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whitav8

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Everything posted by whitav8

  1. @silentghostx On 2) - that is as you want - 7.5 On 1) - how do you enable the -3 degree line
  2. I went back to Nvidia 442.50 and it's better for me. Not sure just what affects this issue.
  3. Here is a high FPS place to start - then increase settings to the right from this. I get 100fps ( I have a 9700K at 5Ghz + RTX2070 ) or so with these settings at a medium complexity scenery area with a simple aircraft. Graphics: FXAA=on, AA=4XMSAA. Ani=8x, TexRes=4096, Unlimited LOD=Ultra,TessFac=High,Mesh=5m,TexRes=7cm, UseHighResTex, Scene Comp=VeryDense, AutoGen=Medium,Veg+Bldg=Normal,DynamicVeg=on Water Detail=Low, no Bath, no reflections SpecEff=Medium HDR=OFF, DynRef=off, LandLights=on Shadow qual = Low, Shadow Draw Dist = Low, Casting+Rec = both for Internal and External Cloud Draw Dist = 80, Density = Medium, Detail clouds, Vol Fog-on, Det Prec=on, Windshield effects=on Traffic - Gen Av=10, Road Veh=10 VR=single pass
  4. @chock, Yep - you are correct - the QW787 is alive in v5 with just installation! I imagine some things - perhaps some of the support tools - must not work because the Flight1 QWsim support forum indicates that they still have some testing to do to make it fully compatible. I am flying it in VR in my ORBX Northern California scenery out of ORBX Monterrey (KMRY) which barely has enough runway length - never happen in real life. Then off to KSJC or KSFO at no more than 8000 ft MSL for a real quick check on the FMS and Autopilot - all seems to work. The QW787 cockpit with HUD and mouse clickable displays is just awesome in VR. Mouse clicking doesn't seem right in an older cockpit but it sure does in the 787 - including the overhead and other display knobs and switches - I use a HOTAS for axes and basics (gear/flaps/spoilers) . I had to lower the Prepar3Dv5 graphic object complexity from extremely dense to very dense ( 80% on houses ) to get a smooth 45fps WMR reprojection=motionvector setup with my PC = 9700K@5Ghz+RTX2070+HP Reverb so even looking out the side window ( which is extremely large in the 787 ) is smooth. There are some HotFixes coming for several things including VR but with the VR patch that Beau Hollis and his team provided last week, it looks great. It's too bad that the standard P3D stable doesn't have a decent airliner anymore, but the QW787 has all the features that I was looking for - especially in VR.
  5. @aidanlegras, Here is one data point for VR with v5 - it is somewhat faster but still not with a large margin of performance using reprojection=motionvector at 45fps on the Reverb. My test case is as follows: My PC = 9700K@5Ghz (win10 Build1903 18362.778) + RTX2070 ( 445.87 ) KMRY from ORBX + Northern Cal from ORBX Spring Day @1400 Fair Weather Mooney with G1000 @10R Graphics: FXAA=off, AA=4XMSAA. Ani=8x, TexRes=4096, Frames = Unlimited LOD=Ultra, TessFac=High,Mesh=5m,TexRes=7cm, UseHighResTex, Scene Comp=ExtremelyDense, AutoGen=Medium,Veg+Bldg=Normal,DynamicVeg=on Water Detail=LOW, no Bath, NO reflections SpecEff=Medium HDR=OFF, DynRef=off, LandLights=on Shadow qual =LOW, Shadow Draw Dist = Low, Casting+Rec = both for Internal and External Cloud Draw Dist = 80, Density = Medium, Detail clouds, Vol Fog=on, Det Prec=on, Windshield effects=on Traffic - Gen Av=10, Road Veh=10 VR=single pass Prepar3D v4.4 FPS = 60 ( with reprojection=disabled for the test ) Prepar3D v5.0 FPS = 75->80 results in fairly smooth performance (minimal stutters ) If a more complex aircraft like Quality Wings 787 is used, then the Scene complexity for KMRY would have to be reduced to Normal or Dense.
  6. One that is still in early access ( and has been for quite a while ) is Combat Air Patrol 2 available on Steam. Systems are mostly operational for the AV8B Harrier but are reduced in complexity (load desired weapons after choice of mission, takeoff from carrier or airbase, acquire target on radar, select weapon, select target, fire ) Simple to get to action, good graphics, very high VR performance, four gaming areas - Straits of Hormuz, Mach loop, Yuma, and Oahu - photorealistic, and a Mission Editor which I have used to generate a mission at MCAS Kaneohe with red force SA-2s, Mig21s, AAA, gunboats along with blue force F4 drones, a Carrier task force, a tanker, and AI helis. The Dev is generating lots of missions now and supposedly will eventually have a realtime campaign. I fly DCS but struggle somewhat at getting quite enough VR performance (PC=9700K@5Ghz+RTX2070+Reverb) and so CAP2 is just a fun aircraft to get in, it starts up quickly, and go fly!
  7. Here are the results of my v5 VR testing. Yes, I am having the jittery, lagging left eye issue at times. I have reduced it considerably by using SteamVR reprojection set to motionvector and with the in-game frame limit set to 45 (someone else likes 40) since that is half of the 90fps screen rate for the HP Reverb. I do not see any left eye jitter problem with this same PC/GPU/HMD system flying other VR sims - like Aerofly FS2 or DCS or P3Dv4. Hopefully, this is something that the Devs can reproduce and fix because as you say, when I hold my head steady, the VR image is very fluid especially because the framerate performance is quite a bit faster than v4. Below are the settings that I use for my v4 versus v5 benchmark. My PC is a 9700K@5Ghz, RTX2070 (442.50), 32gb 3200Mhz RAM, HP Reverb. Conditions: KMRY + Northern Cal from ORBX (looks great in VR ) Spring Day @1400 Fair Weather A321 @10R Graphics: FXAA=on, AA=4XMSAA. Ani=8x, TexRes=4096, Unlimited LOD=Ultra,TessFac=High,Mesh=5m,TexRes=7cm, UseHighResTex, Scene Comp=VeryDense, AutoGen=Medium,Veg+Bldg=Normal,DynamicVeg=on Water Detail=Low, no Bath, no reflections SpecEff=Medium HDR=OFF, DynRef=off, LandLights=on Shadow qual = Low, Shadow Draw Dist = Low, Casting+Rec = both for Internal and External Cloud Draw Dist = 80, Density = Medium, Detail clouds, Vol Fog-on, Det Prec=on, Windshield effects=on Traffic - Gen Av=10, Road Veh=10 VR=single pass __________________________________________________________ Results v4 v5 nonVR HD 96 100 VR (2160x2160x2) 60 85-90 (No Reprojection ) (no Framellimit in P3D )
  8. I think I saw minor flickering too with the HP reverb. I think it might be in conjunction with reprojection
  9. OK, a quick report of V5 in VR. I am using ORBX scenery for Northern California and at KMRY - Monterrey. My system is a 9700K at 5Gz, 32gb RAM, and a RTX2070 (442.50 driver ) with an HP Reverb (SS=100% 2160x2200 or so ). VR seems faster by 20 to 30%. I've not much time to try various settings. I usually run with unlimited frames and reprojection=auto but I am seeing a little problem maybe with head tracking lag (or something ). I generally like to swivel my head around a lot but I ended up with more of a fixed head position. The frame rate wants to be near to 80 to 90fps (I have water at LOW, HDR off, but I prefer smooth so I ended up with setting the P3Dv5 frame rate with the internal limiter right at 45fps and running reprojection=motionvector which always runs at 45 - doesn't try to return to 90. Seems very smooth when looking at the ground scenery. I run 4k textures, 4xMSAA, 8xAniso. low shadow quality, no reflections, and low draw distance (for now). I will compare the same scenery and settings with v4 tomorrow. Anyway, it works pretty well!
  10. You have to realize that the actual displays inside the VR HMD are typically not the quality of a similar resolution monitor. The pixels have a lot of "black" space around them and the RGB subpixels may not have a layout like a monitor either. This not only causes screen door effect but also "shimmer". I'm not sure which HMD you have - I have the HP Reverb with 2160x2160 per eye resolution on an LCD display with a great layout of subpixels. It's the best for clarity and minimal shimmer but has a limited Field of View - always tradeoffs.
  11. Most of us use fpsVR - it provides a continuous graph of CPU and GPU performance in somewhat out of the way positions (toward the bottom edge for example ).
  12. For VR, we generally have to reduce the graphic settings that really slow down the frame rate. Here are my settings - I have a 9700K@5Ghz along with an RTX2070 and a HP Reverb (No Super Sampling needed ). These are the minimal starting point - then add back things you "have" to have DISPLAY - FXAA=on, AA-4XMSAA,Texture Res = 1024x1024, Vsync=OFF,Triple Buffering = OFF,Target Frame Rate = Unlimited, MipMapVC Panels WORLD - LOD Radius=High, Tess Factor= HIgh, Mesh =19m, Texture Res = 15cm, Scene=Dense, Autogen=Med,Veg&Bldg=Normal,Water=LOW,NO Reflect LIGHTING - No HDR, Landing-Lights=ON, Shadow Qual = Low, Shadow Draw Dist=Low. ONLY Internal and External Vehicle=both Cast and Receive WEATHER - Cloud Draw Dist = 80mi, Cloud Cov Density=Medium, Detailed Clouds, Vol Fog=on NO TRAFFIC With these settings and low to medium scene complexity, you should see 90 FPS on a single HD monitor nonVR. Under Prepar3D -> Virtual Reality->VR Settings, make sure you use HMD DisplayMode = Single Pass. Then by usings FRAPS to measure FPS, you should see about 60fps with any kind of reprojection disabled so that when you do enable it, you can have a steady 45FPS. This will let you look out of the side window and have a reasonably smooth experience. To enable reprojection: edit this file with notepad++: XX:\SteamLibrary\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings "motionReprojectionMode" : "auto",
  13. Yes, SteamVR->Settings->Video->Resolution Per Eye (for the Reverb, mine is currently set to 2228x2184 102% ) There is also a Custom Resolution Multiplier called "Per-Application" Video Settings that lets you set a SuperSampling value for each game / application. In other words, for Beat Saber you don't need so much clarity so you could set the multiplier at 80% but leave it at 100% ( x 1.0 ) for the flight sims.
  14. I have the Reverb and get as good or better framerates than I did when I was using my Samsung Odyssey+ for flight sims - P3D included. Note that going from Odyssey+ to HP Reverb did not require any underlying software changes - I still used WMR Portal and SteamVR for both. The reason that the framerates are about the same is that in order to get a clear enough image for the instrument panels. I was setting the pixel density SuperSampling for the Odyssey+ to 2200x2400 (percentage is too confusing ) or something similar. This process of rendering to a higher resolution buffer and then downsampling back to 1600x1440 (native resolution of OD+ ) really improved the clarity but it uses performance from the GPU (I have an RTX2070) to make that happen. With the Reverb, the native resolution is 2160x2160 which is actually less than that SuperSample value for the OD+ , is plenty clear as is and doesn't require SuperSampling to any degree. Therefore the GPU is using about the same effort roughly. With the Index and it's reduced pixel density (pixels per degree ) from the Reverb - even though you get to see a wider area FOV - requires some amount of SuperSampling to maintain clarity of the instrument panel and that results in possibly slower framerates.
  15. @jaytee73, If you can afford (or already have ) a 5Ghz 9X00K CPU with 3600Mhz RAM and a 2080X GPU ($2000USD or so), then you will be quite satisfied, clarity wise, NOW with either an HP Reverb or the Valve Index. I have the Reverb (2K per eye ), and it truly seems like a monitor in that I can finally ( I also had DK2 then Odyssey+ ) see all EFIS instruments clearly - even the first officer's from the captain's side in a Q400 or 777. The trees, buildings and aircraft outside - either at taxi or flying very low - have sharp edges as well. Prepar3D is a sluggish performer frametime-wise but Aerofly FS2 has the performance needed for VR - even if is does not yet have the sim systems like weather and ATC. You can wait a few years as the HMD systems go 4K then 8K per eye (effectively with foveated rendering or equivalent ) - or you could jump in now so that you could really be able to evaluate carefully the improvements that follow - and simply enjoy being inside the cockpit in stereo depth with the correctly scaled real world around you - not in front of you on a screen where the runway is measured in inches not meters. Seeing the runway on base turning to final is a completely natural thing in VR while difficult on the flat screen at any resolution. Flying in formation with an AV-8 or F-18 (in DCS or CAP2) seems so real in VR - I can stare at a 45 degree angle and line up on Sniper leader's wingtip just a few feet away. Jetting down the Grand Canyon just over the Colorado river at 350 knots while looking way up at the rim is amazing. The choice is yours!
  16. @HiFlyer - thanks for the explanation! I'll just override it. (exclusion)
  17. Avast (which sometimes gets confused ) says that the latest fpsVR has the IDP.Generic virus - anyone else? (this is from Steam )
  18. @SKEWR, The consumer version is the same HMD except it has a cloth facepad instead of a simulated leather one. The pro version has a somewhat better warranty as well. Mine has worked very well and seems like an HD monitor view which is perfect for clarity inside an airliner. I can easily read the center EICAS displays as well as use the CDU display of the flight management system for entering / observing the flightplan route WITHOUT leaning in. @Avidean I started a year ago with the Odyssey+ (still have it) and with the latest improvements of the WMR portal / SteamVR betas and SuperSampling set at 2200x2600 or so, it does pretty well - the OLED displays are vibrant and very minimal SDE. The only issue I was having with it was reading various displays in an airliner ( Aerofly FS2 Q400 or P3D QW787 for example ) like the CDU and EICAS and also the edges of the outside scene like buildings and static aircraft were somewhat blurred. Other aircraft - especially those with "steam gauges" are certainly clear enough. I bought the Reverb thinking I might return it if the clarity really wasn't better - but it is. I am just happy for you to get started in VR - it was a game changer for me. My career has been flight simulation (I'm also a private pilot) building expensive cockpits with high-end PCs driving the outside scenery - but now VR is even better - I'm actually INSIDE the aircraft swiveling my head around to see the view looking out the side window. You do have to have a 5Ghz PC and a RTX2070 or equivalent though. Enjoy the Holidays!
  19. https://store.hp.com/us/en/pdp/hp-reverb-virtual-reality-headset?&jumpid=cs_con_nc_ns&utm_medium=cs&utm_source=ba&utm_campaign=&utm_content=sp&adid=73323912492362&addisttype=spla&msclkid=2278a3d8a9b918758338fe04d6313c3c&utm_term=2325123495411914
  20. Which do you want - morphing or 15 frames per second. Graphics always has been a question of performance versus complexity. The real question is simply whether the core of the graphics engine is coded as efficiently as possible. The performance difference in terrain+buildings+trees with Prepar3D versus Aerofly FS2 is truly amazing. FS2 frequently is showing over 300 fps (single HD screen) for a combination of complex 3D cockpit and detailed ORBX-quality airport/terrain instead of 90 fps at best for P3D. At least Asobo has a morphing technique in the design and the faster the CPU/GPU (or multiple CPUs/GPUs ) assigned to that part of the graphics task, the further out the morphing will occur.
  21. I like the concept of measuring subpixels per degree since it then gives more credence to the RGB stripe arrangement versus the pentile. This is an area that the Reverb is strong in - even those HMDs that are still in the 1440x1600 region but have high numbers of subpixels are quite sharp. A few examples: HMD---------FOV---------PPD---------SubpixelsPerDegree Rift S---------110----------12.34---------21.38 Reverb-------114----------18.95--------32.82 Valve Index--130---------11.68--------20.22 Rift CV1-------94----------12.11--------17.13 Vive------------110---------10.35--------14.64
  22. Please find some way to try the ultra crisp HP Reverb with 2160x2160 resolution - sure looks like an HD monitor to my eyes. Not everybody loves it - a lot of votes for the Rift S and the Valve Index as well.
  23. I hope you read my little writeup on this forum: https://www.avsim.com/forums/topic/559930-vr-flight-sim-cockpit-review-of-the-hp-reverb/ Glad you are becoming a Reverb owner!
  24. @jozeff, Well, I am going to go against the above advice ( because this is what is successful for me ) and say that a 9700K guaranteed to run at 5.0Ghz from SiliconLottery ( https://siliconlottery.com/collections/coffeelake-r/products/9700k50g?variant=12795305361494 ) , a CPU cooler like Corsair H115i PRO Liquid CPU Cooler, and an ASUS ROG Maximus XI Mobo. plus an RTX2070 (Super??) along with the clearest for flight simulation headset, the HP Reverb runs P3D, Aerofly FS2, IL-2, and Xplane11 at a steady 45fps with SteamVR reprojection=auto. This is with WIn 10 build 1903 with ALL KB fixes (and latest WMR Portal ) and SteamVR beta. I used as my test the Aerofly Q400 airliner (same results with the P3D QW787 ) and wanted to be able to clearly (no guessing) read the PFD in front of the right seat sitting in the left seat. I also wanted to be able to easily use the flight management CDU without leaning in. All text is clear as are the instrument panel graphics. Also, the terrain items - buildings and trees look like they do on a monitor. Yes, there are problems with clarity away from 50% of the FOV, but I just turn my head. I'm not going to discuss the other pros and cons - but just wanted to say that I am very satisfied with this newest VR experience because I don't fuss with SuperSampling - just set it to 2160x2016 (currently 96%). I just have an RTX2070 because I assembled this PC 6 months ago and the 2070 was "affordable" - I do overclock it to GPU clock of 2000 Mhz and a mem clock of 7800Mhz - runs fine and stays at 60 to 70 deg C with just air cooling. I really haven't had problems with 8gb of memory - I'm sure it depends on the complexity of the scenery. I like to fly ORBX scenery quite a bit. Good luck in your choices - I'm sure you will end up with a much improved experience (I just focused on clarity - 2160x2160 RGB Stripe per eye ) Dave W.
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