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335th_GRFirdimigdi

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Everything posted by 335th_GRFirdimigdi

  1. This which you describe sounds like an entirely different issue. Perhaps monitoring GPU/CPU usage when it happens could yield more clues. Only time I've noticed something like what you describe was years ago when I would use a blue-filter overlay (like flux or windows 10's "night light") or in situations where some sort of overlay would kick-in (nvidia overlay, steam, MSI afterburner etc) or lurk in the background.
  2. Never noticed anything on my rig with the Rift S but then again I don't run steamvr for that or have to go through WMR. This stood out immediately with the G2 both in IL2 and DCS when we were tweaking the settings on a 2080 to get it to play smoothly, as soon as the game was focused it'd drop fps considerably and the steamvr graph would show dropped frames - alt-tab out and it'd go steady 90Hz with sub 11ms frametimes, no synthetics, no spikes. Quite frustrating. I'll have to see if this is the case whenever I get my G2.
  3. Well IL-2 (and DCS which also exhibits the same behavior) are DirectX11 titles. That option is written as "forceDisableDX12" : true in steamvr.settings so maybe it's doing some weird calls to DX12 for parts of its operations when it's set to "false" - reading up online some people seem to suggest that enabling it has something to do with using the GPU or the CPU for reprojection calculations but I can't find any documentation to verify this.
  4. Figured this out - posting here in case someone else runs in to this: Under the WMR For Steam options (only accessible in VR afaik through the Steam dashboard) there is an option under Graphics called "Force DirectX 11" which needs to be enabled. Once so then the game is smooth either focused or unfocused. So, going by descriptions about what this setting does, I guess it's some sort of reprojection issue? Odd as reprojection was disabled for IL2.
  5. @69th_EagleEye76 did you by any chance resolve this? Have a pal who's encountering much the same. Framerate tanks when the game is focused and once he alt-tabs out it jumps back up to 90fps - happens even with replays.
  6. Had a quick look at this but it seems to mess with IPD/convergence at initial attempt. Will have a thorough go at it tomorrow if I have time.
  7. I imagine the use of GearVR lenses for the Elite and the 3D printed (or VRCover) face gasket/padding for the G2.
  8. You should probably take a look at your <installdir>/data/Tracks and <installdir>/updates directories. Both recorded tracks and downloaded updates need cleaning up after some time, the former become incompatible and the latter can have stale files that are not used. Keep in mind that clearing out the updates folder might cause the game to download some items again.
  9. That's actually a known bug in DCS 2.7 and affects all headsets. I get the same in the Rift S, quite distracting.
  10. Check the points value on your server settings. It's probably set real low so you score enough points to trigger The End Of The World Mission.
  11. Roughly speaking: - HDR (high dynamic range) will try to keep all things bright and dark on your screen at a certain level of brightness/exposure - this is most obvious with the contrast between cockpit vs sky, with HDR on both are always visible with HDR off you will find situations in which the cockpit is much darker. With higher gamma values HDR can also over-expose the sky resulting in it being far less blue. - SSAO (screen space ambient occlusion) adds "fake" shadows based on computations made on the whole of the screen space, it can make objects appear more solid and add depth
  12. Also make sure to set the zoom speed under Options > Camera to whatever is comfortable for you, the default IMO is a bit too slow for VR.
  13. Framerate, controller accuracy, internet connection quality, screen quality, trackir (vs diy solutions vs manual view control), etc all play a role and pretty much all can be mitigated by pumping money in to it. That's how it's always been. I play with a Rift S and I get shot down very often, but always in hindsight I find it's not because of the material, it's because of the way I flew which allowed someone to get an advantage over me. Do TrackIR players have an advantage over me for being able to instantly owl to their six? Sure. Do (some) screen users have an advantage because of higher res
  14. As @dburne said map the VR recenter control. However for adjusting cockpit position you'll need to use the "Save current corrections in head snap position" (default is F10 under Pilot Head Control as well, two lines under "Default VR view"). To adjust, physically move in to the position you find comfortable in the cockpit and press that binding (helps to temporarily assign it to a mouse click or something portable in case your keyboard is too far away) then return to your normal sitting position and press the "Default VR view" so it centers on the previously saved location. Hope that make
  15. Well the jailbreak involves obtaining root access to the device itself - it's an android device after all - so getting FB to not be able to do that is one of the first things addressed.
  16. Apparently there are reports of the Quest 2 having been jailbroken, so the FB shenanigans might be avoided soon enough. @MoleUK Shimmering can be reduced considerably by disabling the sharpen option, enabling MSAA and adding a touch of supersampling (even 1.1 does the trick on the Rift S), also clamp the negative LOD bias in your GPU profile settings for the game.
  17. This still happens exactly like described above btw on 4.506 Current setup is a 5900X with 32Gb and an RTX2080.
  18. Sounds neat for people that play games which involve some form of locomotion, paired with that decamove motion tracker. Couldn't care less about the cable in seated sim situations. Infinite office, eh, I don't think VR is meant for that sort of thing; at least not currently.
  19. Actually it's because OpenComposite doesn't support OpenVR plugins/addons which is the type of app VRNeckSaver, correctly, registers as. FWIW I agree with OP even though I have no physical problem checking my six by looking behind me even if it does put me in a disadvantage vs pancake players who can do this instantly. At the level OP approaches it is clearly an accessibility issue that would be nice if it was addressed.
  20. It is rather clear that those two elements are not mutually exclusive though. Surely the 3D modellers, texturers and the physics developer aren't the ones programming the DVD implementation which will add an element of detail to the Tank Crew expansion that it is currently lacking. And things like a VR implementation in an older custom engine like CLOD's is not necessarily a straightforward one-subset-of-programmers-involved-only subject. For example, and from experience: you might find that there's something in the rendering pipeline that causes an issue that's related to the way
  21. No. IL2 will be using SteamVR (which is, for all intents and purposes OpenVR). OpenXR will not be involved. If IL2 supported OpenXR then it would use Varjo's implementation of it directly, much like would happen if you play MS Flight Simulator which is an OpenXR title.
  22. Unless I missed something I believe IL2 remains an OpenVR title.
  23. Does this result in flappy wings on fast moving planes up close like you get with Oculus' reprojection method?
  24. You are on beta - v27 is the beta version, v26 is the stable release. https://forums.oculusvr.com/t5/Oculus-Rift-S-and-Rift/v27-PTC-PC-Software-Release-Notes/td-p/854697 PTC = public test channel = public beta
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