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Game version 2.002 discussion: HTC VIVE, Ranks, New vehicles

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Isn't VR resolution still a problem though?

My OSVR does full 1080p.  Im pretty sure the Vive and Occulus are 1080p as well.  I think the only VR having resolution issues is Occulus as i believe (not sure if its been fixed) there was a lot of image warping and pixel loss w. occulus rift.

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Excellent! Thanks for all the hard work IL 2 team. Will try with my Vive tomorrow.

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Ok so i was able to launch the Game in VR mode succesfully (Using the beta version of SteamVR)  However it does not attach to Steam VR and instead i Just get a SBS version of the game on my main computer screen.

It appears to use SteamVR. So Occulus should be supported by default. 

 

I just tried it on the Oculus and sadly, it doesn't work. The game starts on the monitor, the screen being split in two, and the Oculus says, "sorry, vrserver.exe is taking a long time to load" and it just stays there. 

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Exciting update. Many thanks.

 

Sadly, though, as far as I can tell, the AI tweaks in the latest version haven't changed the AI-in-MP-missions-won't-attack-player-controlled-aircraft bug.

 

Just as before, AI will still react defensively, but the "attack area" MCU seems to have no effect in MP (dogfight) missions.  :cray:

  • Upvote 1

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Vive SuPPorT!

 

Dang, I've ten days of vacation in Ottawa and Montreal Jazz Festival before I can try it...

hahahaha

        to much good fortune

 

 

 

huge thanks you hard working developers.

 

         you got a ton of good code rumbling down the runway, no easy feat.

          

                This is the quickest progressing, most sophisticated IL2 to date.

 

Re: resolution issues, Vive's image quality is good in DCS, remember you are in the cockpit- inside, no TV or monitor, no potted plants, no computer table, you're inverted, hanging from your harness, pulling G's, straining to pull the nose up before you become a smoking hole in the ground. You can't help but flinch on impact.

 

More head movement rather than eye movement within the HMD helps. Moving the HMD closer to the eye helps FOV.

 

Turning on Supersampling really improves image quality  but you need a lot of graphics card power for it

 

http://www.roadtovr.com/how-to-improve-your-htc-vive-image-quality-with-supersampling-pixel-density-tweak/

Edited by JJJudyJoYstickr

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Any updates from the devs regarding Vive/Steam VR issues?

 

I haven't seen a single report of someone being able to launch the game with VR support enabled?

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Aviation and Cosmonautics is not "some", but a renowned magazine in Russia. Infos are taken from ВИАМ tests. ВИАМ is russian research and development institute for aviation industry materials.

How many armour samples (German and Soviet) did ВИАМ test to arrive at the quoted figures? How were these samples selected, where did they come from?

Plus, I don't like how everything is reduced to the yield point, which is just one aspect of armour quality. And how come German figures are different?

 

Edit: It's not the place for this discussion, sorry. I might open up a topic in the historical section if I'm still interested when I get back.

Edited by JtD

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If you change that to "MHO BOS/BOM COULD BE THE BEST product on the market at present to showcase VR. Hopefully it will bring new players to the series."

 

I agree

 

 

I do and don't agree.

 

A flight sim is a great showcase for VR because of the seated nature. I think BOS/BOM is a better example than DCS at present. Imagine trying to press the correct keyboard commands to manage all the aircraft functions in DCS while wearing a headset... I also believe BOS/BOM is prettier.

 

However you are of course correct with respect to performance. I frequently drop to 40 - 50 FPS on a powerful and under-utilised rig (CPU and GPU usage is never maxed out), which would be intolerable in VR.

 

To excel in VR, we need extended draw distances. Zooming in for spotting would be sickening, so contacts would need to be clearly visible at long distance for those playing without icons.

 

On a different note, I'm glad to see the AI improvements for escort and intercept behaviour. I hope the next improvement will be to create similar variety in intercept missions. Eg; intercepting enemy bombers at a place other than immediately over their objective, and from an orientation other than head on.

 

Regards

Albino

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To excel in VR, we need extended draw distances. Zooming in for spotting would be sickening, so contacts would need to be clearly visible at long distance for those playing without icons.

 

 

 

just thinking about that made me feel a bit queasy

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It appears to use SteamVR. So Occulus should be supported by default. 

 

No, SteamVR use OpenVR but Oculus use a property API so you can "easily" develop a translator Oculus -> Vive (the Revive project) but can't easily do the inverse.

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I have 1 question here about the HTC Vive, How could you use the keyboard with it?

 

No way, or with a lot of difficulties! VR is made for HOTAS or gamepad or specific controllers (Vive controllers are awesome). With the Vive you can switch on the front camera to see your real environment but it's not very ergonomic and can penalize you in combant.

 

So if you don't have a HOTAS, play VR with a xBox gamepad because with a keyboard it can be very hardcore.

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3. German tank Pz.Kpfw.38(t) added to the game (big thanks to pilot FF*VaSoK*22 for the 3d model he kindly gave us!);
4. German SPG Marder III Ausf. H added to the game (big thanks to pilot FF*VaSoK*22 for the 3d model he kindly gave us!);

Nice to see that the first 3rd party models are added to the game. I hope we will see more content from community members in the future.

 

Are there any official requirements available that 3rd party models have to meet to get accepted?

  • Upvote 2

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No, SteamVR use OpenVR but Oculus use a property API so you can "easily" develop a translator Oculus -> Vive (the Revive project) but can't easily do the inverse.

 

No. OpenVR supports the Oculus Rift DK2 *AND* the Oculus Rift CV1 inclusive the elusive touch controllers ou tof the box. If IL2 works with SteamVR then it works by definition with any headset supported by SteamVR.

The oculus native drivers only support Oculus headsets. They removed the hardcoded hardware detection a couple of days ago, which means that hacks like reVive, which ~only~ (as in it doesn't do more but it is still a fantastic job to get it to work) remaps the oculus API to the SteamVR API, but officially they don't support anything but the CV1 (even the DK2 isn't officially supported)

 

No way, or with a lot of difficulties! VR is made for HOTAS or gamepad or specific controllers (Vive controllers are awesome). With the Vive you can switch on the front camera to see your real environment but it's not very ergonomic and can penalize you in combant.

 

So if you don't have a HOTAS, play VR with a xBox gamepad because with a keyboard it can be very hardcore.

 

You can actually use the keyboad, but it's not easy and you better be good at blind typing. Good workarounds are keyword based voice recognition tools like Voice Attack,  additional gamepad(s!) on which buttons you map the commands you'd hit on the keyboard instead, or dedicated semi professional panels with the button mapped to authentic switches and knobs (for the snobs;).

All of those work very well, although voice recognition might fail when you're under stress due to changes in inflection and tone of your voice.

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I noticed dip in performance in new update compared to one that introduced 64 bit computing.

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How many armour samples (German and Soviet) did ВИАМ test to arrive at the quoted figures? How were these samples selected, where did they come from?

Plus, I don't like how everything is reduced to the yield point, which is just one aspect of armour quality. And how come German figures are different?

 

Edit: It's not the place for this discussion, sorry. I might open up a topic in the historical section if I'm still interested when I get back.

There are links to РГАЭ = Russiann state archives of economics. This one was underlined in red.

РГАЭ,Ф.9179,оп.2,д.30

 

 I guess they had enough material from captured/crashed german aircrafts,obviously. There is Hs-129 mentioned and its armored front fuselage and pilot seat armor plate. And Fw +messer pilot seat armor plate. Germans used homogenous armor steel. Soviet AB-1 steel alloy (silicon-chrome-molybden) used for armored fuselage shows 1.2 better balistics protection and cemented homogenous armor steel used in soviet fighters as pilot seat armor plate and as rear fuselage armor plate of Il-2 shows 1.48 better results then german. Tests were done with 7.62mm B-30 AP projectile.

 

That german graph from Rechlin shows armor piercing ability of 20mm Pzgr.Patr 151. It was able to penetrate rear armor of ilyushin with direct hit and 70-90° angle from about 500m,and by direct hit it is ment to hit only the plate and nothing inbetween. With indirect hit,it was unable to penetrate it even from 100m = there was always complete rear tail of the plane behind armored plate.

Also firing at front armored fuselage of Il-2 from angle smaller then 30° would bring doubtful results to penetration. 

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No. OpenVR supports the Oculus Rift DK2 *AND* the Oculus Rift CV1 inclusive the elusive touch controllers ou tof the box. If IL2 works with SteamVR then it works by definition with any headset supported by SteamVR.

The oculus native drivers only support Oculus headsets. They removed the hardcoded hardware detection a couple of days ago, which means that hacks like reVive, which ~only~ (as in it doesn't do more but it is still a fantastic job to get it to work) remaps the oculus API to the SteamVR API, but officially they don't support anything but the CV1 (even the DK2 isn't officially supported)

 

 

 

You can actually use the keyboad, but it's not easy and you better be good at blind typing. Good workarounds are keyword based voice recognition tools like Voice Attack,  additional gamepad(s!) on which buttons you map the commands you'd hit on the keyboard instead, or dedicated semi professional panels with the button mapped to authentic switches and knobs (for the snobs;).

All of those work very well, although voice recognition might fail when you're under stress due to changes in inflection and tone of your voice.

 

Thank you all for the reply, so base on those information and plus there might be a problem on enemy spotting which is a vital factor for Ww2 sim, I think VR currently is not my choice. I will stick on my current Track IR until a more sophisticated VR control solution for flight simulation realized.

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I noticed dip in performance in new update compared to one that introduced 64 bit computing.

My experience is exact opposite.

 

In SP performance is better than before, more stable fps. I have played campaign missions and couple of quick missions. Can`t say anything about MP yet.

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Thank you all for the reply, so base on those information and plus there might be a problem on enemy spotting which is a vital factor for Ww2 sim, I think VR currently is not my choice. I will stick on my current Track IR until a more sophisticated VR control solution for flight simulation realized.

 

well .. it's a bit more complicated that that. The workaround for the keyboard work fine, you just need to map stuff correctly once. And yeah, spotting enemies (especially ground targets) can be problematic in that you don't have 4K resolution (or more) per eye. On the other hand , 360 degree headtracking makes it much easier to look around and know exactly where your opponents are once you spot them. Same with looking down to the ground thanks to accurate 1:1 positional tracking.

 

And then of course, in terms of immersion, nothing beats VR at the moment. Once inside, you are not playing a simulation, you are INSIDE your plane.

 

(all this from my experience in War Thunder, DCS and Elite:Dangerous, as I couldn't get SteamVR to work with IL2 yet .. although I just bought the game because of this announcement :)

Edited by deeDweezilMoon

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also no luck for me with vive support, it is not working, tried different methods to launch the game, no luck. il2: bos, windows 10 - ati 290x

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Im pretty sure the Vive and Occulus are 1080p as well.

Both Oculus Rift and HTC Vive have 2160x1200 resolution.

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VR support is awesome news indeed, as an owner of the CV1, may I ask if there are any work arounds to get it working with oculus ?

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VR support is awesome news indeed, as an owner of the CV1, may I ask if there are any work arounds to get it working with oculus ?

it's SteamVR/OpenVR .. so the CV1 and DK2 are both supported out of the box *IF* the steamVR implementation works, which isn't the case right now.

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Spent over an hour trying to get this to run on Vive so far.  The exe disappears from running tasks right away when or_enable = 1 

 

DX9 is installed.

Edited by feathers632

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Its 2x 1080*1200 so its 1080p indeed.

 

No technically it's not 1080p as 1080p is "1080 horizontal lines of vertical resolutionhttps://en.wikipedia.org/wiki/1080p. But you're right that it's not a typical 1920x1200 screen.

 

So do people have the Rift working with IL2 then? I have one on pre-order ...

Edited by Tomsk

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It seems bizarre so many posts congratulating VR support and discussing whether or not Vive is 1080?

 

There are two actual Vive users here and IL isn't working in VR.

 

Jordan is correct.  2 x 1080 = 2160.  Each eye gets 1080 x 1200.

Edited by feathers632

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It seems bizarre so many posts congratulating VR support and discussing whether or not Vive is 1080?

 

There are two actual Vive users here and IL isn't working in VR.

i tried yesterday in the evening to make it work, edited cfg but after closing steamvr, it gets opened again after clicking play in steam. trying to start with il.exe directly seems to produce almost the same outcome, steamvr opens and il2 crashes,

starting through vr active with vive controller, it says you can play it in big screen mode, and after trying to start it crashes, and in vr there is a mesage "connecting to game".

that is with bos with newest patch, dont have bom yet

Edited by quickshot7

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A flight sim is a great showcase for VR because of the seated nature. I think BOS/BOM is a better example than DCS at present. Imagine trying to press the correct keyboard commands to manage all the aircraft functions in DCS while wearing a headset... I also believe BOS/BOM is prettier.

 

I don't think it'd be a big problem for the WWII planes in DCS. The cockpit is fully clickable for startup and lots of non-combat things, and I can find my mouse with my eyes closed. Actual flying doesn't need much and I have that available on HOTAS already. Bunyap (a DCS youtuber) says even the planes with really complex avionics such as the A-10C are perfectly workable in VR.

 

To excel in VR, we need extended draw distances. Zooming in for spotting would be sickening, so contacts would need to be clearly visible at long distance for those playing without icons.

 

I very much agree. You can make a pretty good argument that even without VR, monitors are not nearly as good for spotting as you can achieve in real life. I also don't think zoom is really a solution for spotting anyway (it is for identification) because it doesn't help that much in finding targets because it just gives you too much sky to scan. Personally I really like the "model enlargement" feature in DCS and hope BoS does something similar.

Edited by Tomsk

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I do and don't agree.

 

A flight sim is a great showcase for VR because of the seated nature. I think BOS/BOM is a better example than DCS at present. Imagine trying to press the correct keyboard commands to manage all the aircraft functions in DCS while wearing a headset... I also believe BOS/BOM is prettier.

 

However you are of course correct with respect to performance. I frequently drop to 40 - 50 FPS on a powerful and under-utilised rig (CPU and GPU usage is never maxed out), which would be intolerable in VR.

 

To excel in VR, we need extended draw distances. Zooming in for spotting would be sickening, so contacts would need to be clearly visible at long distance for those playing without icons.

 

On a different note, I'm glad to see the AI improvements for escort and intercept behaviour. I hope the next improvement will be to create similar variety in intercept missions. Eg; intercepting enemy bombers at a place other than immediately over their objective, and from an orientation other than head on.

 

Regards

Albino

 

As a DCS user I would never use keyboard.  All of the functions for flight are on HOTAS.  X52 Pro has a lot of controls and those controls can be switched to 3 different functions via the mode wheel.

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Any words from the devs yet about the Vive issue?

Edited by SYN_Skydance

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I just went to steam to try and buy BoM, I have BoS, but it's not there ? it used to be, but I don't see it now ?

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I just went to steam to try and buy BoM, I have BoS, but it's not there ? it used to be, but I don't see it now ?

BOM hasn't been released on Steam yet. It's coming soon.

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BOM hasn't been released on Steam yet. It's coming soon.

pretty sure it used to be there as early access

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