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=STP=Darrylx444
Posted

^ That is an interesting comment blitze. I hope they didn't actually TRY to change the non-zoomed FOV. I mean how could that even work? Every HMD design has it's own natural rendered FOV that must be used or else the result is always going to be some kind of warped image..... fine if temporarily zooming, but bad for normal view. Then again, I'm not a VR expert either.

Guest deleted@134347
Posted
4 minutes ago, =STP=Darrylx444 said:

I hope they didn't actually TRY to change the non-zoomed FOV

 

but that's exactly what's happening on my vivpro. The non-zoomed view is warped.

SCG_Redcloud111
Posted
1 hour ago, blitze said:

They decided to try and give VR users the same FOV default as 2D users have with then zoom on top or so my understanding is on the notes posted with the patch.

 

Workable solution would be original FOV with two zoom settings - original and then the new. My understanding would have been that at the normal view the game would use the FOV as given by the VR headset and that world scale would be 1 (real life size).  Then there would be zoom on top of that.

 Blitze, I understand the broad context. I have been following this closely since the ruckus started. I was asking @c6_lefuneste for his insight because of all the time he spent working on these sorts of issues. His convergence system at first took some time getting used to but he developed it to be very easy (providing a pop up menu with instructions, allowing for both coarse and fine tuning, etc.)

32 minutes ago, =STP=Darrylx444 said:

I mean how could that even work?

 Yes, this is the major hurdle I imagine the developers are facing. Different headsets with different resolutions and lens configurations, different user IPDs, different convergence sensitivities (both vertical and horizontal), etc.

Posted (edited)

1. No, New zoom is all around better than before fix. IPD works even better now than before when zoom is applied. (win 65mm and ingame +/-0) I have not touched any graphic settings after latest hotfix

2. Hp Reverb

3. No d3d11.dll file found in game folder

 

Edited by Hartigan
Posted

1. No

 

2. Occulus Rift CV1

 

3. No

 

4. No PC restart needed

Jason_Williams
Posted

Ok guys,

 

Please halt the reports until after you get the next Hotfix later today. There clearly was some issue with the wider-field goggles. Han has tested a fix in his PiMax and it worked so, we think it is solved. Just be patient now please.

 

Jason

  • Like 3
  • Thanks 5
Posted

1. no fisheye

2. Oculus Rift S

3. No

4. Unnecessary, no issues

 

Thanks for the good work with the new VR zoom

Posted

Other than the issues I'm seeing better FPS, so it's not all bad news ?

Posted

1. Yes

2. WMR (Lenovo Explorer)

3. No

4. No

 

Anyway, I managed to fix it somehow. I did several things so now I'm not sure which one solved it.

So, I disabled VR and changed resolution to my monitor's native resolution. After game restart I launched a quick mission and exit. I started Il-2 again and enabled VR, left resolution untouched this time. After game restart with VR enabled I went directly to quick mission and the distortion was gone.

SCG_Redcloud111
Posted

Seeing the download now. I will test ASAP. Thanks!

  • 1CGS
Posted

Everyone who have had issues with VR "fish eye" on regular zoom (non-zoom) - please note the issue status (solved / not solved) after 4.006e update here.

If it's not solved - please note your VR device model.

SCG_Redcloud111
Posted

@Han@Sneaksie Bravo, guys! On a Pimax 5K+ we now have working Normal FOV, as well as an in-game zoom (the zoom requires parallel projections). I tested a quick match 8 vs 8, and I was able to maintain 64 fps with no ghosting. Great work, all around. I am heading to TAW. Have a great weekend.

  • Like 1
  • Thanks 1
Guest deleted@134347
Posted (edited)

@Han   You guys are the BOMB!

 

Issue is FIXED for VivePro

 

THANK YOU, Thank you, THANK YOU!!!

 

 

Edited by Count_de_Money
Posted

Missed a couple of updates but with the most recent one my results are:

 

1. No fish eye with this version

 

2. Rift S

 

3. No  (I have no file at that location or folder by that name. I'm running open composite if that's of any use to you)

 

4. N/A

 

Win10/64

NVidia 2060 GPU, Driver v446.14

Ryzen9 3900x

32gb PC3600 ram

Asus x570-E

 

Posted
59 minutes ago, SCG_redcloud111 said:

@Han@Sneaksie Bravo, guys! On a Pimax 5K+ we now have working Normal FOV, as well as an in-game zoom (the zoom requires parallel projections). I tested a quick match 8 vs 8, and I was able to maintain 64 fps with no ghosting. Great work, all around. I am heading to TAW. Have a great weekend.

I've got the same results.  PP ON is the only way to get zoom working.  The FOV for headsets is restored to what it should be.  The in game zoom is on par with a monitor.  Things are very much looking up.

 

As was suggested in another thread by @Count_de_Money, if we had a way to adjust convergence for full zoom, like we can for ipd, in game, that *might* solve issues with canted displays running in non parallel projection mode....

 

I'm thrilled to report with @SCG_redcloud111's suggested running modes, we Pimax users have some options to play with and all is good with the world again.

 

In fact, I would say this is a milestone.  S! and thank you!

Posted

My 2 Cents.

 

Dev's - Cпасибо, ваша работа очень ценится. А теперь иди и отдохни.

 

Normal view is good and world scale looks good too.

 

Also, added bonus, I did not detect any outlines around aircraft when against clouds.

 

Have a restful weekend Jason and gang, again - thank you.

No halo against clouds.png

HerrOberst80
Posted

Fisheye in wide FOV is fixed... thank you!

Posted

Still have "Fish-eye" problem with normal zoom. And vertical cross-eye problem.

Odyssey+ (lower FOV mode 90 or 60 fps)

 

WMR settings Odyssey plus.png

=STP=Darrylx444
Posted

Pimax Artisan, seems fixed now. Thanks!

Posted

Solved! Thanks guys!

HTC Vive Pro

II/JG11_ATLAN_VR
Posted

solved thx great Team!!!!

 

Pimax 5k+

II/JG11_Terzerole_VR
Posted

solved

 

Pimax 8k+

Posted

no problems (samsung odyssey). great work, great team.

Pennix_LeGaulois
Posted

Hello Han,

 

1. no fish-eye effect with normal zoom with 4.006e (could not manage to try it with 4.006d, you guys pushed 4.006e too quickly for me !)

2. using Oculus Rift S, with opencomposite

3. No d3d11.dll in bin\game folder

4. no restart required

 

I just would like to add a great thank you to the whole team. You guys are making huge improvement to the game constantly, and the pace at which you are pushing huge updates and hotfixes is astonishing !

Thank you very much !

TCW_Brzi_Joe
Posted

Pimax 5k+, paralel projection on - solved! Really great with such zoom. Maybe less zoom would be more convenient if we have only 1 zoom level (like 5x, instead 10x). Congrats Han and team.

 

Pimax 5k+, paralel projections off, nozoom view normal, zoomed wrong convergence. Please dear @Han , do not forget us too. 

E69_Qpassa_VR
Posted
48 minutes ago, Brzi_Joe said:

Pimax 5k+, paralel projection on - solved! Really great with such zoom. Maybe less zoom would be more convenient if we have only 1 zoom level (like 5x, instead 10x). Congrats Han and team.

 

Pimax 5k+, paralel projections off, nozoom view normal, zoomed wrong convergence. Please dear @Han , do not forget us too. 

Well this zoom is not x10 at all for what I remember of migoto. It is very close to the x5, with the current zoom I can see spot contacts but for some reason sometimes they disappear or stop being rendered, or they become darker.

  • Upvote 1
TCW_Brzi_Joe
Posted
39 minutes ago, E69_Qpassa_VR said:

It is very close to the x5

I checked it again after you said it, and:

a) Large fov - I think it is more zoomed. Too much.

b) Normal fov - great zoom for spotting, like 5x 

 

I guess I must say goodbye to big fov..

airsheep_VR
Posted
1 hour ago, E69_Qpassa_VR said:

for some reason sometimes they disappear or stop being rendered, or they become darker.

Same bug here too, contacts disappeared when zooming. 

spitfirejoe
Posted (edited)

Actually since the last  updates….I don´t remember was it hotfix c,d, or e  I have the problem that my HP Reverb does loose traction all the time. The Cockpit always follows my head movements. When I move my head forward the cockpit moves forward, same for moving my head backwards and sideways. And I can not center the view inside the Cockpit properly.

I thought maybe there was a problem with the recent update of SteamVR Beta, so I left the Beta and changed to the normal SteamVR Version, which did not help. As a side note I did NOT limit the head movement inside the cockpit in the game settings for VR. I checked "Normal Settings" and "Custom Settings", same issue all the time.

Since I don´t have all these problems with other VR games and never had that before in IL-2 I ask myself if the latest updates brought these Problems?

 

Does anybody elese have the same?

 

I have an i-7 8700k   1080Ti and use the HP Reverb

 

thanks 

Edited by spitfirejoe
SCG_Fenris_Wolf
Posted (edited)

Not zooming:

1. No

2. Pimax 5K+

3. No

4. No

 

When zooming:

1. Yes, convergence is off. 

2. Pimax 5K+

3. No

3. No

 

Cosmos Elite, HP Reverb Pro v2, Samsung Odyssey OG are fine.

 

 

 

5 minutes ago, spitfirejoe said:

<snip>

Does anybody elese have the same?

 

I have an i-7 8700k   1080Ti and use the HP Reverb

 

thanks 

I know the issue. It's not IL-2 but a problem with WMR devices. You must keep the algorithm of loading up correctly:

1) Start HP Reverb with Windows' Mixed Reality Portal, put it on head, look around till the room is recognized. Now room tracking is enabled.

2) Go into Steam, start Steam App "Windows Mixed Reality for SteamVR", it will load the App SteamVR for you

3) Now start IL-2.

 

??

Edited by SCG_Fenris_Wolf
spitfirejoe
Posted (edited)
12 minutes ago, SCG_Fenris_Wolf said:

 

I know the issue. It's not IL-2 but a problem with WMR devices. You must keep the algorithm of loading up correctly:

1) Start HP Reverb with Windows' Mixed Reality Portal, put it on head, look around till the room is recognized. Now room tracking is enabled.

2) Go into Steam, start Steam App "Windows Mixed Reality for SteamVR", it will load the App SteamVR for you

3) Now start IL-2.

 

??

 

thanks for the response, but actually that is how I always fire up my Reverb, never had any tracking problems before ( also not in IL-2 ) and even 1 hour ago when I had those tracking problems again in IL-2 I tested iRacing ( Sim Racing game ) in VR with my Reverb with no tracking problems at all, just to evaluate if there is any other problem.

 

The tracking problems came up since the last updates 2 days ago.

 

Edited by spitfirejoe
RampantCoyote
Posted
On 5/29/2020 at 12:48 PM, Han said:

Everyone who have had issues with VR "fish eye" on regular zoom (non-zoom) - please note the issue status (solved / not solved) after 4.006e update here.

If it's not solved - please note your VR device model.

Sorry it took a little bit to respond. Busy weekend.

 

This seems to have fixed my fisheye problems with the Pimax 5K+. All is good. Enjoyed a couple of good missions today. Thanks!

SCG_Fenris_Wolf
Posted
9 hours ago, spitfirejoe said:

thanks for the response, but actually that is how I always fire up my Reverb, never had any tracking problems before ( also not in IL-2 ) and even 1 hour ago when I had those tracking problems again in IL-2 I tested iRacing ( Sim Racing game ) in VR with my Reverb with no tracking problems at all, just to evaluate if there is any other problem.

 

The tracking problems came up since the last updates 2 days ago.

 

Yeah but the issue is not the patch. The issue is with your Reverb or setup or your game's settings or installation. I have a Reverb here as well, I just fired it up and it works fine. So the point is, if you look into the right direction you can find the solution. Maybe just do a clean reinstallation of the game.

Posted
12 часов назад, SCG_Fenris_Wolf сказал:

Cosmos Elite, HP Reverb Pro v2, Samsung Odyssey OG are fine.

Could you try Odyssey with low FOV ('Optimize for performance' in WMR settings) and 90Hz mode? Is there no fish eye effect?

With normal FOV mode (Best visual quality setting) I also have no fish-eye effect. However, I prefer to use low FOV mode. For some reason it seems to be sharper in other games. Older Windows releases allowed low FOV only with 60Hz.

And bigger issue with IL-2 that I have is vertical cross-eye. Really hope it will be fixed.

chiliwili69
Posted

Here an Index user.

Everything run perfect, including the new zoom. No fish-eye at all.

Awesome performance increase with this 4.006 update.

Thank you so much

spitfirejoe
Posted
12 hours ago, SCG_Fenris_Wolf said:

Yeah but the issue is not the patch. The issue is with your Reverb or setup or your game's settings or installation. I have a Reverb here as well, I just fired it up and it works fine. So the point is, if you look into the right direction you can find the solution. Maybe just do a clean reinstallation of the game.

 

Ok, thanks then I will try to install the WMR and SteamVR Software new, I hope that helps.

SCG_Fenris_Wolf
Posted
1 minute ago, spitfirejoe said:

 

Ok, thanks then I will try to install the WMR and SteamVR Software new, I hope that helps.

Viel Erfolg! 

 

Gib Acht, dass du keine reflektiven Bilder, zuviele aktive Monitore (zB das Spiel) etc direkt vor dir hast. WMR mag das nicht. Und Licht braucht es auch, selbst wenn die Runde bis 1 Uhr nachts geht .. ?

spitfirejoe
Posted
2 minutes ago, SCG_Fenris_Wolf said:

Viel Erfolg! 

 

Gib Acht, dass du keine reflektiven Bilder, zuviele aktive Monitore (zB das Spiel) etc direkt vor dir hast. WMR mag das nicht. Und Licht braucht es auch, selbst wenn die Runde bis 1 Uhr nachts geht .. ?

 

Ja danke das weiß ich. Ich werde versuchen das Tracking in den Griff zu bekommen, seit 3 Tagen spinnt es total rum.

  • Upvote 1

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