Bisch Posted August 1, 2021 Posted August 1, 2021 Dang! I hope someone comes up with a solution using snapviews that work in VR. Im so used now to the healthiness of VRNS
dburne Posted August 1, 2021 Posted August 1, 2021 The progression of flight simming. Snap Views - Track IR - Virtual Reality - Snap Views... 5
popcorn88 Posted August 5, 2021 Posted August 5, 2021 (edited) Brilliant Tools and thanks for all the work. I really would like to test your experimental version (smooth transitions) on that other "D.." Sim - any ideas on when it will be possible to test there as well? Edited August 5, 2021 by popcorn88 1
15[Span.]/JG51Costa Posted August 5, 2021 Posted August 5, 2021 Hello again NobiWan. Just to let you know that the distortion on my brother's G2 Reverb is not caused by v 2.0exp or any other of your fantastic NeckSaver versions . I have tried to center the views from WMR settings without success, and I can't find a way to do it from SteamVR as I can't find the option to configure the room. I think I will have to uninstall and reinstall everything again. Muchas gracias. 15(Span.)/JG51 Costa. 1
C6_lefuneste Posted August 6, 2021 Posted August 6, 2021 (edited) 7 hours ago, 15[Span.]/JG51Costa said: I can't find a way to do it from SteamVR as I can't find the option to configure the room. Because it is in WMR and not in steamVR... Edited August 6, 2021 by c6_lefuneste
C6_lefuneste Posted August 9, 2021 Posted August 9, 2021 @J2_NobiWan: Do you know if it's possible to toggle reprojection on/off using OpenVR API ? I really struggle with "auto" mode of reprojection for WMR, it create stutters every time it shift from one mode to another and, even it toggle very often, even if there are few fps less and I'm at 60 fps...I found reproj introducing too much graphic glitches but there are some campaign where fps are tanked in few places by ground activity, which really need reproj. So I'd like to change it manually when in game...It's possible to do it during gale session with WMR settings, but that means using controller or removing HMD to use openVRsettingUX in windows desktop... WMR has a setting where OpenVR drive reprojection, so I wonder if it can be changed in OpenVR and propagate in WMR...
Fouldespiser25 Posted August 11, 2021 Posted August 11, 2021 Great program, thank you so very much. I use buttons to look LR but what Id really prefer is some ability to tweak the autorotate function. For example I only need one autorotate to 65" when I turn my head 90' left or right. Is that possible? In other words Id like a hybrid auto/manual rotate of what you have now. 1
TCW_Brzi_Joe Posted August 11, 2021 Posted August 11, 2021 (edited) On 8/9/2021 at 12:49 PM, c6_lefuneste said: I really struggle with "auto" mode of reprojection for WMR, it create stutters every time it shift from one mode to another @c6_lefuneste did you solve it? I know you can force reprojection just with one text line in steamvr.settings, but I lost that info, as it was in some steamvr support chat. You may open an ticket and ask them directly. As I use Pimax, there is another similar solution here! Pimax code is: “dbg_force_framerate_half” : 1 PS: Link2 from steam support Edited August 11, 2021 by TCW_Brzi_Joe link2
J2_NobiWan Posted August 11, 2021 Author Posted August 11, 2021 On 8/9/2021 at 12:49 PM, c6_lefuneste said: @J2_NobiWan: Do you know if it's possible to toggle reprojection on/off using OpenVR API ? Hi @c6_lefuneste I've been away from my computer for a couple of days and will continue to be for a couple more, so I can't really check. Does OpenVR Advanced Settings allow to toggle reproduction? Then its definitely doable... On 8/5/2021 at 10:51 AM, popcorn88 said: Brilliant Tools and thanks for all the work. I really would like to test your experimental version (smooth transitions) on that other "D.." Sim - any ideas on when it will be possible to test there as well? Thanks! I learned to avoid giving ETAs for software since I've been constantly wrong with them... 20 hours ago, Fouldespiser25 said: Great program, thank you so very much. I use buttons to look LR but what Id really prefer is some ability to tweak the autorotate function. For example I only need one autorotate to 65" when I turn my head 90' left or right. Is that possible? In other words Id like a hybrid auto/manual rotate of what you have now. That should be doable by deleting all the lines in the autorotate table with the "del" button except one. Then edit the remaining line to 90/85/65/0/0. Let me know if you have problems doing it. 1
C6_lefuneste Posted August 12, 2021 Posted August 12, 2021 8 hours ago, J2_NobiWan said: Hi @c6_lefuneste I've been away from my computer for a couple of days and will continue to be for a couple more, so I can't really check. Does OpenVR Advanced Settings allow to toggle reproduction? Then its definitely doable.. Hello, finally I did it with fpsVR... 1
Magpie- Posted August 12, 2021 Posted August 12, 2021 I just started learning to dogfight in DCS jets and my neck hurts, thanks for making this at least work in IL2. Does anyone have a fix for dcs with a G2?
FTC_Mephisto Posted August 12, 2021 Posted August 12, 2021 Somehow VRNS doesn't work for my friend. His status is always "standby" instead of showing the physical deg in the first line of the app (HMD yaw). As if SteamVR is not connecting with the VRNS correctly. Any ideas?
J2_NobiWan Posted August 13, 2021 Author Posted August 13, 2021 (edited) On 8/12/2021 at 9:33 PM, FTC_Mephisto said: Somehow VRNS doesn't work for my friend. His status is always "standby" instead of showing the physical deg in the first line of the app (HMD yaw). As if SteamVR is not connecting with the VRNS correctly. Any ideas? Could be the starting order. He should try SteamVR-VRNS-IL2. If that doesn't work he should shuffle the order. Also, if he starts SteamVR as admin he probably needs to start VRNS as admin too... Edited August 13, 2021 by J2_NobiWan
J2_NobiWan Posted August 13, 2021 Author Posted August 13, 2021 17 hours ago, Magpie- said: I just started learning to dogfight in DCS jets and my neck hurts, thanks for making this at least work in IL2. Does anyone have a fix for dcs with a G2? Hmm, I was under the impression that VRNS works fine with the G2 and DCS. Try to put everything on "Auto" in the options menu and don't forget to press the reset button (must be same button for DCS and VRNS) once you are sitting in the cockpit...
Magpie- Posted August 13, 2021 Posted August 13, 2021 User error, my vertebrae are forever in your debt. 2
Fouldespiser25 Posted August 16, 2021 Posted August 16, 2021 (edited) On 8/10/2021 at 5:43 PM, Fouldespiser25 said: Great program, thank you so very much. I use buttons to look LR but what Id really prefer is some ability to tweak the autorotate function. For example I only need one autorotate to 65" when I turn my head 90' left or right. Is that possible? In other words Id like a hybrid auto/manual rotate of what you have now. On 8/11/2021 at 1:57 PM, J2_NobiWan said: Hi @c6_lefuneste I've been away from my computer for a couple of days and will continue to be for a couple more, so I can't really check. Does OpenVR Advanced Settings allow to toggle reproduction? Then its definitely doable... Thanks! I learned to avoid giving ETAs for software since I've been constantly wrong with them... That should be doable by deleting all the lines in the autorotate table with the "del" button except one. Then edit the remaining line to 90/85/65/0/0. Let me know if you have problems doing it. Absolutely fantastic! I cant thank you enough mate! It is almost perfect. I wish I had enough know how to make a GUI but that would be it. Sliders with a plane symbol and a couple color lines to show where it would activate/deactivate. A few minutes of playing the cfg file and I came up with 76/70/78/10/0 and my old geezer neck bones thank you forever! Not having a blind spot and being able to see the gas gauge in the P51 is kinda nice Saving two valuable buttons is priceless hehe. Have you ever seen the meme of all the guys slow clapping with smiles on their faces and nodding in the deepest appreciation? Thats this thread to you mate! Edited August 16, 2021 by Fouldespiser25 1
Fouldespiser25 Posted August 16, 2021 Posted August 16, 2021 (edited) Even though it works as advertised I have encountered an issue that makes using automatic not possible for me. When youre looking back to enable the auto activation and then have to transition to looking straight up while still looking backwards. I think Ill simply stick with the button maps. They give the most control it seems. Once again, thank you thank you thank you! Edited August 16, 2021 by Fouldespiser25
SCG_Redcloud111 Posted August 17, 2021 Posted August 17, 2021 Has anyone had any luck getting this to work with DCS? IL2 works great. But, DCS always throws me way out of the cockpit. I have recalibrated my space in Steam and played around with all the options in VRNS.
Creep Posted August 17, 2021 Posted August 17, 2021 19 minutes ago, SCG_redcloud111 said: Has anyone had any luck getting this to work with DCS? IL2 works great. But, DCS always throws me way out of the cockpit. I have recalibrated my space in Steam and played around with all the options in VRNS. I had the same issue! Yes, I was able to fix this by changing the radio button option from "accumulative" to "snap". You have to hold the button down, but it does work.
SCG_Redcloud111 Posted August 17, 2021 Posted August 17, 2021 (edited) I have been using snap. I just tried again. Snap turned on to 90 degrees. No Translation. It throws me way off center. And I reset, of course. Edited August 17, 2021 by SCG_redcloud111
J2_NobiWan Posted August 18, 2021 Author Posted August 18, 2021 18 hours ago, SCG_redcloud111 said: Has anyone had any luck getting this to work with DCS? IL2 works great. But, DCS always throws me way out of the cockpit. I have recalibrated my space in Steam and played around with all the options in VRNS. VRNS has still unsolved problems with the Valve Index and DCS. Are you using an Index?
SpiteFFM Posted August 18, 2021 Posted August 18, 2021 I am using a Varjo VR-3 so a rather exotic HMD. I used and loved VRNS with my G2 and it worked absolutely flawless both on IL2 and DCS. Now with the Varjo it does work with IL2, but it takes a second to look to the left/right and the screen is mostly black for that second. In DCS I am getting shifted 140 degrees to the left and under the plane when I use VRNS buttons. I tried every option combination of Game Mode and Position Compensation. It is always the exact same behaviour. I already learned that other (more common) headsets have the same behaviour. I would love to test anything, but there does not really seem to be a way to do any further tests/workarounds? 1
J2_NobiWan Posted August 18, 2021 Author Posted August 18, 2021 (edited) 59 minutes ago, SCG_redcloud111 said: Hey Nobi. I am using a Vive Pro 2. Interesting... It could very well be that the DCS problem is not Index specific but rather related to the use of base stations in contrast to inside-out tracking. Unfortunately I wasn't able to get the problem solved for the Index yet, in spite of the help from some kind users... 46 minutes ago, SpiteFFM said: I am using a Varjo VR-3 so a rather exotic HMD. I used and loved VRNS with my G2 and it worked absolutely flawless both on IL2 and DCS. Now with the Varjo it does work with IL2, but it takes a second to look to the left/right and the screen is mostly black for that second. In DCS I am getting shifted 140 degrees to the left and under the plane when I use VRNS buttons. I tried every option combination of Game Mode and Position Compensation. It is always the exact same behaviour. I already learned that other (more common) headsets have the same behaviour. I would love to test anything, but there does not really seem to be a way to do any further tests/workarounds? I read that the Varjo VR-3 can use both, base stations and inside-out tracking. Have you tried the inside-out tracking? MIght help with the DCS Issues... (edit: mixed that up with the XR-3, sorry!) I suspect the long delay to be related to the Varjo drivers or integration into the SteamVR environment. Not much that I can do here, I believe. Edited August 18, 2021 by J2_NobiWan
SpiteFFM Posted August 18, 2021 Posted August 18, 2021 Thank you for coming back so fast. I will ask in the Varjo community if anyone has the XR-3 and would be able to test out Inside-Out tracking with VRNecksafer. I fear that the XR-3 is probably not owned by many, though. I can live with the second of delay in IL2 for now. I will hope that this might be fixed somewhen in the future by some Varjo driver updates.
SCG_Redcloud111 Posted August 18, 2021 Posted August 18, 2021 Nobi, if there’s any way I can help with testing the VP2, let me know, 1
15[Span.]/JG51Costa Posted August 18, 2021 Posted August 18, 2021 Hello again NobiWan. I don't know what I did wrong, but when I turn my head (for example) to the right, my body shifts to the left, moving me away from the views I want, making it difficult to see my lower six, forcing me to move laterally to the right much more than it would be desirable. This happens both to one side and the other. Thank you very much. 15(Span.)/JG51 Costa
J2_NobiWan Posted August 18, 2021 Author Posted August 18, 2021 3 hours ago, 15[Span.]/JG51Costa said: I don't know what I did wrong, but when I turn my head (for example) to the right, my body shifts to the left, moving me away from the views I want, making it difficult to see my lower six, forcing me to move laterally to the right much more than it would be desirable. This happens both to one side and the other. What happens if you set the L/R and Fwd values in the autorotation table to zero?
15[Span.]/JG51Costa Posted August 18, 2021 Posted August 18, 2021 (edited) 32 minutes ago, J2_NobiWan said: What happens if you set the L/R and Fwd values in the autorotation table to zero? Sorry, I didn't tell you that I use v 2.0exp. Saludos. 15(Span.)/JG51 Costa Edited August 18, 2021 by 15[Span.]/JG51Costa
15[Span.]/JG51Costa Posted August 19, 2021 Posted August 19, 2021 (edited) Hi @J2_NobiWan. I have been testing with the v.208 version and it works perfectly. The backward rotation does not move me from the center, and I can move laterally easily. I don't know what else I can do with v.02exp. Is there any folder or file that I can edit or delete to reverse the problem? Thank you very much in advance. Saludos. 15(Span.)/JG51 Costa Edited August 19, 2021 by 15[Span.]/JG51Costa
=TF=Kaiza Posted August 20, 2021 Posted August 20, 2021 Anyone else having issues with the mod since the last update? View flicks back to normal a split second after the button is pushed. Its almost as thought something is overriding it? Cheers
J2_NobiWan Posted August 20, 2021 Author Posted August 20, 2021 8 hours ago, 15[Span.]/JG51Costa said: Hi @J2_NobiWan. I have been testing with the v.208 version and it works perfectly. The backward rotation does not move me from the center, and I can move laterally easily. I don't know what else I can do with v.02exp. Is there any folder or file that I can edit or delete to reverse the problem? Thank you very much in advance. Saludos. 15(Span.)/JG51 Costa Hi 15(Span.)/JG51 Costa, this is probably the same issue that Hetzer-JG51 is experiencing... My problem is that I can't reproduce it with my Rift-S. Which VR Headset are you using? I believe though that it has something to do with your seating position no being propperly aligned with the center of SteamVR. This should be compensated by VRNS but it looks like it doesn't work for every headset (this has to be done differently for exp and non-exp versions). I'll have to look into it... One thing you could try is to recenter your default headset position on the origin of the SteamVR environment (you should sit right on top of the center of the concentric circles on the SteamVR plains).
15[Span.]/JG51Costa Posted August 22, 2021 Posted August 22, 2021 Hello again. My VR headset is PiMax 8Kx. I have recentered both PiTool and Steam VR I have also uninstalled WMR but have not had any success. I think it's all been a result of testing my brother’s Reverb G2 on my PC and I don't know if any incompatibility has been created. I don't know if uninstalling Steam and Steam VR would accomplish anything. Maybe there is a SteamVR file left for WMR and that's what is causing the problem. I don't know... Saludos. 15(Span.)/JG51 Costa
mattswe Posted August 23, 2021 Posted August 23, 2021 On 8/1/2021 at 11:07 PM, dburne said: The progression of flight simming. Snap Views - Track IR - Virtual Reality - Snap Views... Yeah, this is kinda fun. We spend our savings for a nice VR kit, and then we are too lazy to turn our head.... ?
=TF=Kaiza Posted August 26, 2021 Posted August 26, 2021 (edited) Hi @J2_NobiWan, got my flicking issue sorted with Oculus and SteamVR reinstalls, however I am getting a consistent crash after 10-20 mins of playing. The crash brings up the below .NET Framework error and pushing 'Continue' does nothing. I guess its probably something at my end? I have tried a .NET Framework repair, but no luck. Any other ideas? The crash details are in the attached .txt file if it helps. The unfortunate part of the crash is the error means IL2 no longer becomes the active window and all controls stop working until I reselect it. This can get pretty exciting! Thanks VRNSDump.txt Edited August 26, 2021 by Kaiza
J2_NobiWan Posted August 26, 2021 Author Posted August 26, 2021 (edited) 1 hour ago, Kaiza said: Hi @J2_NobiWan, got my flicking issue sorted with Oculus and SteamVR reinstalls, however I am getting a consistent crash after 10-20 mins of playing. The crash brings up the below .NET Framework error and pushing 'Continue' does nothing. I guess its probably something at my end? I have tried a .NET Framework repair, but no luck. Any other ideas? The crash details are in the attached .txt file if it helps. The unfortunate part of the crash is the error means IL2 no longer becomes the active window and all controls stop working until I reselect it. This can get pretty exciting! Thanks VRNSDump.txt 5.62 kB · 0 downloads Hi Kaiza, the error says that one of the devices (joysticks) you use is not accessible any more. First thing that comes to mind is to disable the USB power management in Win10 settings. Did you hear the USB disconnect sound when it crashed? I could stop VRNS from crashing if something like this happens, but the the real problem seems to be your device (temporarly?) diconnecting... Concerning the flickering before reinstall of steamvr and oculus. Did you be any chance install another steamvr tool, like OVR Advanced Settings? That might have conflicted with VRNS... Edited August 26, 2021 by J2_NobiWan 1
JG1_Greif Posted August 26, 2021 Posted August 26, 2021 On 7/27/2021 at 8:59 PM, J2_NobiWan said: Here is smooth amplification with activation angle. Also the 180° problem should be solved... VRNeckSaferv02exp.zip My stomach is still too weak for this, but have a try! ? Cheers, J2_NobiWan S! @J2_NobiWan, Because of holidays and other priorities I hadn't come around to trying this experimental version but this week I had some time to give it a go. I still need to experiment a bit with the best values but so far I am really quite positive about this experimental build. The activation angle approach seems to be a very workable solution to strike a compromise between 1 to 1 in game and IRL head movement for most of the time while making it also easy to watch your tail easily when you need it. I have 0 problems with nausea myself btw. Some observations and random considerations: I found that I need to reset my view much, MUCH less often than when I use the non experimental version. I suspect that when pressing and releasing the manual "add x degrees left/right" buttons in the non-experimental version, the view can end up a couple of degrees off compared to what it was before, maybe because of head momvement during the adding/substracting the angles when the button is pressed or released. In any case, I find that my view comes back nicely, a big plus. From a useability point of view: the non-experimental version absolutely great already (I insist), however it is especially nice to have a continious, uninterrupted movement path from the view straight forward in the cockpit to a look backwards. The jumps because of the "add x degrees button" do cost some extra time when I need to link the view from before the jump to my view afterwards. The smoother transistion in the experimental version helps to keep the SA one continuous total overview and less a composition of several viewpoints that I have to stitch together in my head, so that is a plus as well. Even though the movement is obviously very much smoother than in the non experimental version, it still strikes me that once over the activation angle, head movement still is somewhat choppy/grainy outside the activation angle which is striking and somewhat less comfortable. It's almost like the head angles get rounded to individual degrees, as if the output variable of the amplified head angle is an interger instead of a float. I think it would be an improvement if it were possible to preserve smooth head movement in all situations, be it inside or over the activation angle. You added a very nice quality of life functionality to the manual add x degree rotation buttons, i.e. the automatic addition of some L/R and forward translation. I do get the impression that this functionally is absent in the experimental version, is that correct? I notice I do end up looking at head rests regularly ? In any case, this is a great feature and I understand that adding this to the experimental version may be a challenge because everything needs to be smooth, so a solution would need to be found for adding these translations in a smooth manner as well. This would in my opinion improve this experimental version, but maybe this isn't the proverbial low hanging fruit. I haven't decided yet which version works best for me and I still have experimenting to do with more planes. In case you consider further developing the experimental version: having the manual button besides the automatic amplification would make it easier to compare both effects, even if it would be a hard coded choice to have only one at the same time if that makes things easier from a coding point of view. I wouldn't mind having both effects active at the same time, it depends on what's easier to implement. I hope this is feedback that you can use. Feel free to use any or none of it: VRNS as is is already an amazing tool for which I ame very grateful. Do let me know if you have any questions. 1
TCW_Brzi_Joe Posted August 26, 2021 Posted August 26, 2021 I also tried experimental; man that is weird ? It is not good in current state, but it has potential. If only we can make smooth curve for changing angle, like first 45deg without amplification, and then smooth amplification more and more with each additional degree; the end can be around 50-60deg head turn = checking six (view 180deg). Currently I use regular version, and I have similar; after 45deg head turn, with each 2deg more, I have amplification of +5deg view more. My config is in attach, to be more clear. If I use default 10deg steps, I often loose sight on distant spots. VRNeckSafer.zip 1
WWSitttingDuck Posted August 27, 2021 Posted August 27, 2021 Terrific work, thank you. Your tool is bringing me back to VR. Sorry if this has been already asked, but might this work in pitch as well as yaw at sometime? 1 1
=TF=Kaiza Posted August 27, 2021 Posted August 27, 2021 12 hours ago, J2_NobiWan said: Hi Kaiza, the error says that one of the devices (joysticks) you use is not accessible any more. First thing that comes to mind is to disable the USB power management in Win10 settings. Did you hear the USB disconnect sound when it crashed? I could stop VRNS from crashing if something like this happens, but the the real problem seems to be your device (temporarly?) diconnecting... Concerning the flickering before reinstall of steamvr and oculus. Did you be any chance install another steamvr tool, like OVR Advanced Settings? That might have conflicted with VRNS... Thank you very much Nobi, I will have a look! No I did not have OVR Advanced Settings installed. I tried uninstalling Oculus Tray Tool, however I ran a test immediately after and the fault was still present. Thanks again for a great tool and your help. I wouldn't spend so much time trying to get it working again if I didn't like it so much! Cheers 1
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