RAY-EU Posted April 15, 2017 Posted April 15, 2017 (edited) No Trackir5+ VR at the same time . It is a good ballance because It would be a big advantage , but some one will find the way to enable both , by the way in DCS is posible ... ok thats right ! Thanks . I like this point , well thought ! It is Ok I will look for an authentic pilot seat , I can turn well the head and part the body to cheq 6 . Edited April 15, 2017 by RAY-EU
216th_Jordan Posted April 15, 2017 Posted April 15, 2017 (edited) I think you would vomit on your flight equipment after some minutes. There was something wrong with my game when testing resulting in a not 1:1 movement and it made me dizzy for hours. Btw: Its no replicatable Edited April 15, 2017 by 216th_Jordan
dburne Posted April 15, 2017 Posted April 15, 2017 In my opinion that's only for people who care more about winning than they do a genuine authentic experience. Having VR and enabling track IR to work in such a way (doesent sound plausible though) or artificially altering the speed of the head movements would I think be tantamount to cheating. It would also utterly ruin the immersion and realism of the VR experience. There is absolutely no way in heck I would even think about trying to alter the head movement in my VR experience. I have been waiting a long time for this level of immersion along with 1:1 tracking in a virtual world that exists all around me, everywhere I look. Plus while I tend to get motion sickness easily, I seem to have adopted to flying in VR over the last few months and not bothered much anymore. I can only imagine what my view moving at a different speed compared to my head movement would do to me - ugh. Flight sims have been pushing toward this level of realism for a really long time, way longer than VR was even considered a real alternative. I find it interesting when I see talk of things like making Track IR work in VR, after all this time waiting for what is now possible. As for me, my Track IR5 is officially retired. 1
tiptop11 Posted April 15, 2017 Posted April 15, 2017 hi,Im new to fly sim. I got logitech force 3d pro, old joystick. Can You please help me with settings, key binding? What work best with vr vive? Big THX!
RAY-EU Posted April 15, 2017 Posted April 15, 2017 The VR I was been thinking , when with the VR you turn your eyes left and right , the VR does not turns the view , so in real life you cheq 6 about 200 ' because you turn the eyes and the head and turn 200 grades so in this case right now the Track ir 5 it represents more realistically this cheq 6 movements . The VR by this way is a handicaped turn and less realistic 2/3 turn because when you turn the eyes the VR do not turn . Thats the way I propose Track ir 5+VR . Take a seat in a chair a try to cheq 6 or 7 at 200 grades and you can! Like Trackir5 Because you turn the head and + the eyes and these are 200 , 190 grades . With the VR you cheq 4 or 5 140 or 160 grades you turn your head but when you turn the eyes the VR do not follow this turn so in this case the Track ir5 is in the right realistic grades of turn and VR has a handicaped turn like you could not turn your eyes in the real life . Is a question of thought concep or informatic programation by HTCVIVE and Oculus DK2 now a day the solution would be Trakir 5+VR.
1PL-Husar-1Esk Posted April 15, 2017 Posted April 15, 2017 I make it work (TrackIR + VR) and do not have any problems with my stomach :-)I don't have oculus, can't tell how to do it on that device.
RAY-EU Posted April 15, 2017 Posted April 15, 2017 Thanks very much , I am trying Oculus DK2 testing by this moment . HTC VIVE later on Takes more time I am taking a room for the 4 meters espace for optimun funtion of the lasers and preparing for that a new structure copit and seat The F35 copit and seat I am mounting and takes time to prepare . Ok Thaks Faboulous I will try it ! I have return Ferrari Land Tarraco on Vacations and I do escapes to Barcelona to test both Simulators Ferraris and Il2 . And by this way enjoying this weekend with a Ferrari Italia .
HagarTheHorrible Posted April 15, 2017 Posted April 15, 2017 The F35 copit and seat I am mounting and takes time to prepare . Be careful, don't do yourself an injury. ;-)
216th_Jordan Posted April 15, 2017 Posted April 15, 2017 hi,Im new to fly sim. I got logitech force 3d pro, old joystick. Can You please help me with settings, key binding? What work best with vr vive? Big THX! It's really mostly about trying what fits you best. Generally I would assign flaps and zoom / pan view to the joystick (if you dont use TrackIR / VR) also trim (at least elevator/stabilizer - you can bind both to the same buttons). For quite some commands I use the keyboard. If you got VR you may want to check if there is programmable device software for your flightsticks so you can assign multiple different commands to buttons. (Saitek for example has a nice software for their products - but I would not go with Saitek anymore)
TG-55Panthercules Posted April 15, 2017 Posted April 15, 2017 (edited) The VR I was been thinking , when with the VR you turn your eyes left and right , the VR does not turns the view , so in real life you cheq 6 about 200 ' because you turn the eyes and the head and turn 200 grades so in this case right now the Track ir 5 it represents more realistically this cheq 6 movements . The VR by this way is a handicaped turn and less realistic 2/3 turn because when you turn the eyes the VR do not turn . Thats the way I propose Track ir 5+VR . Take a seat in a chair a try to cheq 6 or 7 at 200 grades and you can! Like Trackir5 Because you turn the head and + the eyes and these are 200 , 190 grades . With the VR you cheq 4 or 5 140 or 160 grades you turn your head but when you turn the eyes the VR do not follow this turn so in this case the Track ir5 is in the right realistic grades of turn and VR has a handicaped turn like you could not turn your eyes in the real life . Is a question of thought concep or informatic programation by HTCVIVE and Oculus DK2 now a day the solution would be Trakir 5+VR. Hmm - this discussion about VR and TIR is making me wonder. What sort of peripheral view/FoV do you get with these VR headsets? And is only the very center of the "screen" usefully in focus, or do the sides of the "screen" still display reasonably sharp? Do you really have to turn your head a full 180 degrees behind you to check your 6, or can you turn more like 120-130 degrees and see the rest in the sides of your FoV like you can IRL? I can see where if these VR things have severe tunnel vision FoV limitations and you'd have to pull a Linda Blair to see behind you that it might be nice to be able to accelerate your view/movement beyond 1:1 for your VR gear, at least maybe just in the rear-most quarter or so, to avoid some serious neck strain/injuries. Probably not something you'd want to do if you're playing some first-person-shooter type game where walking/turning around is part of normal action, but might be a useful option for flight sims where most of your movement/focus will be facing forward from a relatively immoble sitting position, with just some limited (though very important) looking backwards from time to time. Edited April 15, 2017 by TG-55Panthercules
Wolferl_1791 Posted April 15, 2017 Posted April 15, 2017 Hmm - this discussion about VR and TIR is making me wonder. What sort of peripheral view/FoV do you get with these VR headsets? And is only the very center of the "screen" usefully in focus, or do the sides of the "screen" still display reasonably sharp? Do you really have to turn your head a full 180 degrees behind you to check your 6, or can you turn more like 120-130 degrees and see the rest in the sides of your FoV like you can IRL? I can see where if these VR things have severe tunnel vision FoV limitations and you'd have to pull a Linda Blair to see behind you that it might be nice to be able to accelerate your view/movement beyond 1:1 for your VR gear, at least maybe just in the rear-most quarter or so, to avoid some serious neck strain/injuries. Probably not something you'd want to do if you're playing some first-person-shooter type game where walking/turning around is part of normal action, but might be a useful option for flight sims where most of your movement/focus will be facing forward from a relatively immoble sitting position, with just some limited (though very important) looking backwards from time to time. 110 Degrees VOF both for Oculus and Vive. That is close to what you can normally focus with BOTH eyes, without straining them left and right. The next generation will have 140 degrees which is the absolute max that you can focus with one eye alone. Peripheral vision is blurred anyway in reality, so the next jump in FOV will not require as much work on lenses and resolution, but who knows when we'll get that. Peripheral vision is more important for the sensation of speed, than a clear combat advantage. Car simulators will benefit most from increased FOV. As for clarity, Vive uses Fresnel lenses which offer superb brightness and clarity in the center, but suck at the edges and are very sensitive to eye position. Oculus uses normal lenses which are better all around, but offer less brightness from the screen. Both have minor doubling or clarity issues near the edges, so you tend to rely on head movements, instead of eye movements. But don't worry, it comes perfectly natural. Looking behind, you need to move your body to compensate. It takes a bit of practice. Having a rotating chair also helps a bit. IL-2 has this "camera limit" option on high difficulty that means you will usually hit your head on the cockpit everytime you try to look back. I just keep it off.
dburne Posted April 15, 2017 Posted April 15, 2017 (edited) I know Oculus is working toward having a wider FOV along with eye tracking amongst other things for their next version, slated in 2019. https://www.vrdiscussion.com/blog/article/26-oculus-rift-2-what-when-to-expect/ Edited April 15, 2017 by dburne 1
Gunsmith86 Posted April 15, 2017 Posted April 15, 2017 Hmm - this discussion about VR and TIR is making me wonder. What sort of peripheral view/FoV do you get with these VR headsets? And is only the very center of the "screen" usefully in focus, or do the sides of the "screen" still display reasonably sharp? Do you really have to turn your head a full 180 degrees behind you to check your 6, or can you turn more like 120-130 degrees and see the rest in the sides of your FoV like you can IRL? I can see where if these VR things have severe tunnel vision FoV limitations and you'd have to pull a Linda Blair to see behind you that it might be nice to be able to accelerate your view/movement beyond 1:1 for your VR gear, at least maybe just in the rear-most quarter or so, to avoid some serious neck strain/injuries. Probably not something you'd want to do if you're playing some first-person-shooter type game where walking/turning around is part of normal action, but might be a useful option for flight sims where most of your movement/focus will be facing forward from a relatively immoble sitting position, with just some limited (though very important) looking backwards from time to time. You may also want to read this: https://www.vrheads.com/field-view-faceoff-rift-vs-vive-vs-gear-vr-vs-psvr
RAY-EU Posted April 15, 2017 Posted April 15, 2017 Next generation VR 140-160 is ok would be much better degres will be DK4k HTC VIVE 2017 Q4 or 2018 ? And you will cheq 6 well . Meanwhile the solution is VR+Trackir5 like DCS .
Gunsmith86 Posted April 15, 2017 Posted April 15, 2017 (edited) HTC Vive has already released to the public no Vive 2 in 2018. Its far more likely that the next step for Vive and Oculus will come in 2019 or earlier if they are forced because of some other VR device that is much better than what they offer now. Edited April 15, 2017 by Gunsmith86
C6_lefuneste Posted April 15, 2017 Posted April 15, 2017 Can anyone give me the contain of its "vrserver.txt" that is normally in the "logs" directory of steam install ? I'm specially looking for this king of lines: (Here an example for my no working with BoS OSVR HDK2 headset): Sat Apr 15 2017 13:43:35.586 - osvr: Display parameters from configuration files: Sat Apr 15 2017 13:43:35.586 - osvr: Adapter: Unknown Sat Apr 15 2017 13:43:35.586 - osvr: Monitor name: OSVR HDK 2.0 Sat Apr 15 2017 13:43:35.586 - osvr: Resolution: 2160x1200 Sat Apr 15 2017 13:43:35.586 - osvr: Position: (1920, 0) Sat Apr 15 2017 13:43:35.586 - osvr: Rotation: 0 degrees counter-clockwise Sat Apr 15 2017 13:43:35.586 - osvr: Scan-out origin: Lower-right Sat Apr 15 2017 13:43:35.586 - osvr: Refresh rate: 90.000000 Sat Apr 15 2017 13:43:35.586 - osvr: Direct mode Sat Apr 15 2017 13:43:35.586 - osvr: EDID vendor ID: 0xd24e (SVR) Sat Apr 15 2017 13:43:35.586 - osvr: EDID product ID: 0x1019 ... Sat Apr 15 2017 13:43:35.642 - Active HMD set to osvr.OSVR HDK 2.0 serial ... Sat Apr 15 2017 13:43:35.714 - Using existing HMD osvr.OSVR HDK 2.0 serial My idea is to try to "spoof" Il2Bos by telling it that my headset is a Vive or a Rift in order to see if the ratio / rotation will be good...
das_bubba Posted April 15, 2017 Posted April 15, 2017 I'm sorry, but we cannot do this. We've maxed out the movement as much as possible and it is correctly modeled to the limits that are possible. Otherwise you go through the window. I know, I tried to make it larger on my trip to Moscow. Just simply turn off the head restrictions and you can easily put your head where you want. Jason Jason, with Limit VR View enabled why does the plane move when you lean to the sides or forward and backwards?. This is not natural to me. The cockpit/plane should not move with you. I also notice if your in an outside view and look down the tree's have this weird spinning effect. I guess this is the bill boarding? Other then that I am *loving* VR so far and will not play on a regular screen again. Things will really get "real" once there are VR gloves available. It will be freaking cool to have hands in the game and be able to manipulate everything. I know we need to crawl before walking /running but the future looks positively great. Also putting my hands up for a VR enabled RoF (not looking for a free upgrade in that case as I have read about the amount of work it will entail for you folks.) - VR will really shine with a open cockpit! Glenn
ratheadDweezilMoon Posted April 15, 2017 Posted April 15, 2017 Great work devs! I bought IL2 when the experimental VR support was added (about six months ago) and had given up on it. Your implementation is nearly perfect! I love the head limitation, but could we please have a way to turn off the sound of the head crashing against the cockpit? I keep bumping it all the time and the sound is driving me crazy (at first I even thought I was shooting accidentally, as it really sound like a gunshot). Also, kind of off-topic, but : now that you have this running so nicely in IL2, is there any chance to retrograde the engine to Rise Of Flight? prettty please with sugar on top?!? again, Thanks for the best VR flight experience this side of the future!
mga Posted April 16, 2017 Posted April 16, 2017 My idea is to try to "spoof" Il2Bos by telling it that my headset is a Vive or a Rift in order to see if the ratio / rotation will be good... You could try using revive. It's for making your Vive show up as an Oculus. Maybe it will help in your case.
RustNeverSleeps Posted April 16, 2017 Posted April 16, 2017 Just turn the sound of when my head touch the Cockpit. It is Sounds like somebody shooting in my plane. The rest is perfect. When you want to look outside the Cockpit just open the camopy. Bdw. Thx for the great implementation of VR! Oddly enough even when you open the cockpit the restrictions remain. That if nothing else needs to be addressed because you are at that point thumping your head on thin air. Jason, with Limit VR View enabled why does the plane move when you lean to the sides or forward and backwards?. This is not natural to me. The cockpit/plane should not move with you. I also notice if your in an outside view and look down the tree's have this weird spinning effect. I guess this is the bill boarding? Other then that I am *loving* VR so far and will not play on a regular screen again. Things will really get "real" once there are VR gloves available. It will be freaking cool to have hands in the game and be able to manipulate everything. I know we need to crawl before walking /running but the future looks positively great. Also putting my hands up for a VR enabled RoF (not looking for a free upgrade in that case as I have read about the amount of work it will entail for you folks.) - VR will really shine with a open cockpit! Glenn I also experience this odd movement when you contact the canopy. It's as if the game is trying to Auto center your view. Guessing a bug of some sort.
RustNeverSleeps Posted April 16, 2017 Posted April 16, 2017 So the TIR would just be a way of altering the otherwise 1:1 movement ratios of the VR? Wouldn't it make more sense to just come up with a way in the VR software to modify the movement speed/ratio and set up curve/profiles like you can do with TIR? Seems like something the VR makers would/should be doing - is there any discussion with/from those folks about adding that sort of feature to the VR software? What folks are not understanding here is VR movement must be 1 to 1. Once you try be you will understand why. Any such acceleration or exaggeration of the actual motion of your head relative to what your eyes see on the screen will cause discomfort if not nausea for most people. even with my very well established VR legs, something like this would get to me before too long. VR is much more physical and yes it is a disadvantage when compared to the speed and ease of trackir. Choosing VR is about immersion not competition. I fly VR online knowing I may lose dog fights more often. It's so worth it. However, I still hope some servers will consider allowing us to turn off the cockpit restrictions. I don't want to stick my head out the cockpit, I just want to have the actual full range of motion I would in real life. As it is currently there are artificial restrictions that don't appear to correspond to the canopy or cockpit itself (for instance leaning forward I hit a wall, or also when the canopy is open I still hit the wall). Anything else but full range of motion breaks immersion and dampens the only true advantage to VR.
coconut Posted April 16, 2017 Posted April 16, 2017 I have no problem moving my head out to the side when I open the canopy. You guys who are having problems with that, what plane, setting and server are you playing with?
1PL-Husar-1Esk Posted April 16, 2017 Posted April 16, 2017 I can use more that 1:1 position translation, I do not feel discomfort only if it's fluid.
Ala13_Kokakolo Posted April 16, 2017 Posted April 16, 2017 ... or in the same way there is a button to zoom x2, just 2 buttons, one to peek what is in our left six and another to our right six. So far turning my head until it hurts only allow me to check just a bit behing my wing. It is OK with a bomber, but with a fighter is a killer.
ratheadDweezilMoon Posted April 16, 2017 Posted April 16, 2017 ... or in the same way there is a button to zoom x2, just 2 buttons, one to peek what is in our left six and another to our right six. So far turning my head until it hurts only allow me to check just a bit behing my wing. It is OK with a bomber, but with a fighter is a killer. Just imagine how that would have felt like for pilots who also had to fight G-Forces
predator036 Posted April 16, 2017 Posted April 16, 2017 Yes Tacview is being worked on and we're coordinating with Frantz. There was an issue with our map heightmap files. We don't use straight SRTM, we modify any off the shelf heighmap data to fit our needs. Frantz is working with us to convert our source files to work with TacView. Jason How are you setting your SS? Jason Apologies for my English, congratulate the whole team for the wonderful adaptation of IL2 to the virtual reality, you can edit the file steamvr.vrsettings and thus gain much more quality of image, besides eliminating the annoying grid of chaperone .. . Go to C: \ program files (x86) \ steam \ config Edit file steamvr.vrsettings Change value on the line ... "CollisionBoundsColorGammaA": 0, (This eliminates the chaperone completely in a very simple way) Add in the last line the following ... "RenderTargetMultiplier": 2 (The lines before this new one must carry at the end the symbol coma (,) The value has to be adjusted to the power of your computer, try different values .... Very powerful Pcs = 2 Pcs average range = 1.8 Pcs mid / low range = 1.5 The difference in image quality is absolutely incredible, try it. An example.......................... Http://www.roadtovr.com/wp-content/uploads/2016/06/htc-vive-supersampling-config-line-2.png Jason, I have some doubts: I love to record videos of my flights in vr, but I have a problem, when I reproduce the flights and go inside the cabin as a spectator. You are not sitting at a fixed point, which is normal, the feeling is that you are floating in the cabin. During the flight your point of view and your virtual body is moving slightly from left to right and on the contrary, it is a very unpleasant and dizzy sensation. How can this be solved and that the body does not move by itself ????. However when you go to the main menu and you are in the hangar, sitting or standing, watching your plane, this nasty effect does not exist, everything becomes normal, the vision is correct. I am learning to fly and it is very useful to record my flights on video to correct my mistakes, but I can not bear to go inside the cabin and my body moves only from side to side, it makes me sick and makes me sick. Please how can I solve this diabolical effect ?????. I was not a user of IL2 (Dcs World only) and since I found out on the internet that you have adapted to VR, I bought the Stalingrad and the Moscow !!!, both !!! And I am very happy with them. I encourage guys and keep improving this great job. Greetings.
T_oll Posted April 16, 2017 Posted April 16, 2017 I can use more that 1:1 position translation How do you do this? What type of VR goggles do you use?
Corrado82 Posted April 16, 2017 Posted April 16, 2017 Been testing VR mode since the patch and it's great. Some problems with distortion in prop view but otherwise great. One question tho, how do you measure fps?
Habu Posted April 16, 2017 Posted April 16, 2017 Use the backspace key. It will display the FPS in the upper right corner. 2
Bearfoot Posted April 16, 2017 Posted April 16, 2017 I can use more that 1:1 position translation,... Not in VR ... I do not feel discomfort only if it's fluid. Not in VR
Corrado82 Posted April 16, 2017 Posted April 16, 2017 Use the backspace key. It will display the FPS in the upper right corner. Thanks!
616Sqn_Johnny-Red Posted April 16, 2017 Posted April 16, 2017 (edited) Just a quick addition to the GUI issues already listed: Observations of online gameplay (-DED- Normal) and track playback: HUD does not always display at the start of a flight, sometimes taking 5 to 10 seconds to appear. Toggling the GUI off then back on again seems to help, but that may just be the amount of time it now takes to render and so be conincidental. Aicraft indicator icons denoting aircraft outside the pilot's FOV now seem very large at the moment they appear and do not seem to increase in size relative to the the other aircraft's proximity. Player icons appear as in previous versions, but upon track playback all icons appear grey rather than their appropriate faction assigned colour, and player names do not display. Instead the aircraft name icon either says "Red Plane" or "Blue Plane" in some missions and in others, the player name is replaced by the aircraft type. *UPDATE* Retested normal difficulty gameplay and track recording and playback since 2.009d: HUD and Track records made since 2009d seem to be back to normal if run without exiting the sim first. Upon logging back in to recheck, all the name and faction data are again absent. JR Edited April 17, 2017 by Johnny-Red
1PL-Husar-1Esk Posted April 16, 2017 Posted April 16, 2017 (edited) Not in VR Not in VR I know what im posting - YES in VR BTW i can't strafe in Quake (first quake) VR without getting sick :-) How do you do this? What type of VR goggles do you use? I have GearVR + RiftCat Software on PC Edited April 16, 2017 by 307_Tomcat
tempered Posted April 16, 2017 Posted April 16, 2017 (edited) Great job on the VR. This is really a game changer. I have not played the sim in a long time, but now I'm hooked again. Now how about a vr update to rise of flight Edited April 16, 2017 by tempered
Freycinet Posted April 16, 2017 Posted April 16, 2017 During the flight your point of view and your virtual body is moving slightly from left to right and on the contrary, it is a very unpleasant and dizzy sensation. How can this be solved and that the body does not move by itself ????. I believe what you are referring to are the slight g-force-induced movements that the devs have introduced in the sim.
Hints Posted April 16, 2017 Posted April 16, 2017 (edited) I sill have a Steam VR tracking problems. No problems in Oculus VR. Hangar and cockpit shakes often- Very annoying. Tried to replace tracker position, no reflecting surfaces around me. Does anybody have a tracking problem inside a game? Seems like clouds have a strong inpact for fps, dropping from 85 to 45. Edited April 16, 2017 by JG52Hintz
dburne Posted April 16, 2017 Posted April 16, 2017 I sill have a Steam VR tracking problems. No problems in Oculus VR. Hangar and cockpit shakes often- Very annoying. Tried to replace tracker position, no reflecting surfaces around me. Does anybody have a tracking problem inside a game? Seems like clouds have a strong inpact for fps, dropping from 85 to 45. Mine seems to track very well. Have you tried re-running Steam VR setup?
Hints Posted April 16, 2017 Posted April 16, 2017 (edited) ..Room setup.. yes. Steam VR alone works fine in mirror, but not with IL2 I made one more time Steam VR room setup. It got petter. Also lowered game settings to HIGH. Now it seems to track better. Edited April 16, 2017 by JG52Hintz
T_oll Posted April 17, 2017 Posted April 17, 2017 I have GearVR + RiftCat Software on PC Interesting. Is this full six degrees of freedom (6DoF) like TrackIR where you can move your head sideways, up/down and forward/backwards in addition to pitch, yaw and roll movements.
dburne Posted April 17, 2017 Posted April 17, 2017 ..Room setup.. yes. Steam VR alone works fine in mirror, but not with IL2 I made one more time Steam VR room setup. It got petter. Also lowered game settings to HIGH. Now it seems to track better. Good deal, hopefully it stays better for you!
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