32 PM Re: My Oculus Experience [Re: CAVCPT]  
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BlueHeron Offline
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Yeah, WWI combat in VR would be incredible. The planes are so beautiful and you get to see them up close for seconds at a time, as opposed to other flight sims.

Hopefully after BoS is updated to DirectX 11, 1CGS will go back and do the same for RoF. I would totally pay for a Rise of Flight II if it supported VR!

BTW, how is the FSX implementation of VR? I wonder if it's worth installing again.

Last edited by BlueHeron; 10/17/16 02:33 PM.
#4303850 - 10/17/16 02:59 PM Re: My Oculus Experience [Re: BlueHeron]  
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SacaSoh Offline
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Hueland
Originally Posted By: BlueHeron
Yeah, WWI combat in VR would be incredible. The planes are so beautiful and you get to see them up close for seconds at a time, as opposed to other flight sims.

Hopefully after BoS is updated to DirectX 11, 1CGS will go back and do the same for RoF. I would totally pay for a Rise of Flight II if it supported VR!

BTW, how is the FSX implementation of VR? I wonder if it's worth installing again.


I didn't test the native VR implementation of the last version of P3D, but people on their forums says it isn't as good as flyinside (flyinside has a demo that works 15min per flight).

Flyinside is awesome (the interface is simply perfect, you have even a virtual desktop to change settings on the fly), but the FSX/P3d engine is CPU bound: if you fly a more complicated plane you'll get low fps - as it is in 2D. Though the slow angular speed (you won't be dogfighting in a Cessna or 737, will you?) makes up for the low fps (also, ATW/ASW do it's job).

I'm another that is waiting impatiently for BoS and DCS WW2, tough RoF and WoFF would be way more suited to VR, being a slower paced close combat (but I don't expect to see either in VR in the next 5 years).

#4318151 - 12/07/16 07:47 PM Re: My Oculus Experience [Re: CAVCPT]  
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Los Offline
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I'd like to chime in re VR as well. IN June my friend and I both built a new gaming rig (Same specs) and ordered VR. He got the Occulus Rift I got the HTC Vive. We have done a lot of flying in each others' rigs. I'm not here to tell you which one is better, wrt DCS they are both equally awesome.

I have now spent man hours over the months flying in vr. This includes FSX, Aces High III and of course DCS. (Probably 8 hours in the past two days alone with our group flying SU33s off the Kutzenov) Some observations:

Motion Sickness in flying. I had a little at first, much much less than my my Oculus Rift DK1. Now I have none at all...you get used to using vr very rapidly and it goes away. Tweaking things to get max framerate is important. it. I fly using a warthog set up in a custm built cockpit, and even a sim shaker seat, and the whole experience is immersive. I have a number of PCs at my place and even three other full DCS rigs and accounts (kids). Flying flat screen even with TrackIR, when you have been flying in VR, is like trying to fly without trackIR when you have been flying with it.

Yes there is a loss of resolution. (BTW My flying goes all the way back before Air Warrior DOS, so shiny baubles do not be default mesmerize me). I find in modern Air combat this is less of an issue than say in WW2. Aces High, like IL2 uses a dot system for long range contacts and is better for WW2 flying IM wrt to visual acuity, but with all the sensors in DCS modern stuff its less an issue.

But a drop of visual acuity by far made up by the the ability to fly much better in VR. Carrier traps? Much easier to do effectively and consistently. Very close formation flying over long distances...again, much easier to do in VR. Dogfights require much more effort because you actually have to crane around to look behind you, it's almost like you can feel the Gs on your neck.

Anyway...GOOD STUFF!

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