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I run 1.5 supersample but run it through the occulus tray tool instead of steam. I also regularly fly zibo's 737 all around the place, i know its not the sharpest of images for the displays but ive never really had that much trouble with them, and m eager to see the improved 2nd gen! Ive fallen in love with the whole VR experience and cant wait until the hardware enables us to push clouds and traffic!

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On 1/21/2018 at 4:33 AM, Colonel X said:

Hi Tony,

I wear glasses, too, I think your problem may be that the lenses are made of actual glass? I have plastic lenses and they never fog up. Seems like you may need to get a cheap pair just for VR.

As for blurriness, I really can't understand how it's so bad for you. In the Steam settings, when I raise it from 1.0 to 1.5, I see a big improvement in sharpness, and gauges are readable very well. You may run out of GPU time at some point, first thing you may do to counter this is get rid of clouds (unfortunately, they are heavy hitters in VR). I run at 1.3 with 2xMSAA+FXAA and the image is decent.

However, there are many more tweaks to improve the VR experience, especially lowering the visibility to get the load off the CPU (and make scenery appear smoother), but then you need to touch the skycolors so you don't get foggy colors all the time. I have a LUA script with all my tweaks for VR, let me know if you're interested. Overall I sense the interest in VR is very low, that's why I haven't bothered to share all my findings.

...would it be ok to ask you to forward the Lua scrip to me too ?

I'm running VR using HP VR1000-100 Headset, on a ,respectively, high end Rig, Stock C172 guadges are clear, the only thing in the cockpit is the GPS, a bit blurry, & some of the buttons flouting, my big issue is Scenery outside, which is blurry, hazy most of the time and stuttering, not fun & can get you real head eaches ..... however, once experiencing VR it is very hard to look back to 2D (& MY 2D runs amazingly well) 

 

Cheers

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I would also be interested and I would appreciate being able to taste that Lua.

Thanks in advance.

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22 hours ago, tonywob said:

For other games though it's very much worth the effort. I tried the Apollo 11 experience which was incredible, the Air Car demo has to be experienced and Dirt Rally in VR was what racing sims always wanted to be.

I can't say I've used my Rift a lot for flight simming so far - perhaps a few hours worth here and there. However... you mention Dirt Rally... now THAT's the game that really blew me away! Assetto Corsa was a pretty good experience too, but the lack of resolution compared to a monitor is a little more noticeable, whereas DR has you spinning the wheel and looking through turns so rapidly that you don't really 'see' anything else.

Some of the dedicated VR games are a load of fun too - lightweight for the most part, but still a good time.

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I've spent a bit more time trying to get my sims to work in VR. I tried ColonelX's advice regarding increasing to 1.5 and that helped a little bit, but I still have to lean forward like I'm blind to read the G1000. I turned down textures to medium, and have objects on medium and added visibility of 20NM. The sim was mostly smooth then, and I guess it's just a compromise I have to accept for now. I flew around California with just orthos and medium trees, and it was a great experience.

AeroflyFS is really good here. Taxiing around LOWI or KMRY is really incredible and quite life-like, but upon take off the terrain becomes blurry and it's quite hard to make out details just like in X-Plane. I'd find it very hard to use a VFR chart and fly using this, as it feels like I badly need a very strong pair of glasses. But it's really second-to-none when doing circuits and is about as close to the real thing as one can get. Being able to judge the distance from the runway easily and just looking around makes the 2D experience pale in comparison.

I also tried P3D. I stupidly bought Flyinside, but it turned out native support was actually a little better. As mostly an X-Planer, P3D 4.1 surprised me, it performed well and looked nice. I flew around the PNW and ORBX NCA in the A2A C172 and the view was quite clear and relatively smooth (after dropping some settings down). P3D had some lag when turning my head that can be quite disorientating when the scenery is heavier, but P3D actually allowed me to have quite dense autogen and the terrain seemed a little sharper. It was great taxiing around some of my ORBX GA airports in the region as if I was there.

The experience in X-Plane disappointed me the most, but I understand it's an early tech preview and should improve over time as they optimize things. Overall, it's great fun to use, but it's quite hard work for me to use it for flight simming for longer periods as I really do feel like I have really bad vision and wouldn't legally be able to fly if I was that blind :biggrin:.

 

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21 hours ago, tonywob said:

I've not yet tried P3D with VR, but very tempted to give it a go to see how it looks and performs. I presume you're using Flyinside?

Tony, if you don't mind trying one another flying sim, check out DCS. Eagle Dynamics did a great job with VR support and it is pretty mature. It gives me the best flying experience from all sims. Immersion is just awesome.

 

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2 hours ago, twojastara said:

Tony, if you don't mind trying one another flying sim, check out DCS

Oh yep, I have DCS and I of course did try it in VR. I need to spend more time with it, but I was very impressed with the performance. Looking forward to trying out the Huey in 3D :wub:

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29 minutes ago, tonywob said:

Oh yep, I have DCS and I of course did try it in VR. I need to spend more time with it, but I was very impressed with the performance. Looking forward to trying out the Huey in 3D :wub:

DCS / il2 are most fun on MP. you should get on to the Aerobatics Online server.

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I just received a Google Cardboard for present. If the quality is any comparable with my iPhone powered Google Cardboard, then I will pass this generation of VR. For example, 360° movies are usually crisp, but in Cardboard, they become pixelated and dark.

At the other hand, the fact that everything is real life size and can be manipulated, makes it very immersive (I found some X-PLane VR movies on youtube).

But for now, the price is too high for the quality for my pocket. It is like going back to 640x320 displays.

 

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44 minutes ago, jh71 said:

I just received a Google Cardboard for present. If the quality is any comparable with my iPhone powered Google Cardboard, then I will pass this generation of VR. For example, 360° movies are usually crisp, but in Cardboard, they become pixelated and dark.

At the other hand, the fact that everything is real life size and can be manipulated, makes it very immersive (I found some X-PLane VR movies on youtube).

But for now, the price is too high for the quality for my pocket. It is like going back to 640x320 displays.

 

you can try XP11 on google cardboard , there is a simple way to implement native VR with google cardboard

let me know if you want to, it will use steamvr and a HMD Driver and it works nicely if your GPU can support it

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1 hour ago, HumptyDumpty said:

you can try XP11 on google cardboard , there is a simple way to implement native VR with google cardboard

let me know if you want to, it will use steamvr and a HMD Driver and it works nicely if your GPU can support it

Running Linux atm, so nogo for the moment :blink:. Yes I have read that.

 

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1 hour ago, jh71 said:

Running Linux atm, so nogo for the moment :blink:. Yes I have read that.

 

Oh 

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22 minutes ago, HumptyDumpty said:

Oh 

To be honest, it may make me switch back to windows, but not in the current state. Also LR did not exclude Linux, if Steam VR gets mature enough. 

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7 hours ago, HumptyDumpty said:

you can try XP11 on google cardboard , there is a simple way to implement native VR with google cardboard

let me know if you want to, it will use steamvr and a HMD Driver and it works nicely if your GPU can support it

 

I'm going to test this: https://riftcat.com/vridge

"Use VRidge technology to turn your phone into an HTC Vive headset. We will make your computer think that your phone with Google Cardboard is a powerful PC VR headset"

"VRidge will make your PC think that your phone is an expensive HTC Vive or Oculus Rift headset" 

:ha:

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1 hour ago, Emerson67 said:

 

I'm going to test this: https://riftcat.com/vridge

"Use VRidge technology to turn your phone into an HTC Vive headset. We will make your computer think that your phone with Google Cardboard is a powerful PC VR headset"

"VRidge will make your PC think that your phone is an expensive HTC Vive or Oculus Rift headset" 

:ha:

Hi,

I have tried it but i prefer "iVRy" using steamvr with the HMD driver. it's very easy to setup . of course it won't be complete like a OR or HTC headset but it's still good. The App is a payware btw i think around 500 Rs. (indian) 

Why not try both Riftcat and iVRy and see the difference ? 

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3 hours ago, HumptyDumpty said:

Hi,

I have tried it but i prefer "iVRy" using steamvr with the HMD driver. it's very easy to setup . of course it won't be complete like a OR or HTC headset but it's still good. The App is a payware btw i think around 500 Rs. (indian) 

Why not try both Riftcat and iVRy and see the difference ? 

I've installed Riftcat and SteamVR software stuff and succeeded to VR-render XP11 on my phone through USB3 connection. The rendering works very well. However, It seems I can't interact with XP in VR without physical VR controllers, so i got stuck in the virtual hangar that shows up when the XP11's VR session begins. I'm looking for a solution, if any. Is it supposed the mouse to work on XP 11 VR?

I will try iVRy.

An update:

I've found I just need to press the Enter key to enter my last session aircraft. The other keyboard keys also work in the hangar, so I can walk around the hangar if I wish.

The virtual cockpit controls work in synch with my physical joystick, wich is nice! So far, so good.

"GPU load" is 50% (GPU-Z info). GTX 1080.

 

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I've made some test flights, and I came to conclusion that my phone is not capable to decode the video stream at a satisfactory resolution and frame rate that makes my "phone-based" VR flight a good experience. Possibly, a more powerful phone can do it well. The scenery and the instrument panel were too blurry (for practical purposes, IFR training, etc.), and I've got some artifacts on the image due to processing lag.

Another note: no 6-DOF: the head XYZ position was fixed. I can vary the line of sight only. Trackir 5, by instance, does 6-DOF.

Nevertheless, it was a good proof of concept. A powerful phone is recommended.

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2 hours ago, Emerson67 said:

I've made some test flights, and I came to conclusion that my phone is not capable to decode the video stream at a satisfactory resolution and frame rate that makes my "phone-based" VR flight a good experience. Possibly, a more powerful phone can do it well. The scenery and the instrument panel were too blurry (for practical purposes, IFR training, etc.), and I've got some artifacts on the image due to processing lag.

Another note: no 6-DOF: the head XYZ position was fixed. I can vary the line of sight only. Trackir 5, by instance, does 6-DOF.

Nevertheless, it was a good proof of concept. A powerful phone is recommended.

 

I use it on a S4 GT-i9500 no issues and the cockpit was clear, but my GPU ain't capable because it's a low end GT630,

 "iVRy" i think it only has 3dof.  Don't know about the riftcat

 

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8 hours ago, Emerson67 said:

I've installed Riftcat and SteamVR software stuff and succeeded to VR-render XP11 on my phone through USB3 connection. The rendering works very well. However, It seems I can't interact with XP in VR without physical VR controllers, so i got stuck in the virtual hangar that shows up when the XP11's VR session begins. I'm looking for a solution, if any. Is it supposed the mouse to work on XP 11 VR?

I will try iVRy.

An update:

I've found I just need to press the Enter key to enter my last session aircraft. The other keyboard keys also work in the hangar, so I can walk around the hangar if I wish.

The virtual cockpit controls work in synch with my physical joystick, wich is nice! So far, so good.

"GPU load" is 50% (GPU-Z info). GTX 1080.

 

Yep the Enter key in the hangar works, the best is that one can disable / enable VR on the fly in XP which is not the case in il2 / DCS.

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5 hours ago, Emerson67 said:

've made some test flights, and I came to conclusion that my phone is not capable to decode the video stream at a satisfactory resolution and frame rate that makes my "phone-based" VR flight a good experience

Before buying the Oculus Rift, I used VR on my iPhone 8+. with a cheap headset ($15). Head tracking fully worked and also the image was pretty clear. What surprised me is that it actually was clearer and higher res that what I see on Oculus Rift, however the Oculus Rift puts you right inside the plane.

 

 

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There is more room for tweaking in VRidge. I was on 1920x1080, 13Mbps and the other settings below. I gotta try 2560x1440 (my phone native screen resolution) and HEVC (better compression technology), but first need a decent USB cable. Mine is not USB3 compliant I guess. It's causing the jitter I suppose. Second, update to Win10 to use HEVC (if the phone is HEVC capable, see requirement below). This is the worst part. Maybe it works on Win7. I will try.

 

UeQn5s.jpg

 

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On 1/22/2018 at 9:30 AM, GCBraun said:

Native VR. Works really well for me. No need for FI anymore. 

I’ve tried both but find FlyInside with P3D better and love the experience. FlyInside tolerates lower frames with stable performance  I can even fly PMDG aircraft and the experience is great. 

Also recently started flying with DCS and it works very well. 

For me although I like Xplane in many ways but it falls short in VR compared to P3D and DCS and I don’t fly VR in Xplane.

I still fly on my 43 inch 4K monitor and love the fidelity but it’s not the same for me now that I’ve mastered the learning curve of getting VR to perform well and experienced the immersion of VR.

Joe

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