mr_mojo97 Posted February 22, 2018 Share Posted February 22, 2018 As above in 2.5- I’ve not check in 1.5.8 So towards the centre of the Rift the clouds in the background vanish and come back when not looking directly at them. Very immersion killing. Up to date DCS and GeForce drivers. Is this an ongoing issue? Any ideas? Thanks MSI M5 z270 | Intel i5 7600k (OC) 4.8GHz | MSI GTX1080ti Gaming X 11Gb | 500gb Samsung 970 Evo NVME M.2 (DCS World) | 500gb Samsung 850 Evo SSD (OS and Apps) | 32Gb 2400MHz DDR4 - Crucial Ballistix | Be Quiet Silent Loop 240mm | NZXT H440 case | Thrustmaster Warthog - 47608 with Virpil Mongoose joystick base | MFG Crosswinds - 1241 | Westland Lynx collective with Bodnar X board | Pilot's seat from ZH832 Merlin | JetSeat | Oculus Rift S | Windows 10 | VA | Link to comment Share on other sites More sharing options...
Sideslip Posted February 22, 2018 Share Posted February 22, 2018 Unfortunately, I think this is a problem with the way most 3d game worlds are rendered. It's most obvious when you can see long distance to the edge of what is rendered, especially when things like fog are in play. Basically, the world being drawn on your screen is a box (cube technically). Everything outside of that box is not drawn. Being a cube, the corners are further away from you than the flat side directly ahead. So when you turn your view, you can see farther at the sides. I have seen this in TONS of games, so I don't know if there is a way around it or not. There may be some technical or performance related reason for not using a sphere or cylinder. System specs: i7 3820 @4.75Ghz, Asus P9X79LE, EVGA GTX1080SC @2100mhz, 16GB Gskil DDR3 @ 2000mhz, 512GB 960EVO m.2, 2 X 512GB 860EVO SATA3 in RAID0, EVGA Supernova 850W G2, Phantek Entho Luxe White. CPU and GPU custom water-cooled with 420mm rad and lots of Noctua fans. ASUS PG348Q. VKB Gladiator Pro w/MCG, X-55 throttle and MFG Crosswind. Link to comment Share on other sites More sharing options...
mr_mojo97 Posted February 22, 2018 Author Share Posted February 22, 2018 Ok, cheers, nice explanation. Maybe I’d just gotten used to it in previous versions and blanked it it out! Seems to be pretty obvious now though in 2.5. I wonder if actually increasing the amount of clouds would make it less obvious. I’ll try later. MSI M5 z270 | Intel i5 7600k (OC) 4.8GHz | MSI GTX1080ti Gaming X 11Gb | 500gb Samsung 970 Evo NVME M.2 (DCS World) | 500gb Samsung 850 Evo SSD (OS and Apps) | 32Gb 2400MHz DDR4 - Crucial Ballistix | Be Quiet Silent Loop 240mm | NZXT H440 case | Thrustmaster Warthog - 47608 with Virpil Mongoose joystick base | MFG Crosswinds - 1241 | Westland Lynx collective with Bodnar X board | Pilot's seat from ZH832 Merlin | JetSeat | Oculus Rift S | Windows 10 | VA | Link to comment Share on other sites More sharing options...
mr_mojo97 Posted February 24, 2018 Author Share Posted February 24, 2018 I’ve checked in 1.5.8 release and the clouds there don't disappear at the same distance, although they are slightly different - smaller in fact I checked using the same parameters in both 2.5 and 1.5.8. So I think it’s somehow to do with cloud rendering in vr in 2.5. Still need to do some more checking as I only checked it Caucasus MSI M5 z270 | Intel i5 7600k (OC) 4.8GHz | MSI GTX1080ti Gaming X 11Gb | 500gb Samsung 970 Evo NVME M.2 (DCS World) | 500gb Samsung 850 Evo SSD (OS and Apps) | 32Gb 2400MHz DDR4 - Crucial Ballistix | Be Quiet Silent Loop 240mm | NZXT H440 case | Thrustmaster Warthog - 47608 with Virpil Mongoose joystick base | MFG Crosswinds - 1241 | Westland Lynx collective with Bodnar X board | Pilot's seat from ZH832 Merlin | JetSeat | Oculus Rift S | Windows 10 | VA | Link to comment Share on other sites More sharing options...
MazerRack Posted May 3, 2019 Share Posted May 3, 2019 Anything new on this? Or are we stuck with clouds in the distance flickering into and out of existence in VR? Link to comment Share on other sites More sharing options...
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