Strikeeagle345 Posted January 17, 2019 Share Posted January 17, 2019 Don't know if you have the original O or a Vive pro (same res), but any comment about the "double PPI" claim with regards to the O+? I.e. double the actual pixel resolution they claim, because they use "virtual" in between pixels? I dont know about PPI, the resolution looks the same as the original, but I have used the Vive pro and had the original Odyssey and the O+ is significantly better in visuals. I will never be able to go back to either of those. Strike USLANTCOM.com i7-9700K OC 5GHz| MSI MPG Z390 GAMING PRO CARBON | 32GB DDR4 3200 | GTX 3090 | Samsung SSD | HP Reverb G2 | VIRPIL Alpha | VIRPIL Blackhawk | HOTAS Warthog Link to comment Share on other sites More sharing options...
Rakamora Posted January 17, 2019 Share Posted January 17, 2019 Dcs in vr is better than its ever been. Link to comment Share on other sites More sharing options...
Harlikwin Posted January 17, 2019 Share Posted January 17, 2019 I dont know about PPI, the resolution looks the same as the original, but I have used the Vive pro and had the original Odyssey and the O+ is significantly better in visuals. I will never be able to go back to either of those. Thats the thing I'm trying to understand is "how" its better from a technical point of view. New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really). Link to comment Share on other sites More sharing options...
Strikeeagle345 Posted January 17, 2019 Share Posted January 17, 2019 Thats the thing I'm trying to understand is "how" its better from a technical point of view. the tech fills in the gaps between the pixels with light that matches the surrounding pixel. So the black space (SDE) you get on all the other headsets is gone and it looks like a solid canvas of imagery. Strike USLANTCOM.com i7-9700K OC 5GHz| MSI MPG Z390 GAMING PRO CARBON | 32GB DDR4 3200 | GTX 3090 | Samsung SSD | HP Reverb G2 | VIRPIL Alpha | VIRPIL Blackhawk | HOTAS Warthog Link to comment Share on other sites More sharing options...
Harlikwin Posted January 18, 2019 Share Posted January 18, 2019 I know how its supposed eliminate the SDE by letting it bleed/blend with the next pixel over. But they are claiming that it doubles the PPI/Res in the same way. I'm just curious if the idea of the "virtual" pixel between the real ones actually works as they claim. New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really). Link to comment Share on other sites More sharing options...
Strikeeagle345 Posted January 18, 2019 Share Posted January 18, 2019 I know how its supposed eliminate the SDE by letting it bleed/blend with the next pixel over. But they are claiming that it doubles the PPI/Res in the same way. I'm just curious if the idea of the "virtual" pixel between the real ones actually works as they claim. I honestly don't know. I just know that the picture quality is significantly better than the Vive Pro and OG Odyssey. Strike USLANTCOM.com i7-9700K OC 5GHz| MSI MPG Z390 GAMING PRO CARBON | 32GB DDR4 3200 | GTX 3090 | Samsung SSD | HP Reverb G2 | VIRPIL Alpha | VIRPIL Blackhawk | HOTAS Warthog Link to comment Share on other sites More sharing options...
Gryzor Posted January 18, 2019 Share Posted January 18, 2019 Improve "single pass rendering" option in VR would be a huge increase in fps IMHO, as other software does, please ED take into account. Link to comment Share on other sites More sharing options...
Knock-Knock Posted January 18, 2019 Share Posted January 18, 2019 Improve "single pass rendering" option in VR would be a huge increase in fps IMHO, as other software does, please ED take into account. Dunno if it is this you are looking for, in the ../config/graphics.lua file (end of file) --in stereo and hmd mode you can try to use single parser for both eyes , by default is false , comment to enable it or set to true stereo_mode_use_shared_parser = false - Jack of many DCS modules, master of none. - Personal wishlist: F-15A, F-4S Phantom II, JAS 39A Gripen, SAAB 35 Draken, F-104 Starfighter, Panavia Tornado IDS. | Windows 11 | i5-12400 | 64Gb DDR4 | RTX 3080 | 2x M.2 | 27" 1440p | Rift CV1 | Thrustmaster Warthog HOTAS | MFG Crosswind pedals | Link to comment Share on other sites More sharing options...
Gryzor Posted January 18, 2019 Share Posted January 18, 2019 Dunno if it is this you are looking for, in the ../config/graphics.lua file (end of file) I doubt it, maybe this parameter doesn´t does the same, In addition I tested it and there are some glitches appearing at screen´s borders. Link to comment Share on other sites More sharing options...
Knock-Knock Posted January 18, 2019 Share Posted January 18, 2019 I doubt it, maybe this parameter doesn´t does the same, In addition I tested it and there are some glitches appearing at screen´s borders. Ok, I wont bother with it then. Just remembered it being in there, when I saw your mention of it, but I never tried it. - Jack of many DCS modules, master of none. - Personal wishlist: F-15A, F-4S Phantom II, JAS 39A Gripen, SAAB 35 Draken, F-104 Starfighter, Panavia Tornado IDS. | Windows 11 | i5-12400 | 64Gb DDR4 | RTX 3080 | 2x M.2 | 27" 1440p | Rift CV1 | Thrustmaster Warthog HOTAS | MFG Crosswind pedals | Link to comment Share on other sites More sharing options...
Gryzor Posted January 18, 2019 Share Posted January 18, 2019 Ok, I wont bother with it then. Just remembered it being in there, when I saw your mention of it, but I never tried it. I tried it, in PG cities turning "true" this parameter improve VR performance for me, but only a bit (but enough to maintain stable 45 FPS over Dubai); With this parameter set on default "false", FPS are under 45 fps most times. However, at VR edges on HDM there are some slights graphical glithes, like mountains disappearing suddenly when you look around. I heard in others forums that with single pass rendering in VR it could pass from 30 fps to stable 90 fps, so lets hope to see some light in the end of tunnel. :-) Link to comment Share on other sites More sharing options...
Strikeeagle345 Posted January 18, 2019 Share Posted January 18, 2019 I tried it, in PG cities turning "true" this parameter improve VR performance for me, but only a bit (but enough to maintain stable 45 FPS over Dubai); With this parameter set on default "false", FPS are under 45 fps most times. However, at VR edges on HDM there are some slights graphical glithes, like mountains disappearing suddenly when you look around. I heard in others forums that with single pass rendering in VR it could pass from 30 fps to stable 90 fps, so lets hope to see some light in the end of tunnel. :-) interesting. i will have to try it tonight. Strike USLANTCOM.com i7-9700K OC 5GHz| MSI MPG Z390 GAMING PRO CARBON | 32GB DDR4 3200 | GTX 3090 | Samsung SSD | HP Reverb G2 | VIRPIL Alpha | VIRPIL Blackhawk | HOTAS Warthog Link to comment Share on other sites More sharing options...
Icebeat Posted January 18, 2019 Share Posted January 18, 2019 From here,.. I would strongly disagree with this as an option, it presumes that you do not scan the whole screen presented on the HMD by moving your eyes as you would in real life. :( Actually, if you look around the edges of the screen, the image is very blurry and only on the center (sweet spot) the image is well defined, this is why in VR you move your head to watch around and not only your eyes (as in real life). In Oculus this sweet spot is bigger than Vive and Vive Pro. Link to comment Share on other sites More sharing options...
Icebeat Posted January 18, 2019 Share Posted January 18, 2019 I tried it, in PG cities turning "true" this parameter improve VR performance for me, but only a bit (but enough to maintain stable 45 FPS over Dubai); With this parameter set on default "false", FPS are under 45 fps most times. However, at VR edges on HDM there are some slights graphical glithes, like mountains disappearing suddenly when you look around. I heard in others forums that with single pass rendering in VR it could pass from 30 fps to stable 90 fps, so lets hope to see some light in the end of tunnel. :-) The graphical glitches should be caused because they are using a simple camera frustum instead of the combined from the two cameras. Link to comment Share on other sites More sharing options...
RustBelt Posted January 18, 2019 Share Posted January 18, 2019 Yep, that would be excellent. How would we input to the kneepad though? I was just thinking about this. What about a Kneepad with the "digitizing" pens. So you have your actual Kneepad you look down at and write on, and you see it in VR because it's digitizing what you're writing on the pad. No need to pull a magicians peek around the nose piece or anything. It just gets recreated in game. Link to comment Share on other sites More sharing options...
Mr_sukebe Posted January 19, 2019 Share Posted January 19, 2019 I was just thinking about this. What about a Kneepad with the "digitizing" pens. So you have your actual Kneepad you look down at and write on, and you see it in VR because it's digitizing what you're writing on the pad. No need to pull a magicians peek around the nose piece or anything. It just gets recreated in game. Interesting idea. Maybe a Wacom unit could be used to write into the scratchpad that was recently released as a mod. System: 9700, 64GB DDR4, 2070S, NVME2, Rift S, Jetseat, Thrustmaster F18 grip, VPC T50 stick base and throttle, CH Throttle, MFG crosswinds, custom button box, Logitech G502 and Marble mouse. Server: i5 2500@3.9Ghz, 1080, 24GB DDR3, SSD. Link to comment Share on other sites More sharing options...
Harlikwin Posted January 19, 2019 Share Posted January 19, 2019 You could use your finger with a capto glove. New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really). Link to comment Share on other sites More sharing options...
Gryzor Posted January 24, 2019 Share Posted January 24, 2019 (edited) Just to inform... Using graphics.lua "stereo_mode_use_shared_parser" set to true, give me a boost in VR of 20% more performance, appart some screen border glitches. In addition, you have to set disabled "blur engines" options, so this engine blur is only is rendered in one eye. Another positive point of this parameter, is that in VR no more cloud flickering are noticed. Please devs, appart of VR optimization that sure you have planned, could we have some optimization just to improve VR a bit? like single pass rendering for example? thanks Edited January 24, 2019 by Gryzor Link to comment Share on other sites More sharing options...
Supmua Posted January 24, 2019 Share Posted January 24, 2019 FYI, regarding the odyssey plus, it just has an extra layer of filter on the screen. The resolution is the exact same as the old one but the resulting image is slightly blurred because of this light filter which gets rids of SDE at the expense of sharpness. There is nothing magic about it, and hence the same price point. Some people love it but others don’t like the blurriness. Link below: Sent from my iPad using Tapatalk PC: 5800X3D/4090, 11700K/3090, 9900K/2080Ti. Joystick bases: TMW, VPC WarBRD, MT50CM2, VKB GFII, FSSB R3L Joystick grips: TM (Warthog, F/A-18C), Realsimulator (F-16SGRH, F-18CGRH), VKB (Kosmosima LH, MCG, MCG Pro), VPC MongoosT50-CM2 Throttles: TMW, Winwing Super Taurus, Logitech Throttle Quadrant, Realsimulator Throttle (soon) VR: HTC Vive/Pro, Oculus Rift/Quest 2, Valve Index, Varjo Aero, https://forum.dcs.world/topic/300065-varjo-aero-general-guide-for-new-owners/ Link to comment Share on other sites More sharing options...
FragBum Posted January 24, 2019 Share Posted January 24, 2019 Actually, if you look around the edges of the screen, the image is very blurry and only on the center (sweet spot) the image is well defined, this is why in VR you move your head to watch around and not only your eyes (as in real life). In Oculus this sweet spot is bigger than Vive and Vive Pro. But you get to a point when you have to just roll the eyes a bit more to pick up a reference object and it is natural to do so. :) TBH Rift drops sharpness towards the edges I get that but it seems much worse in DCS rendering and it seems deliberately so. Try leaning forward and check an instrument up close the "blur" effect is so much lower as you move your head and look at the instrument towards the edge of VR screen at close range then it is even sitting back up. It just seems to be a fudge in DCS rendering. It shouldn't be that bad. It will really be an issue when we get decent FOV and hopefully eye tracking may help. Mind you what happens when you deliberately cross your eyes or look left with left eye and right with the other what will the tracking software make of that. :D Control is an illusion which usually shatters at the least expected moment. Gazelle Mini-gun version is endorphins with rotors. See above. Currently rolling with a Asus Z390 Prime, 9600K, 32GB RAM, SSD, 2080Ti and Windows 10Pro, Rift CV1. bu0836x and Scratch Built Pedals, Collective and Cyclic. Link to comment Share on other sites More sharing options...
Sniper175 Posted January 24, 2019 Share Posted January 24, 2019 (edited) Just to inform... Using graphics.lua "stereo_mode_use_shared_parser" set to true, give me a boost in VR of 20% more performance, appart some screen border glitches. In addition, you have to set disabled "blur engines" options, so this engine blur is only is rendered in one eye. Another positive point of this parameter, is that in VR no more cloud flickering are noticed. Please devs, appart of VR optimization that sure you have planned, could we have some optimization just to improve VR a bit? like single pass rendering for example? thanks Spot on I have good improvement as well. What are you talking about in regards to blur engines? Edited January 24, 2019 by Sniper175 I7-8700 @5GHZ, 32GB 3000MHZ RAM, 1080TI, Rift S, ODYSSEY +. SSD DRIVES, WIN10 Link to comment Share on other sites More sharing options...
VirusAM Posted January 24, 2019 Share Posted January 24, 2019 Just to inform... Using graphics.lua "stereo_mode_use_shared_parser" set to true, give me a boost in VR of 20% more performance, appart some screen border glitches. In addition, you have to set disabled "blur engines" options, so this engine blur is only is rendered in one eye. Stereo_mode_use_shared_parser...Is it a new option from the last patch? What is blur engines?never seen it Single pass stereo gave a nice boost in p3d...hope dcs does the same R7-5800X3D 64GB RTX-4090 LG-38GN950 Valve Index VPForce Rhino FFB, Virpil F-14 (VFX) Grip, Virpil Alpha Grip, Virpil CM3 Throttle + Control Panel 2, Winwing Orion (Skywalker) Pedals, Razer Tartarus V2 SpeedMaster Flight Seat, JetSeat Link to comment Share on other sites More sharing options...
Harlikwin Posted January 24, 2019 Share Posted January 24, 2019 Stereo_mode_use_shared_parser...Is it a new option from the last patch? What is blur engines?never seen it Single pass stereo gave a nice boost in p3d...hope dcs does the same No its in the graphics.lua file. I have no clue where that file lives tho :) New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really). Link to comment Share on other sites More sharing options...
Strikeeagle345 Posted January 24, 2019 Share Posted January 24, 2019 No its in the graphics.lua file. I have no clue where that file lives tho :) install directory>config>graphics.lua Strike USLANTCOM.com i7-9700K OC 5GHz| MSI MPG Z390 GAMING PRO CARBON | 32GB DDR4 3200 | GTX 3090 | Samsung SSD | HP Reverb G2 | VIRPIL Alpha | VIRPIL Blackhawk | HOTAS Warthog Link to comment Share on other sites More sharing options...
Gryzor Posted January 25, 2019 Share Posted January 25, 2019 Stereo_mode_use_shared_parser...Is it a new option from the last patch? What is blur engines?never seen it Single pass stereo gave a nice boost in p3d...hope dcs does the same The engine´s Heatblur efffect, I want to say, sorry ;-) Link to comment Share on other sites More sharing options...
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