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SCG_Fenris_Wolf
Posted

Object culling has been fixed long ago. That's a 100% positive, no doubt, I just checked. The frustrum/culling extends enough.

 

You may experience a different problem than what was described here. Can you please make a video / screenshots / provide an algorithm by which we can trigger what happened for you? Then it can get checked and forwarded to the appropriate channels, thank you. 

 

Best regards

 

Fenris Wolf

SCG_Fenris_Wolf
Posted

Have you tried reinstalling the game like the guy in that thread mentioned? 

 

In the folder /data/ you can find /input/ - back it up, then uninstall the game, then delete all remains, restart. Redownload and install fresh.

Posted

will give the reinstall a try.   Hopefully it works

Posted (edited)

Still doesn't work.  The issue is in tank crew the rendering cone is bound to where the mouse is pointed.  This is not the case in planes, but in tank crew it only renderes where the mouse is pointed.  So if you open the command window it shows you where the mouse is pointed with that red circle and if you move your head that circle stays in place and does not follow the VR headset.  and the only thing being rendered is what about a 150 degree cone where that red circle is the center. 

 

So you use yoru mouse to move it and as it moves to the left or right, the tanks will disapplear when they are outside of that cone.  you obviously don't see a literal cone.  its just a cone of stuff that is actually visible.  And the things that disappear are road textures wrecks, tanks, but not planes.  Planes stay there its only ground stuff.  Either way i looked for any kind of thing that is binding that cursor and nothing.  They need to fix this by having the render cone being linked to where the head is looking and not where the mouse is pointed.  

 

Another possible fix would be to link the mouse to the VR head movement.  If this were the case then that circle would stay centered in your view and you will not have the stuff not rendered.  But with reinstalls and even resetting controls by deleting my control bindings and verifying the files it remains the same.  Nothing i can do on my end seems to fix this.  

Edited by zdog0331
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RedeyeStorm
Posted

You can see this effect also when you are spectating ground units when flying. Pick a ground target and look around in VR. Then switch your viewpoint and objects will appear where there where none when you looked around in VR. 
 

This effect does not occur when in your cockpit and you look at ground targets behind you. My conclusion is that the viewcone in planes is linked to where your head points. Not so, as @zdog0331 noted, in tanks.

 

It reminds me a bit of the gunners position in the Ju52 where the viewpoint wasn’t locked to the gunsight even when nestled to it. Fixed now but until then it made the gunners position unusable.

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  • 2 weeks later...
Posted

I noticed this effect in a MP server last night. 

Buildings disappearing unless i look at them from a particular angle or zoom in. 
It may have been that I had some camera controls linked to my joystick hat.

 

I'll try unbinding these and try again tonight

Posted
15 hours ago, PhunkaeG said:

I noticed this effect in a MP server last night. 

Buildings disappearing unless i look at them from a particular angle or zoom in. 
It may have been that I had some camera controls linked to my joystick hat.

 

I'll try unbinding these and try again tonight

Are you using vr?  As this issue is due to the fact that rendering is bound to where your mouse is pointed.  You can see where it is pointed by pressing the ~ key which will bring up the command menu. the hud elements such as speed and lables and you need to be commander in order to be able to see it.

Posted
On 4/25/2020 at 5:42 AM, zdog0331 said:

Are you using vr?  As this issue is due to the fact that rendering is bound to where your mouse is pointed.  You can see where it is pointed by pressing the ~ key which will bring up the command menu. the hud elements such as speed and lables and you need to be commander in order to be able to see it.

Yep, I'm running in VR.

I was reading back through the comments about this issue, as some people had said the the problem in VR was fixed. But I guess it isn't!

Was flying last night, and didn't have this problem at all, so that other night I must have bumped the mouse off course early on.

 

 

Just to clarify, are we saying that moving the mouse at all while in VR will change the focus point of the model culling FoV? 

SvAF/F16_Goblin
Posted

I previously had a problem with objects disappearing in the corner of my right eye in VR.
That was solved by setting all "centre view" commands to the same command centring VR view.
However, the problem I have now with objects disappearing is despite the above solution, they disappear when zooming in and in a mid way range of sorts when in normal view.

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SCG_Fenris_Wolf
Posted (edited)
On 4/26/2020 at 7:58 AM, MA_Goblin said:

I previously had a problem with objects disappearing in the corner of my right eye in VR.
That was solved by setting all "centre view" commands to the same command centring VR view.
However, the problem I have now with objects disappearing is despite the above solution, they disappear when zooming in and in a mid way range of sorts when in normal view.

Thank you for that idea, I sometimes recognized some objects disappearing in the corner of the eye as well, even though the culling was adjusted. Can you tell me what "centre view commands" you are referring to please? All that are related to the action, in any position?

 

I will try it out as well and if it works, maybe the Developers will be able to include the function into Default VR View.

Edited by SCG_Fenris_Wolf
SvAF/F16_Goblin
Posted
15 hours ago, SCG_Fenris_Wolf said:

Thank you for that idea, I sometimes recognized some objects disappearing in the corner of the eye as well, even though the culling was adjusted. Can you tell me what "centre view commands" you are referring to please? All that are related to the action, in any position?

 

I will try it out as well and if it works, maybe the Developers will be able to include the function into Default VR View.

I'm in the process of reinstalling my entire system so at the moment I'm a bit off. Essentially all the center view commands that You can find in the settings and that fixed my problem.

  • 3 months later...
Posted (edited)

Chiming in to say that this needs to be fixed. Its really counter immersive.

 

I get ground targets disappearing on my peripherals and when i quick zoom

 

I am using the vive.

Does this happen on other headsets?

Edited by bbz
  • 4 weeks later...
I./JG62_MrSumner
Posted

Today for the first time I jumped into a tank and to be honest it is quite an impressive experience in VR. Still, I also stumbled upon the issue described here. When looking around the other tanks were just disappearing. Suffice to say that this is really immersive breaking. Especially after reading that this topic is known for quite some time now I really hope the developers show tank crew some more love and fix this issue.

Thanks for an otherwise awesome experience.
 

Posted

Since the last patch and now this, i still having that problem ( i often make ground attack with my Squad on Finish Server , so i dunno if this problem exist on wings of Liberty or combat Box ).

 

Im using Oculus Rift CV1.

 

Karaya.

 

Posted
21 hours ago, GOA_Companere_Karaya_VR said:

Since the last patch and now this, i still having that problem ( i often make ground attack with my Squad on Finish Server , so i dunno if this problem exist on wings of Liberty or combat Box ).

 

Im using Oculus Rift CV1.

 

Karaya.

 

It's in a very bad state currently, and unrelated to the camera fix. You can also do a clean install and nothing is fixed. It appears that using the zoom function makes the objects disappear as well. As far as pilots in planes, I never see them at all anymore. Rift S here.

Posted

ive only ever played single player and with vive and its always happened for me.

please fix.

  • 1 month later...
Posted (edited)

Salute.

I can confirm that this is still happening. I have only recently started playing with the tanks and have Tank Crew.

When in the Panzer IV G from the commanders position any player tank (can not confirm if AI are included as at time of posting) that is behind a 10 o'clock to 2 o'clock arc from the front of the tank will not be visible. It can be as little as a 1 degree movement of the tank to the left or right for the other tank to disappear / reappear.

 

After looking through other threads on this issue I found one where the user claimed that they had fixed it by pressing the command "T"

 

I tried this and confirm for me this worked.

so my sequence of key presses would be (I am using an X52 pro with a tank key profile via the button/key mapping software)

 

I spawn into the tank in the driver position.

I hit default combination of Right Shift + 2 to jump to fire position 2 (in the IV G this is the Commander). I am in the turret and with my VR oculus rift can turn my head to look through the windows at 12, 3,6 and 9 o'clock. I know a team mate is behind me but can not see him.

I then hit the command to open the hatch. I turn my head (not the tank or turret) and my team mate is not there.

 

I hit "T" (the default key for take control of turret/machine gun) and hey presto, my team mate appears. He can then drive around me and I can see him through 360 degrees.

 

So I have now mapped an additional button for T which I have to remember to press when jumping to the commander position.

 

When testing in the Panzer III (free tank) from the gunner position when opening the hatch I can fire the gun, move the turret but not see my team mate (or enemy). I hit T the turret returns to the default position (I no longer have control) but my team mate pops into view.

 

Regards

Friar

 

 

Edited by DD_Friar
Update.
Posted

This has been happening a lot to me recently in Finnish Virtual Pilots, where I can't see the targets objects until I get close or zoom in on them... 

Posted

Yea the T solution works which solidified my suspicion that the view cone is bound to the mouse and not your vr headset.  Using T makes it so the mouse is bound to your headset and thus so is the view cone.  Anyway, I really look forward to a fix for this in tank crew as this issue has plagued it since launch and I really do not wish to have to keep hitting the T key to simply be able to view other tanks.

SCG_Fenris_Wolf
Posted

There are two topics in this thread:

 

A) objects disappearing because they seem tied to a mouse camera direction, e.g. as part of a tank view when shifting view with mouse and then looking for the side, or tied to an aircraft gunner and then looking to the side. What you find in Tank Crew.

B) distance of ground targets on the ground, without any angle involved.

 

B) is normal and set by the mission maker, this is of no interest and working as intended.

 

A) is what was interesting and why I asked for additional information. It's the issue with the culling tied to the mouse instead of the VR headset. It should be tied to the VR headset at all times.

  • Upvote 1
Posted
On 11/6/2020 at 5:30 AM, SCG_Fenris_Wolf said:

There are two topics in this thread:

 

A) objects disappearing because they seem tied to a mouse camera direction, e.g. as part of a tank view when shifting view with mouse and then looking for the side, or tied to an aircraft gunner and then looking to the side. What you find in Tank Crew.

B) distance of ground targets on the ground, without any angle involved.

 

B) is normal and set by the mission maker, this is of no interest and working as intended.

 

A) is what was interesting and why I asked for additional information. It's the issue with the culling tied to the mouse instead of the VR headset. It should be tied to the VR headset at all times.

 

It appears that the issue may not always be tied to either case A or B. For instance, I at one time did have the mouse look direction tied to the culling, but removed all camera controls and fixed it. This appears to be a separate matter.


Objects are culled (regardless of mouse/VR head look direction) according to a very specific viewing angle in relation to the direction of your plane's nose (not pilot's head). If you use the zoom feature, the required angle is even more restrictive. This is most easily demonstrated with planes on the ground while taking a taxi- shown in video (watch in HD). I have done extensive testing, and at least on my end, there is a definitive "cone" that determines object culling. This cone, while not using zoom, extends only about 60 degrees from the nose of the plane. While using the zoom feature, it becomes insanely restrictive, something like a 15 degree angle.

 

Apologies for dominating so much of the thread, but I want to provide as much information as possible in hopes of discovering the source of this major issue. I believe said video demonstrates it well.

 

 

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SCG_Fenris_Wolf
Posted

Yes, exactly, that is more precise than what I responded.

 

Which would be fixed if the culling was always tied to one of the VR viewports, without any deviation from that rule at any time.

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Posted
On 11/8/2020 at 2:13 AM, SCG_Fenris_Wolf said:

Yes, exactly, that is more precise than what I responded.

 

Which would be fixed if the culling was always tied to one of the VR viewports, without any deviation from that rule at any time.

That is absolutely what needs to be done.  Unfortunately with how the Culling works, in areas where you have a mouse like in tank crew, the view is bound to the mouse.  

 

What I suspect is that in all areas that the mouse isn't being used, the mouse is slaved to the vr headset, however once something activates the mouse like tank crew, the view then decouples from the VR headset as the visibility has and always is bound to the mouse.  (map and menu being the exception).  Either way while you can fix it by setting it so your mouse is slaved to your headset view, I really would prefer that the rendering was just bound to the headset all of the time instead of the mouse so that tank crew would be more playable in VR.

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  • 1 year later...
Posted

This has so many bumps. Will product address this critical issue?

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  • 1 month later...
Rapierarch
Posted

A bump from me too. 

I have it almost a year and I started spending more time in DCS so did not bother to report it. 

 

It looks like there is a forward clipping distance for VR view for certain units. IT only effects non self propelled active ground units. For example I'm trailing a train for strafing run I approach from the tail and where the optimum shooting distance is the train cars vanish one by one starting from the closest one to me and this advances until the engine. Engine stays always rendered. I randomly strafe so one of the cars broken. Engine is loose. I return back I see the train cars kilometers back. I approach and they disappear but AAA is active so I can see where it is from its tracers. 

 

Also artillery units. Their sandbag embankments remains but when I get close all of them disappear when they shoot I can see the smoke from their nozzle. If I land next to them I can hear them, see the nozzle smoke and see the shell departing. But they remain ghosts. 

 

I can only do anti tank missions. they remain rendered (they have an engine).

Posted (edited)

I have this problem as well.  Using the Aero HMD now, and any moving/fire able object disappears when viewed outside of the forward 180^ viewing zone.  When I was using the G2 with the NeckSafer mod set for and extra 90^ rotation, I could extend/shift the 180^ forward viewing sideways the additional 90^ and avoid this problem.  Only started having this problem after I purchased Tank Crew, so how do I remove Tank Crew from my setup without actually having to permanently delete that?  This problem's a pain in the...

Edited by Drum
Posted (edited)
1 hour ago, Drum said:

I have this problem as well.  Using the Aero HMD now, and any moving/fire able object disappears when viewed outside of the forward 180^ viewing zone.  When I was using the G2 with the NeckSafer mod set for and extra 90^ rotation, I could extend/shift the 180^ forward viewing sideways the additional 90^ and avoid this problem.  Only started having this problem after I purchased Tank Crew, so how do I remove Tank Crew from my setup without actually having to permanently delete that?  This problem's a pain in the...

 

That is a good question and not really sure you can. When one purchases their first version of IL-2 Great Battles, it installs everything even though you don't technically own everything.  Everything is installed like it is one game. You just have access to the part you purchased, and the rest while on your drive you will not have access to until purchased. You might have a look into your account on their website and see if there is any way to unregister a particular individual part. I had a quick cursory look and did not see an option for that.  But I am sure it will still remain on your drive even if you can unregister it as the whole thing is one package. You may need to contact support on this.

 

 

Edited by dburne
  • Like 1
Posted (edited)

Thanks, dburne.  I'll see if I can do something about it then.  I see you have TC, are you experiencing this problem as well?

Edited by Drum
Posted (edited)
15 minutes ago, Drum said:

Thanks, dburne.  I'll see if I can do something about it then.  I see you have TC, are you experiencing this problem as well?

 

Can't say, I really have not interest in the tanks, I purchased just to support the developers. I also purchased Flying Circus and have not got around to it either. Mainly to just show my support.

Are you sure you got all remnants of the mod cleaned out as well as WMR and a clean install of Steam VR?

Edited by dburne
  • Like 1
[CPT]Crunch
Posted

The solution has always been having both default VR view and camera cockpit view keys on the same button, if you do that you shouldn't be experiencing this.  I've always put the center necksafer, default VR view, and camera player cockpit view on the same controller button.  Ensures every time I re-enter the pit all is lined up proper.   To save horsepower the game doesn't render objects that are currently in what it believes is not in the forward field of your HMD, like tire/tank tracks, contrails, smoke, and other live or moving objects.  And this sometimes is not where you think it is in relation to what you are seeing if your not properly setting the views, it's prone to get misaligned between two separate commands for two separate modes of alignment.  They need to both be aligned and synced together.

  • Upvote 1
Posted (edited)
2 hours ago, [CPT]Crunch said:

The solution has always been having both default VR view and camera cockpit view keys on the same button, if you do that you shouldn't be experiencing this.  I've always put the center necksafer, default VR view, and camera player cockpit view on the same controller button.  Ensures every time I re-enter the pit all is lined up proper.   To save horsepower the game doesn't render objects that are currently in what it believes is not in the forward field of your HMD, like tire/tank tracks, contrails, smoke, and other live or moving objects.  And this sometimes is not where you think it is in relation to what you are seeing if your not properly setting the views, it's prone to get misaligned between two separate commands for two separate modes of alignment.  They need to both be aligned and synced together.

 

Respectfully, all he needs is the default VR View to center the cockpit. No need for a camera view.

He has an Aero and necksafer does not currently work with it. Neither does WMR.  Which is why I asked if he got all that mod cleaned out as well as any WMR remnants and a clean install of Steam VR. I have always just used the default vr view to center my view, even back when I was running a WMR headset. But I run no mods. And never needed a camera view set to the same. Just the default VR View to get centered up works for me every time.

 

@Drum ,

Suggest you consider a thorough cleaning out of any WMR remnants. Search your appdata folders for this. Also uninstall Windows Mixed Reality for Steam VR if you have that installed still as well as Windows Mixed Reality. And definitely make sure you have all remnants of that necksafer mod removed and the game restored to stock - this is an absolute must!

Then do a full clean uninstall of Steam VR following this:

https://steamcommunity.com/app/250820/discussions/2/1640917625015598552/

 

Then install Steam VR fresh. May or may not help you but may be worth a shot.

But you really need to get your installs back to a fresh state and the game back to it's original stock shape. Aero is a great headset but really needs to start from a clean slate. And IL-2 is drop dead gorgeous in it, trust me.

Once you have it running good to your satisfaction, then if you want to experiment with any mods knock yourself out. I know necksafer currently is not working with Aero however the creator of the program is having some discussions with one of the guys from Varjo so there may be hope down the road. Me? nah, I really prefer no Mods as I find I spend most of my time flying rather than tweaking but who knows I am always open to anything.

 

Edited by dburne
Posted

I'll do that right now, going to have a few beer while I'm doing this, could take a bit. ?

  • Like 1
Posted

Well, it doesn't help with the disappearing firing/movable objects, but boy did it ever tune my system up a lot better now.  I'll have to do that at least once every six months, thanks for the advice, dburne!  No more hangs or black screens or a boatload of other flakey problems anymore. plus I'm getting 8-10 FPS better performance to boot.

 

Crunch, I was using both and even setup the independent horizontal & vertical for good measure but no improvement.  Very odd, planes show up just fine as do all static objects, but anything that shoots or moves (AI controlled) disappears just passed 85^, but if I destroy a truck or artillery piece it'll be visible the full 360^.  I think what you said regarding the sim deactivating AI objects to reduce overhead must be what's happening.  I've always use the Balanced preset so I'll try High and see if that has something to do with it.

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