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Old 01-18-2019, 07:52 PM   #141
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Originally Posted by Gryzor View Post
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.
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Old 01-18-2019, 11:31 PM   #142
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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.
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Old 01-19-2019, 08:28 AM   #143
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Originally Posted by RustBelt View Post
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.
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Old 01-19-2019, 06:03 PM   #144
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You could use your finger with a capto glove.
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Old 01-24-2019, 02:16 AM   #145
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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

Last edited by Gryzor; 01-24-2019 at 07:15 PM.
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Old 01-24-2019, 02:43 AM   #146
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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:

https://youtu.be/Ji0n9cvkEak



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Old 01-24-2019, 03:13 AM   #147
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Originally Posted by Icebeat View Post
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.
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Old 01-24-2019, 10:01 PM   #148
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Originally Posted by Gryzor View Post
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?
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Old 01-24-2019, 10:31 PM   #149
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Quote:
Originally Posted by Gryzor View Post
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
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Old 01-24-2019, 11:08 PM   #150
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Originally Posted by VirusAM View Post
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
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