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Chamidorix

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About Chamidorix

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  1. SteamVR SS increased is linear, in-game DCS PD is exponential. 1.5 PD = 225% steam. 0.8 PD with 300% steam is the same as 192% steam or between 1.3 and 1.4 PD. 0.5 PD with 500% steam (which won't necessarily work since steam default caps render targets at 4096, which is below 500% on reverb) would be the same as 125% steam. Nevertheless, it would hardly surprise me if the recent WMR changes to its dynamic render buffer handling and viewport downsizing caused some new bug with non steamvr induced render target increases.
  2. You are going to have a fantastic time in flatscreen DCS, but please do not underestimate how brutal on the GPU DCS VR is. A 2080ti honestly doesn't cut it, even more so for 2.5.6 vs 2.5.5. I am a mega tweaker and I'm using every software trick imaginable on a heavily Overclocked water cooled 2080ti and still just can't even stay at 45 fps to hit reprojection on my Reverb consistently..... So you can definitely try it out, and VR in general (outside of DCs) is awesome to get into right now, but be realistic that playing in VR primarily is going to be sub optimal, unless you spend extravaga
  3. You should buy whatever is the cheapest K series flagship processor from the last 4 generations. Skylake(6700k), kaby lake(7700k), and coffee lake(8700k) + coffee lake refresh(9900k), as they all have the same exact per core architecture minus a little bit of L$ here and there. Point is, at the same ghz they will all have the exact same performance in DCS since it is wholly single thread bound. You can consistently get a 9900ks up to 5.5 ghz if you only care about gaming stability (not prime95 24/7). You can get a 6700k up to 5 ghz consistently with the same parameters. So 4 generations you
  4. This is terrible advice. There are two causes to the ghosting omnipresent on the HP reverb: #1 is unfix-able. The 2160x2160 panels in the reverb are bargain bin and they do not consistently implement the sub 1ms "low persistence" response time that they should. It is essential in VR for frames to only be visible for a fraction of a frame's render time in order for your eye tracking while rotating head to behave how your brain expects. Otherwise you perceive smearing since you move your head but the image hasn't stayed in the same place. #2 is why you should leave pre-rendered at 1 if at
  5. Windows mixed realilty creates 3 virtual 1080p monitors to handle the loading of non-UWP (win32) desktop apps inside of WMR applications. Been this way since Windows 1903. I have complained incessantly for an option to disable this, since I use a win32 app approx 0.1% of the time in VR and the 3 virtual/headless monitors cause all sorts of problems with desktop compositing. Anyways, typical microsoft fashion there is absolutely no way to disable it. I've messed with blocking the creation of arbitrary monitor EDIDs but the WMR binary itself requires the monitors to be created on startup.
  6. This is the most stupid shit I have seen in months. Sweviver is indeed somewhat of a Pimax shill, even considering his employment with them, but to roll this adversarial attitude onto a random forum dude who's just made a couple of damn vr-linked posts is asinine, man. Regarding the video, it does contain a healthy amount of bullshit. My favorite was Subnautica, where he talks about how he was "surprised" he could get it to run smoothly when you can see he's literally downsampling the game below native res. Like, shit dude, its not exactly rocket science that you can get any game to run cpu
  7. V-sync/triple buffer/gsync etc settings are completely ignored by WMR/OpenVR/Oculus pipeline. VR screens, both software and hardware, function wholly different from traditional monitor screens - this is why Oculus and OpenVr currently run the screens in exclusive "Direct" mode, completely segregated from the traditional desktop rendering pipeline. VR screens run at extremely low persistence (the screen flashes on for far less than 11 ms, and then turns black), so the display must ALWAYS stay locked to refresh rate for this low persistence flicker to be perceived as uniform imagery by our brain
  8. I'm just going to copy paste my response on reddit to the youtube video a couple pages back, since I own a reverb and I touched on driver enabled MSAA (doesn't work) and the effect of virtual reality pre-rendered frames (less means less ghosting but more min frame times). " I immediately doubt your credibility when you still somehow have not grasped the PD vs Steam SS difference, that LITERALLY gets repeated as nauseam across the internet. PD setting of 1.5 means make the resolution 1.5 times wider and 1.5 longer, for 225% more pixels. Steam SS 150% means 150% more pixels. PD 2.0 is the
  9. EDIT: I actually utilized my reading comprehension and realized you specifically state in your list that the part must be commonly available "off the shelf". In this case, the kingpin's bin + watercooling ready setup will certainly outpace any off the shelf titan. I'm leaving my comment since I had fun writing it, however :) ORIGINAL: Just for fun Aurelius, since I know you are involved in the enthusiast space, but technically, money permitting, the best possible card would be an rtx titan, no? Your list has the Kingpin 2080ti, and while it's true that there is no way to easily purchase a
  10. So, I tried the Pimax 8KX at CES and was able to exactly replicate my DCS graphics settings with NV Profile Inspector on their 9900ks + titan rig (my home rig is 7700k + 2080ti +hp reverb). I found the experience extremely enjoyable; the big thing to note as that they pretty much completely fixed the distortion issues on the demo units. Whether this rolls out to consumer units remains to be seen. Now, I say they had a titan in their rig for fun, but please remember a titan is only ~10% faster than a 2080ti unoverlocked. So please don't go thinking you need $2500 card to run 8kx :). Nvida went
  11. They are duel 2160 x 3840 panels, native. They accomplish this over a single display port 1.4 by capping refresh rate at 75hz. Plug into a bandwidth calculator and you can see they just barely have enough. You can quick-swap to ~1440 x 2560 render via PiTool and then this will upscale to the 4k panels and unlock refresh rate to 90hz. From my time at CES, it seems you can pretty seamlessly swap during game run to compare, but I certainly preferred less aliasing over +15hz, especially in DCS. Additionally, the refresh/render balance can further be finessed by discretely adjusting the fov, also v
  12. I've owned Index, currently have the reverb, and tried out multiple 8KXs today at CES. The reverb is absolutely better for DCS than the index, and honestly, the 8kx demo units they had blew the reverb out of the water. Assuming they have the same QA as the demo units, the consumer 8kxs should absolutely be the best consumer headset on the market for ALL parameters, money not being an concern. The resolution density of the reverb is the same as the 8kx, but the difference between having peripheral vision vs looking through a box like the reverb is insane. Additionally, the screens were much
  13. Yet another bump. This tweak is essential for top end vr graphics. Makes immersion so much better when you can use sun glare. Have to make this edit every update.
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