TX-Zigrat Posted July 2, 2024 Posted July 2, 2024 Anyone who has used quad views (with or without eye tracked foveated rendering) in DCS knows how transformative for VR it is. Trust me, it's like magic and I am not exaggerating! With the shift to DirectX 12 and a new engine, I really hope that 1C-777 steals a page from DCS's playbook here. 4
Panzerlang Posted July 15, 2024 Posted July 15, 2024 I was about to ask a similar question but checked first for previous ones. To the point...can it be integrated natively into the game? After the current DCS clusterfk (they broke quad) and Mbucchia both having dropped it AND no longer having his certification (over $800 now to renew that) it occurs to me that the IL2 devs might profit from hiring him to do the job. DFR has to be a future-proofing no-brainer, no?
Aapje Posted July 15, 2024 Posted July 15, 2024 The proper solution is to transition from SteamVR to OpenXR 1.1, which standardizes (quad view) foveated rendering. Then the headset makers should support this standard in their headset. At that point, Mbucchia's software is no longer needed. 1
Jaegermeister Posted July 16, 2024 Posted July 16, 2024 16 hours ago, Aapje said: The proper solution is to transition from SteamVR to OpenXR 1.1, which standardizes (quad view) foveated rendering. Then the headset makers should support this standard in their headset. At that point, Mbucchia's software is no longer needed. I really hope we can do away with Steam VR. It is terrible. 1
1PL-Husar-1Esk Posted July 16, 2024 Posted July 16, 2024 I tested static quad view in Quest 3 ( DCS ), this is fantastic technology. 1
AndreiSE Posted July 18, 2024 Posted July 18, 2024 Yes please! We need all the performance help we can get in VR, seeing how it will take many years before we have good enough hardware to run the necessary high-fidelity detail needed for VR. My RTX 4090 with i9 13900k CPU still struggles a lot with these simulators in VR in many scenarios. Sure we can run the content at 90fps with certain settings, and medium resolutions, but it's not sufficient in VR.
alexken123 Posted July 24, 2024 Posted July 24, 2024 (edited) Hi there! I totally agree, incorporating OpenXR and quad views for VR would be a great addition to the simulator. I hope the developers take note of these suggestions and consider implementing them in the future updates. Thanks for bringing this up! Edited August 1, 2024 by alexken123
cellinsky Posted July 26, 2024 Posted July 26, 2024 If openxr and quadview, then it must be native to the sim and easy to use and setup. The current situation in the vr-world is confusing with no clear standart. Since Steamvr supports openxr native, its my way to go for now (getting excellent results by the way with DCS, NMS etc.). One place to tweak and one click for flying.
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