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Aloha-Snackbar
Posted (edited)
21 minutes ago, Arthur-A said:

I've just tried Odyssey demo at our local mall. Well, I'm thinking about pulling the trigger. Just want to hear some feedback from someone who tried it in BoX, especially how it compares to Rift.

It has the same resolution as Vive Pro, so I'm concerned about the performance. Currently I'm running 160% supersampling and it performs quite good in Career. With Odyssey I'm thinking about 100% (no supersampling) since the resolution is higher. Will it reduce the performance with no supersampling? 

 

For some reason theres a "hidden" supersampling factor in the headsets, as chiliwili has documented here: 

 

Basically 160% SteamVR supersampling on a Rift renders about the same resolution as 140% on a Odyssey.


If you run at 100% supersampling then youre effectively rendering less pixels than you were on your rift (so dont do that ;) ) so youll actually get a performance increase (probably).

 

Edited by Aloha-Snackbar
  • Upvote 1
Posted

If I run Odyssey at 100% supersampling, will it look better than Rift at 160%, since supersampling is kind of artificial increase?

Posted (edited)
13 minutes ago, Arthur-A said:

If I run Odyssey at 100% supersampling, will it look better than Rift at 160%, since supersampling is kind of artificial increase?

 

Supersampling does mitigate the lack of sharpness on any VR device but from my experience of using both, the Samsung will always have decreased screen door effect regardless of supersampling used.  Put it another way, running a 1080p monitor at 4K resolution does not make it a 4k screen.

 

I know the increase in resolution from Rift to Odyssey is not that large, but the analogy is apt.  Both HMDs have their positives and negatives, there are plenty of reviews that will detail them for you.  The one thing I will state that is 100% accurate and irrefutable, if IQ is your main aim for a VR HMD, then the Odyssey is superior than a CV1.

Edited by ICDP
Posted

Yeah, the main reason is image quality. I use Rift for flight sims only, so I don't care much about hand controllers and room scale. However, during the demo, I didn't notice any difference in tracking, it was as smooth as in Rift.

Posted

Salutations,

 

I'm getting an ever increasing suspicion that a Samsung Odyssey is lurking out there for me. ?

ClarkFable
Posted

So things finally look like the right scale and the IQ is a huge step up from my rift. The only problem right now appears to be the fps. I want it locked down at 60fps, but the game uses to try and set it to 45.  Any suggestions?

Aloha-Snackbar
Posted (edited)
2 hours ago, Arthur-A said:

If I run Odyssey at 100% supersampling, will it look better than Rift at 160%, since supersampling is kind of artificial increase?

 

There will certainly be less screen door effect.


But why run at only 100% (around 2856x1777) on the odyssey? If your PC can manage a Rift at 160% (should be aroud 3400x2000 resolution) then it can manage 140% (3379x2103) on the odyssey with very little performance difference and far better image quality.

26 minutes ago, ClarkFable said:

So things finally look like the right scale and the IQ is a huge step up from my rift. The only problem right now appears to be the fps. I want it locked down at 60fps, but the game uses to try and set it to 45.  Any suggestions?

Are you using motion reprojection in windows MR for SteamVR?

 

Edit: If its set to on it will effectively cap you at 45 FPS. if its set to auto then itll cap you to 45 FPS if you have over 45 but less than 90 FPS. otherwise its uncapped. I personally like having it on auto, despite the artifacts.

Edited by Aloha-Snackbar
  • Like 1
SCG_motoadve
Posted
2 hours ago, Arthur-A said:

I've just tried Odyssey demo at our local mall. Well, I'm thinking about pulling the trigger. Just want to hear some feedback from someone who tried it in BoX, especially how it compares to Rift.

It has the same resolution as Vive Pro, so I'm concerned about the performance. Currently I'm running 160% supersampling and it performs quite good in Career. With Odyssey I'm thinking about 100% (no supersampling) since the resolution is higher. Will it reduce the performance with no supersampling? 

I bought the Vive pro and used it for about 2 weeks.

The quality and high res compared to the Rift was really noticeable, colors too and the performance was better than the Rift.

But the sweetspot was horrible , this made me return it, you could see sharp images , then blurry then sharp again, very annoying.

 

Can anyone with the Odyssey please confirm how's the sweetspot?

Posted (edited)
2 hours ago, ClarkFable said:

So things finally look like the right scale and the IQ is a huge step up from my rift. The only problem right now appears to be the fps. I want it locked down at 60fps, but the game uses to try and set it to 45.  Any suggestions?

I think I read someone say that reducing supersampling helped. Or, turning it off entirely. Turning off AWS may have been the advice. I'm not sure. Sorry. ?

Edited by Thad
Correction
  • Like 1
ClarkFable
Posted (edited)
2 hours ago, Aloha-Snackbar said:

 

Edit: If its set to on it will effectively cap you at 45 FPS. if its set to auto then itll cap you to 45 FPS if you have over 45 but less than 90 FPS. otherwise its uncapped. I personally like having it on auto, despite the artifacts.

 

The Odyssey's native refresh rate is 60 and 90, so i get a lot of stutter around 45.   I used riva tuner to cap my fps at 60 fps and turned off AWS so that helped a bit. But now i'm stuck again with neither my GPU or my CPU being fully utilized (had this problem with Oculus early on).  Even on low setting I am not getting a smooth 60fps with native SS (100%). 

 

Played another couple of hours today and I am really impressed with the increased resolution and contrast. If anything the better contrast might be more noticeable than the resolution.  

Edited by ClarkFable
Posted

Windows Mixed Reality ASW is always on and cannot be turned off unless you have an Nvidia GPU and the latest Steam VR beta.  It can be turned off then.

chiliwili69
Posted
10 hours ago, ICDP said:

The one thing I will state that is 100% accurate and irrefutable, if IQ is your main aim for a VR HMD, then the Odyssey is superior than a CV1.

 

The VivePro was also superior (meaning it was strictly better), but how much better is the key point.

For example, I will not recommend for a Rift user to go to the VivePro.

For a new VR user with no previous device and only wanting IL-2, probably the cheapest WMR. (in just one year new devices should be on the market)

For a Rift user to upgrade to an Odyssey, I don´t know, I have not tested the Odyssey and not full review for IL-2 has been posted. (in fact this thread talks about the previous IPD problem but now being solved it would be one to have one thread comparing Rift with Odyssey... ?)

 

One thing we don´t know about the Odyssey is if it all pixels rendered are effectively displayed on the view of the user.

One big problem of VivePro is that it was rendering a large image, but you can only view a fraction of that. So many physical pixels were wasted.

I was showing the Rift vs VivePro images in this post:

https://forum.il2sturmovik.com/topic/36162-vivepro-vs-rift-for-il2/?do=findComment&comment=615505

 

For any lucky dual user (Rift and Odyssey), he/she can just use SteamVR Display Mirror of the same scene in IL-2 to obtain both images and see if they get the same view, not for resolution comparison but to know if they render similar view size.

If additionally they have a compact camera picture through lenses can be taken from an IL-2 scene.

11 hours ago, Arthur-A said:

If I run Odyssey at 100% supersampling, will it look better than Rift at 160%,

 

Probably it will look a bit better. But this type of comparisons are very subjective.

 

In any case, if your GPU were performing well with 160% SS in SteamVR, then you should run your Odyssey at 136% which is the SS that will load your GPU in the same way your Rift at SS=160% (ie same amount of pixels being rendered).

Without having an Odyssey I can tell you that the Odyssey at 136% looks better than the Odyssey at 100%.

 

Posted (edited)

Maybe this could be intresting see at 12:30 

 

 

Edited by Dutch2
chiliwili69
Posted
30 minutes ago, Dutch2 said:

Maybe this could be intresting see at 12:30

 

Before that time, he was showing some images of VivePro/Odyssey/Vive to compare resolution and SDE. They are valid for that game/demo, but not sure about for IL-2.

The way IL-2 handles the render with SteamVR could make that the end result could be different from what you see in this video regarding resolution.

Posted (edited)
1 hour ago, chiliwili69 said:

 

The VivePro was also superior (meaning it was strictly better), but how much better is the key point.

For example, I will not recommend for a Rift user to go to the VivePro.

For a new VR user with no previous device and only wanting IL-2, probably the cheapest WMR. (in just one year new devices should be on the market)

For a Rift user to upgrade to an Odyssey, I don´t know, I have not tested the Odyssey and not full review for IL-2 has been posted. (in fact this thread talks about the previous IPD problem but now being solved it would be one to have one thread comparing Rift with Odyssey... ?)

 

One thing we don´t know about the Odyssey is if it all pixels rendered are effectively displayed on the view of the user.

One big problem of VivePro is that it was rendering a large image, but you can only view a fraction of that. So many physical pixels were wasted.

I was showing the Rift vs VivePro images in this post:

https://forum.il2sturmovik.com/topic/36162-vivepro-vs-rift-for-il2/?do=findComment&comment=615505

 

For any lucky dual user (Rift and Odyssey), he/she can just use SteamVR Display Mirror of the same scene in IL-2 to obtain both images and see if they get the same view, not for resolution comparison but to know if they render similar view size.

If additionally they have a compact camera picture through lenses can be taken from an IL-2 scene.

 

Probably it will look a bit better. But this type of comparisons are very subjective.

 

In any case, if your GPU were performing well with 160% SS in SteamVR, then you should run your Odyssey at 136% which is the SS that will load your GPU in the same way your Rift at SS=160% (ie same amount of pixels being rendered).

Without having an Odyssey I can tell you that the Odyssey at 136% looks better than the Odyssey at 100%.

 

 

Hi Chili, as mentioned in your linked post, other games I tested show no serious issues between what you see in the Odyssey HMD and what is shown in SteamVR mirror.  In some cases SteamVR mirror shows a "mask border, or stencil", in IL2's case it does not.  Remember that what you see is not exactly what someone else will see, if their eyes are closer to the lenses then they could see more.

 

What I believe is happening is that SteamVR mirror shows the image before it is cropped and sent to the HMD.  So there is no physical waste of pixels when the image is actually sent to the HMD.

 

I don't believe SteamVR mirror can be used to definitively quantify that Vive Pro, or any other HMD are wasting pixels compared to CV1.

 

 

Edited by ICDP
chiliwili69
Posted
6 hours ago, ICDP said:

other games I tested show no serious issues between what you see in the Odyssey HMD and what is shown in SteamVR mirror.

 

I also didn´t test with other games what VivePro is showing in SteamVR Display Mirror versus HMD. The fact is that there were a big difference. The yellow box is what it is displayed in the HMD, which is essentially the same than what you see in the Oculus Rift (in HMD and Display Mirror).

Rift_vs.VivePro.DisplayMirror.thumb.png.99804e6afebeef9d1c4e9561e4b93615.png

 

So, the VivePro is really rendering many pixels (the ones outside the yellow box) which later are not used at all. The true fact is that they are rendered since you can see them in the Display Mirror (and in the IL-2 monitor view). This doesn´t happen at all with the Rift.

Ideally, the HMD should render the pixels which are going to be seen later in the HMD and no more, otherwise they are unnecessarily overloading the GPU.

 

To really know what Odyssey displays in Display Mirror you can download the same track I used which was posted here

https://forum.il2sturmovik.com/topic/36162-vivepro-vs-rift-for-il2/?do=findComment&comment=615527

 

Anyhow, Display Mirror has been proved that it is not a really showing what you see in the HMD, at least for IL-2. I don´t know if WMR devices have something similar to Oculus Mirror (which is exactly showing the image you display in the Rift before lense distortion).

 

Posted (edited)

I already did test it Chili and I replied in your thread.  Il2 BoX with the Samsung Odyssey exhibits the same problem in Steam VR mirror as the Vive Pro.  Having said that it does not prove that these HMDs are displaying far more pixels in IL2 than we get in the HMD.  You are seeking an answer to a problem that may not exist.

 

You appear to be fixated on the concept that the mirror image is always 100% identical to what gets sent to the HMD.  And are consequently assuming the difference in IL2 (and you have only tested IL2) is proof the HMD is rendering massive amounts of unseen and wasted pixels.

 

Looking at it logically and objectively.

 

This issue does occur on on Vive Pro and on Samsung Odyssey, but not on CV1.  This on its own is enough to raise the question, does Vive Pro and Samsung Odyssey waste pixels outside a users vision?  What it does not do when taken in isolation, is provide enough evidence to answer that question.  To get more valid and conclusive proof, further testing is required.  Having done so, no other VR game/app I tested shows this issue using a Samsung Odyssey WMR device.

 

  • Elite Dangerous
  • DCS
  • Assetto Corsa
  • Fallout 4 VR
  • Windows Cliff House
  • Steam VR Home
  • The Blu
  • Space Pirate Trainer

 

If there is a problem (and I don't believe there is), then it is purely an IL2 problem and not one with the Vive Pro (or Odyssey) in general.

 

 

Edited by ICDP
chiliwili69
Posted
2 hours ago, ICDP said:

then it is purely an IL2 problem and not one with the Vive Pro (or Odyssey) in general.

 

Thanks for your explanation. It seems then that it is a "problem" with IL-2 and SteamVR Display Mirror.

In fact, when I got the camera picture through the lenses on the VivePro I saw much more detail than the detail shows by Display Mirror. So, Display Mirror is not "real" with IL-2.

 

What I am now thinking is about the IL-2 view on monitor while you run the VR. If the monitor view is displaying pixels that are not rendered (I didn´t took screenshoots of that) they are overloading the GPU.

Posted

Mirror is a poor choice of wording for what gets displayed on the monitor by default.

For Oculus users, there is the option in the software to display a "mirror" of the headset image on the monitor through the OculusMirror.exe in the diagnostics folder under Support.

 

No idea how SteamVR might handle something similar.

 

Posted

SteamVR has a mirror option in the settings.  The was mirror mode is implemented varies from game to game and is more of an approximation rather than a duplication.

chiliwili69
Posted (edited)

Yes, Oculus Mirror worked well for the Rift. It just displays what you see in the headset (before lense distortion).

 

SteamVR has an application called "Display Mirror" for the same function.

 

With the Rift, I have tried to launch both at the same time and they show exactly the same, and also it is the same that the default image displayed in the monitor (for the left eye in my test).

You can check this here:

https://forum.il2sturmovik.com/topic/36162-vivepro-vs-rift-for-il2/?do=findComment&comment=615527

 

With the VivePro, SteamVR Display Mirror shows more Field of View of what you see in the Headset. I don´t know why SteamVR Display Mirror do that, ideally it should work as Oculus Mirror.

Edited by chiliwili69
ClarkFable
Posted

So after playing all weekend (single player quick matches mostly) I am still unable to get my GPU above 50% utilization or my CPU (any core) above 30% and I am stuck down in the 50s in fps with a fair amount of stutter when I maneuver sharply (doesn't matter if I use normal, high or ultra settings with SS=1.0).   I also get the double vision when fling low to the ground and looking at stationary objects like trees. 

 

There is so much promise though. When you are flying smoothly at high altitudes or looking at a contact maneuvering at distance it's so much crisper than the Oculus.  The stutter really is a bummer though. I almost never had it with the Oclulus in single player (happened all the time in furballs in MP).  I know I am pushing more pixels with the Odyssey, but I feel like my GPU and CPU should be doing much better when I reduce settings. 

 

I'll keep messing around with some settings and hopefully I will find something that works. Has anyone else had a similar experience? 

chiliwili69
Posted
6 hours ago, ClarkFable said:

my CPU (any core) above 30%

 

The % load on CPU is not a trustable indicator that your CPU is load. The IL-2 threads are jumping from core to core and the load is spread in the cores, but it is still being a bottleneck:

https://forum.il2sturmovik.com/topic/29322-measuring-rig-performance-common-baseline-for-il-2-v3/?do=findComment&comment=499246

 

Please, put in your signature also system specs your overclocking and your RAM speed.

 

Here you have a test of ICDP with the Odyssey:

https://forum.il2sturmovik.com/topic/29322-measuring-rig-performance-common-baseline-for-il-2-v3/?do=findComment&comment=615551

 

Aloha-Snackbar
Posted
8 hours ago, ClarkFable said:

So after playing all weekend (single player quick matches mostly) I am still unable to get my GPU above 50% utilization or my CPU (any core) above 30% and I am stuck down in the 50s in fps with a fair amount of stutter when I maneuver sharply (doesn't matter if I use normal, high or ultra settings with SS=1.0).   I also get the double vision when fling low to the ground and looking at stationary objects like trees. 

 

There is so much promise though. When you are flying smoothly at high altitudes or looking at a contact maneuvering at distance it's so much crisper than the Oculus.  The stutter really is a bummer though. I almost never had it with the Oclulus in single player (happened all the time in furballs in MP).  I know I am pushing more pixels with the Odyssey, but I feel like my GPU and CPU should be doing much better when I reduce settings. 

 

I'll keep messing around with some settings and hopefully I will find something that works. Has anyone else had a similar experience? 

What's your pc specs and in game graphics settings?

ClarkFable
Posted
9 hours ago, Aloha-Snackbar said:

What's your pc specs and in game graphics settings?

Added more specs to my signature 7700K, 1080Ti FE, 16GB, 1TB SSD, 4X4 16GB DDR3 @ 2400mhz, 512GB M.2 PCIe SSD (Boot) + 1TB 7200RPM SATA 6Gb/s (Storage)

SCG_Fenris_Wolf
Posted (edited)
On ‎5‎/‎27‎/‎2018 at 1:43 AM, II./JG77_motoadve said:

I bought the Vive pro and used it for about 2 weeks.

The quality and high res compared to the Rift was really noticeable, colors too and the performance was better than the Rift.

But the sweetspot was horrible , this made me return it, you could see sharp images , then blurry then sharp again, very annoying.

 

Can anyone with the Odyssey please confirm how's the sweetspot?

Hi,

 

I got the Odyssey since yesterday. The sweet spot is quite large and I am satisfied with it. At the sides, beside that sweet spot, it feels as if the image turns into Rift quality (which is still good imo). The Odyssey, compared to Vive and Rift, profits much more from using SS, and while the IQ can be better, it kind of lacks the soft picture the Rift produces - things may look more fuzzy, naturally. With a trick I enabled ASW for the Odyssey as well, which I use together with lefuneste's mod. I still have to experiment with the option to sync at 60Hz instead of 90Hz. That may fit IL-2's average performance much better.

 

What is inferior is Controllers and Headmount. The Rift is by far the most ergonomic device and feels like the more premium product. Also, I now must keep the light on for tracking. With the Oculus I could keep it pitch black around me after sunset.

 

I will later come to a conclusion whether the upgrade was worth it. Currently it feels much more like a sidegrade.

Edited by SCG_Fenris_Wolf
SCG_motoadve
Posted
19 hours ago, SCG_Fenris_Wolf said:

Hi,

 

I got the Odyssey since yesterday. The sweet spot is quite large and I am satisfied with it. At the sides, beside that sweet spot, it feels as if the image turns into Rift quality (which is still good imo). The Odyssey, compared to Vive and Rift, profits much more from using SS, and while the IQ can be better, it kind of lacks the soft picture the Rift produces - things may look more fuzzy, naturally. With a trick I enabled ASW for the Odyssey as well, which I use together with lefuneste's mod. I still have to experiment with the option to sync at 60Hz instead of 90Hz. That may fit IL-2's average performance much better.

 

What is inferior is Controllers and Headmount. The Rift is by far the most ergonomic device and feels like the more premium product. Also, I now must keep the light on for tracking. With the Oculus I could keep it pitch black around me after sunset.

 

I will later come to a conclusion whether the upgrade was worth it. Currently it feels much more like a sidegrade.

Thanks for your report, as for now then I will keep my Rift then, the Vive pro was such  a waste of time, I dont want to go thru this again, what its a shame about the Vive Pro is that the performance was better than the Rift and colors too, but to me sweetspot made it unplayable.

SCG_Fenris_Wolf
Posted

My conclusion wasn't made yet, over 1 day, it was just my critical initial impression ;). Well the Samsung has same / better ergonomics than the Vive (I had Vive as well), but has the same screens and better lenses than VivePro. 

So by logic, even to the VivePro the Samsung Odyssey is a clear upgrade. I am sorry to say that, I don't want to bum out VivePro users. Certainly, with the Samsung Gear lens mod, people will have a good time with the VivePro. 

 

I have gotten used to its ergonomics in one day now, and after some initial time, I can come to the conclusion now that it was worth the upgrade over the Rift. I'm enjoying high-res textures more now, and a sharper image that profits much better from super sampling. I don't know why, but checking six feels much easier than it was in the Rift as well. It's probably that I spot / pick up aircrafts/dots more easily in the periphal view with the Odyssey. 

 

  • Thanks 2
=RS=GiantPLANK
Posted

Hi Guys,

 

Am new to VR, but super keen to get into it.  IL2 inspired me to take the plunge....

 

The Odyssey seems like a decent option now.  Is it easy to set up and use?  I know nothing about VR.

 

Also my PC is LGA1150, i5 4460 CPU,  8GB Vengeance RAM, GTX970

 

Can you guys recommend a better CPU?  I dont want to upgrade until the next gen processors/GPU come out AND GPU prices fall (hopefully).

 

I want to get int now if possible BUT if you think my PC is too sub-spec I can hold off until VR Gen 2 I guess.

 

Any advice appreciated!

 

Cheers!

SCG_Fenris_Wolf
Posted

Hello, welcome to the VR section!

 

As you noticed correctly, you will require a new CPU. I'd recommend waiting for the next-gen and then getting an i7 8700k, to overclock it to 4.8GHz. For the GPU, a GTX1080 is sufficient for the Odyssey. A 1070 may not cut it if you want to get the best out of the higher resolution screens via SS.

 

 

Odyssey is infinitely easier to setup than Rift. It took 5 minutes on the first time setup, while the Rift took an hour, two hours if you count the download and installation in.

  • Like 1
=RS=GiantPLANK
Posted

Many thnx for your advice Fenris.

 

I shall have to temper my excitment then!  I tried a friends PSVR and was blown away...  Its how gaming HAS to be from now on!

 

Yes prudence seems key then.  Wait fornext gen GPUs and look to a new build towards the end of the year.

 

Flying a spitfire in VR or indeed my guilty passion - the P47 (jug) shall have to wait!

 

Many thnx

SCG_motoadve
Posted
7 hours ago, SCG_Fenris_Wolf said:

My conclusion wasn't made yet, over 1 day, it was just my critical initial impression ;). Well the Samsung has same / better ergonomics than the Vive (I had Vive as well), but has the same screens and better lenses than VivePro. 

So by logic, even to the VivePro the Samsung Odyssey is a clear upgrade. I am sorry to say that, I don't want to bum out VivePro users. Certainly, with the Samsung Gear lens mod, people will have a good time with the VivePro. 

 

I have gotten used to its ergonomics in one day now, and after some initial time, I can come to the conclusion now that it was worth the upgrade over the Rift. I'm enjoying high-res textures more now, and a sharper image that profits much better from super sampling. I don't know why, but checking six feels much easier than it was in the Rift as well. It's probably that I spot / pick up aircrafts/dots more easily in the periphal view with the Odyssey. 

 

How is the performance compared to the Rift?

 

Also the scale 1/1 like the Rift? I was surprised no one mentioned that the Vive pro scale was off, it was more like 80 or 90%, I used Lefuneste mod to fix this but it created double vision when amining and an effect on the wing leading edges when flying over clouds.

SCG_Fenris_Wolf
Posted (edited)

Hi,

 

performance depends on the resolution you choose. Here is a nice guide by chili that depicts it: 

TOTAL pixels is what defines performance, across all headsets.

 

The scale is 1:1. Note that the scale of the Rift has never been 1:1, but way too large. But I have known that before. If you want to increase the scale in lefuneste's mod, please remember it is not just a single value to change (x6), but also some convergences (especially for the zooms) will need adjustments as well. 

Edited by SCG_Fenris_Wolf
SCG_motoadve
Posted

With the Vive pro I only used it with the recommended SS by windows 126% in my case and ran smoothly.

 

To me the Rift is 1:1 and I made an easy test to corroborate that.

 

Fly the 109, look at the stick, remove VR look at my replica 109 stick , same size.

Guages look normal sized too ( I fly real planes, had sat in warbirds, has seen an instrument panel of a FW 190 and compared to my hand, so yes Oculus is 1:1, and Vive Pro was smaller, stick looked thin and small, and gauges too.)

SCG_Fenris_Wolf
Posted (edited)

That's around 11.5 million pixels

 

We can select 230-240% on the Odyssey, to have the same performance.

 

I see. Upping the scale by 0.02 should be possible and not break anything.

 

P.S. I fly as well. I guess it's hard to compare. All I've seen was people who told the Rift showed things too big, usually, on a few occasions in other games as well. Now, whatever looks best should be best. I keep it at 0.02 for now.

Edited by SCG_Fenris_Wolf
Posted

Are things smaller in the Odyssey than in the Rift? The Rift scale looks fine. I can't imagine the 109 being smaller than it is in the Rift. 

BlitzPig_Bill_Kelso
Posted

I cannot comment about the rift but the Odyssey  in the 109 and 190 are not small at all. It looks great and often when dogfighting I can hear my head bump on the sides and top of the canopy, lol.

  • Upvote 1
  • 1 month later...
Posted

Interrupted my IL-2 adventures in 2003 after the breeding season began in our family.

Now time for big decisions and investments (old rig has to go). Reading and reading, and watching reviews I am pretty much settled on the Samsung HMD Odyssey.

Another Lenovo comparison from earlier reviewer, may seem biased in beginning, but he really tries to reveal the good and the bad 

about both sets:

 

SCG_Fenris_Wolf
Posted (edited)

Welcome back Kandiru, yes breeding season really occupies everything, doesn't it. Suddenly nothing else is *that* important anymore! ?

 

I recommend you the Samsung Odyssey (I compared it with Oculus Rift and HTC Vive). One of the biggest advantages - which is rarely mentioned - is the amazing ease of setup of the WMR devices. While I loved the Rift, it was the hardest to set up and keep faith.

 

You can check out my sticky here for settings.

 

 

 

By the way, for WMR devices you can turn ASW on or off or to auto here:

....\Steam\steamapps\common\MixedRealityVRDriver\resources\settings

 

open  default.vrsettings  with text editor, check out these:

 

        // Motion reprojection doubles framerate through motion vector extrapolation 
        // motionvector = force application to always run at half framerate with motion vector reprojection
        // "motionReprojectionMode" : "motionvector",
        // "motionReprojectionMode" : "auto", 

 

just remove the double-dash in front of "motionReprojectionMode" : "auto", to enable automatic. Removing double dash from "motionReprojectionMode" : "motionvector", forces ASW. While having both with the double dash means ASW is off.

 

In the former cases (auto or motionvector) you may want to deactivate the reprojection methods in SteamVR, while in the latter one (asw off) you want to keep both reprojection methods in SteamVR active.

Edited by SCG_Fenris_Wolf
Posted (edited)

Awesome, I appreciate your input and in return I have two ideas I picked up cruising the web, YES I did order the Odyssey:

 

1. Velour liner to minimize stickiness:

2. Life hack for glasses, hope not to scratch lenses this way, two bumper pads glued together, with the truncated pyramids pushing the bridge of the glasses away:

 

 

Edited by Kandiru

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