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Everything posted by cobrakev1526

  1. I’m on the road for a couple of days more and I’m looking forward to getting home and trying P3Dv5. One of the biggest complaints I had with V4.5 was the constant long pauses that seemed to be fixed along all of the ORBX region. For instance I cold take off from KBVS and fly direct to Concrete and there was a long pause waiting for me at the same point in route that would last 5 to 10 seconds in V4.5 Have these been fixed in V5?
  2. Wow this is what happens in p3d when the juddering starts. The compositor starts dropping frames like crazy and start ghost judders. Like I said I’ve tested driver 388.31 and this is the most stable driver for p3d in my experience. funny thing is when I exit p3d and go to oculus home it’s still ghost juddering. However in p3d if I take the rift off my head and place it on the floor for 10 seconds and then put it on again I t fixes the problem sometimes, but usually starts ghosting very soon after.
  3. Thanks this is very useful reading and is helping me figure things out. I was suspect of some of the Nvidia drivers.
  4. Yes I messed with ASW using the oculus tray tool and set my ASW to force Lock at 45fps. As I said I tested a 5ghz with all sliders to the left and I was getting over 100 FPS in sim and still got ghost juddering using the lates 400 series of Nvidia drivers. This also happens in other titles such as project cars 2. Even flyinside had massive ghost juddering using the latest drivers. I’ve also noticed using the performance heads up display for oculus that when these ghost judders Start happening the compositor starts reading massive frame rate increases but that’s what’s causing the juddering some how. The frame start dropping off like crazy in the hud to. My problem is I don’t understand the technology or the terms used in VR so I’m kind of making this up as I go trying to do the best I can to explain what I’ve seen and how I fixed it.
  5. This is just a general question because I have been experimenting with different settings trying to eliminate ghost juddering with my oculus rift. Everybody keeps telling me to go with the latest and Nvidia drivers, However there is a negative performance and stability issues with the VR just by getting the latest drivers. At least that’s what I have found. So far the best driver I have found that works 80 to 95% of the time is version 388.31. I am running an Nvidia GTX 1080 TI and Core I7 8700k hyperthreading off a 5 ghz. I have used both the oculus core 2.0 public data and the release versions both run the same. I have found that using the latest 400 series drivers from Nvidia causes instant ghost juddering. I even tested this with the 400 series with all sliders to the left in P3D 4.4. So I started my computer up in safe mode and do used Display driver UnInstaller and then reinstalled still in safe mode version 388.31. I was able to fly to A2A Bonanza from LAX to Catalina Island then to Santa Barbara to Palm Springs and back to LAX with no VR issues. Needless to say I had a big ring around my face but I also had a big smile too. I think that version 388.31 is the best driver for VR. Anyways what are your thoughts on driver versions and VR set ups. Currently in my settings are normal for autogen And I have my world details slider on the very top set to medium because Lockheed Martin has a bug with the simulator using a single pass. You can find that topic on the P 3-D forums at Lockheed Martin right here... http://www.prepar3d.com/forum/viewtopic.php?f=6306&t=130505
  6. Here is the other fix for the spinning clouds. In you Prepar3d.cfg look for the CLOUD_FACING_MODE=0 and change that to 1. That with change how the clouds rotate. For instance set to 0 the clouds rotate based on you Head position witch is set by default. Set it to 1 on now the clouds rotate on you aircraft position. Flyinside once had this option for P3Dv3 but since removed it. On the setting of 1 you still get the barn door effect but the spinning is 100 times better than default.
  7. No the water would render differently in each eye in vr losing all depth perception as well as the clouds. Both of them in 4.2 look fine now. For example in 4.1 if you flew into a cloud as you approached it it look normal from a short distance but as you got ever closer your left and right eyes would separate as you entered the cloud. Thats about as clear as mud as I could describe the effect without showing it off. I made a post about it to LM before
  8. YES so far Im very impressed with the performance. I just flew through a spinning cloud (spinning i know) but my eyes didn't go cross-eyed because of how 4.1 VR render clouds clos up i need to check the water now. 4.1 had some very bad VR anomaly when looking and clouds and water
  9. Any thoughts on VR improvements and implementation...
  10. I know what your Problem is Warbirds It happened to me. The simple solution is to download the latest Nvidia drivers to your system. P3D wont recognize VR for some reason if you don't have a specific version and above...
  11. Will chaseplane ever be compatible with flyinside? Or the other way around. I feel that P3dv4.1 VR is much better than 4.0 but it’s still flickering in the left eye so much it’s painful for any length of time. But with flyinside I can fly any airplane with better smoothness. However I can’t utilize any thing in chase plane due to the cameras.cfg files need to be customized by both flyinside and chaseplane. Or maybe a longer shot would be to see if LM continues to improve the VR experience further so it’s on par with flyinside and that we can use menus in vr. I’ve cut my teeth on TrackIR for over 14 years starting with TrackIR 3 but now I can’t seem to go back since bitting from the VR apple.
  12. Same here too. I only hope that flyinside can work with chaseplane. It really helps to move a little to read the fine print on some of the gauges and gps units.
  13. So I found out that chase plane can be used with vr in 4.1. I tried it and no problems plus I made several camera sets for each plane. I can move my view to my gns750 and move out with a keystroke for instance. Vr combined with chase plane is really opening up for new possibilities in the Immersion of P3dv4.1
  14. Do you Smell that??? i think i smell a hotfix coming...
  15. Ive started a new topic over at LM forums in regard to not getting VR to work and we shall see what happens... Like I said I've had a fresh system without 4.0 installed. fresh windows 10 fresh P3D4.1 full install Completely vanilla except for FSUIPC
  16. Something isn't right. I've downloaded a fresh p3d4.1 with never having 4.0 installed and on a fresh windows 10 install and no drop down for vr. Im wondering if the oculus update i got yesterday has anything to do with it?
  17. Awesome That fixed the issue! I just made the folders manually then created a blank.xml file and copy pasted your code and it now works inside P3dV4. Then renamed the .xml file add-on.xml
  18. ok so im Re RE Reinstalling again and I am at the part were its giving me an overview of what and were its going to install stuff and this is what its showing... Selected components: Product Files for Prepar3d v4 Prepar3D v4 location: E:\Prepar3D v4 Destination location: C:\Program Files (x86)\Reality XP\GNS Simulation\FltSim Additional tasks: Check for updates now (the installer will check for updates now) Garmin GNS Trainer Lite is already installed There is no add-on.xml anywhere on my computer except for the SODE version for Sode
  19. Yep I looked in my documents/ Prepar3d V4 add-ons/ and found that there is no Reality XP GNS folder so there isn't any add-on.xml. I've uninstalled and reinstalled both with administrator right and not but it didn't creat this folder or file. Interesting...
  20. Ive just bought both the gns530 and 430 for P3dV4 and installed them just like normal with no problems. but there isn't any Reality XP menu at all in my Addons menu. Its as if the gns 530/430 isn't running. Is there a way to activate these in like a exe.xml or .dll somewhere that didn't get turned on? Yes I have also downloaded the trainer lite too.
  21. I have posted this on the LM forums aswell I'm having an issue flying through clouds using an oculus rift CV1. It seems as my depth perception goes out of whack while getting within 1000 feet of any cloud structure. If I turn stereoscopic mode off then everything is fine however everything else that uses depth perception is messed up. I'm finding with stereoscopic mode enabled that flying through clouds produces such an amount of eyestrain that it becomes very uncomfortable. I've taken some screenshots of both stereoscopic view and normal views in oculus rift. However I'm afraid that to actually experience the effect there has to be motion involved so the picture doesn't do this issue justice. Also the clouds are spinning like crazy and I realize there are just two dimensional sprites. My guess here is that one flying close to a cloud using stereoscopic view in my helmet mounted display there is an error when rendering the clouds close up. It seems that the simulator renders the cloud within inches of your face in real time instead of allowing your eyes to see where the cloud is thousands of feet away. The fact is I cannot focus on a cloud that is close to my aircraft therefore making it very difficult to steer clear or to break through the cloud layer with any instrument meteorological conditions. I am a real world pilot and I use this software to stay sharp at my skills. However this problem is really preventing me from getting the type of training and skills flying through clouds accurately. Oculus rift is new technology but this is a game changer for the simulation industry in my opinion. There must be some sort of calculation or setting that will render this so you don't lose focus of the cloud as you're approaching it. I have used other simulators and compared flying through clouds in them and I don't have this strange effect. In fact I can break through the clouds very comfortably without any eyestrain. They also used 2 dimensional sprites and yes their clouds also spin when turning your head inside or close to them but their depth perception within the cloud remains accurate whereas in prepar3dv4 it looks very painful literally. The best way I can describe this effect is the simulator is separating the cloud in each eye opposite of what it should be at a certain distance or proximity of the cloud. I've also noticed in stereoscopic mode that when I'm close to a cloud and they spin that if I'm looking at the cloud, in one eye the cloud will be rotated 20 degrees and in the other eye the cloud will be rotated 30 degrees. This also happens when the simulator is paused. This might be the culprit to the problem. So in closing I would appreciate a response from the team and I continue to fully support this product and program and its development into this foreseeable future. The simulation is the standard in which all simulations are measured in my opinion. I just want to do my part to help keep it that way. Thanks for your time. Kevin Prepar3d V4 notes Current version P3DV4 SimConect Version 3137571 Windows 10 10.0.15063 build 15063 Processor intel core i7 6700k overclock at 4.6 ghz Bios American megatrends inc. 3401 1/25/2017 Baseboard manufacture ASUSTek Computers inc. Motherboard Asus Maximus Extreme LGA 1151 z170 Memory16 gb ddr4 at 3200 mhz
  22. Ah no actually, let me see here, "Clicked Off on the HDR Override (P3D only)" and put right palm of hand on my fore head. Bingo It works again. Sometimes I'm not a very smart man. Just dont tell my wife please... Thank You for you help and for making Chaseplane
  23. Hi there i have posted a fourm thread over at the Lockheed Marten support fourms about the HDR Setting not working. you can read it here... http://www.prepar3d.com/forum/viewtopic.php?f=6312&t=125679 Ive been trying to get my HDR setting to work to no avail. any setting made while Chaseplane is running in the HDR lighting sections are ignored. but as soon as i shut down Chaseplane every thing in the HDR lighting works normally. Ive tested this by loading P3dv4 build without chaseplane loaded up. I was able to turn my brightness down to .09 just to test this out. the screen looked very dim obviously. then i fired up chaseplane and my HDR setting instantly went to the default settings, even with out going into the menu to change it. So i went to the HDR menu and found that the Brightness was still at.09. and soon as I shut down chaseplane i went to the HDR menu and hit ok and it turned down the brightness to .09 I've used the experimental builds as well as the beta builds. Thanks for making the wonderful camera system. I'm sure this will be hammered out
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