Jump to content

denali

Frozen-Inactivity
  • Content Count

    969
  • Donations

    $0.00 
  • Joined

  • Last visited

Everything posted by denali

  1. Ultimate VFR is color corrected by a videographer.
  2. I'm sure they're referring to a worst case, slewing being the fastest way to reproduce the bug.
  3. "Fixed a GDI memory leak with static elements when resizing panels" (inside joke ... anybody else get it? Memory that just ... stays alive. This earworm was a part of debugging processes for me.)
  4. ... And war " Entities will now report DAMAGED_DESTROYED when health points reach zero or when they are in a crash state when connected in a DIS session."
  5. One of the problems I think everyone is encountering in VR, all paths, is that the scale is still incorrect. At least in my experience, the proper scale is actually closer when fly-inside is in zoom, and should actually be closer. I have become fanatical about scale from writing my anti-distortion shader (I almost have enough of my sanity back to be able to clean that up for release). We need to know how large a gauge and how far away it is from the common viewpoint; in other words how large it appears in real life. It's not set right in any VR I've tried just yet. This is the main reason why people complain. Everything is entirely readable when this is set correctly. The complaints are actually about scale, not clarity. I still haven't bought a Rift, haven't finished the Xmas honey-do list yet to justify it. When I do I will look more into it (lol). I was a passionate architecture student before the networking guys in the CAD labs Shanghaied me and I can tend to see things as a perspective drawing. I actually wrote a 3D 1st person maze game on a CollecoVision Adam in 1987.
  6. Ultimate VFR has autogen, water, and night lighting. Don't buy anything else just yet. They are releasing a new version 2.0, every US state available, in the very near future! Worth it for the night lighting alone. https://store.ultimatevfr.com/ No release date, but in the final phases. I'm a beta tester. Obviously, the complete site is not back up yet. They had Colorado, Utah, New Mexico, and Arizona in version one but not there anymore.
  7. I didn't pay very close attention. I ordered new hard drive and keyboard from PrimeNow to get here between 8am and 10am to start off the holiday break right. Now to find good instructions for installing a clean copy of Windows. Hrmnn, I'm getting pretty rusty at this stuff. My big hope is to get things up and running again with this cranky old system (3770k & 780 sli), talk spouse into oculus rift for Xmas, and hope I can get P3D in VR good enough to not have to ask for a 1080 as an early birthday present.
  8. I made a mistake and used DDU. I don't normally flail about trying to fix a system like that, but I tried DDU even though I did custom clean install with the latest driver. Now I can't boot. I knew I needed to rebuild Windblows so wasn't too careful, but that was stupid. I'm not even going to bother with safe mode (using a bluetooth keyboard and don't know where my old usb keyboard is so it makes that difficult).
  9. While I consider upgrading to a GTX 1080, I'm still driving two GTX 780's in SLI. I did recently make a driver upgrade, and now I get stutters/10fps in P3D 3.4. What is the last driver that worked well? I'm also frustrated that while the 780 OC'd is just as fast as a 980, and I have two 780's, apparently I cannot run a rift with ATW or ASW because NVidia didn't push that to the drivers for <900 series, even though it should work on any Maxwell. I'll definitely be trying to disprove that when I get a rift here soon, but I see I may be forced to go to a 1080 for any VR joy. But I digress. 373.06 or 375.86?
  10. There is a program called Scenery Builder 3.0 that does in flight creation. Not sure it is P3D current functioning. But if that's what you want to do it might be worth looking at it and building in FSX for P3D.
  11. Why do you need that 12 Gbs Rob? Am I getting a whiff of 64bits? What are you guys cooking up and savoring over there? Actually, just want to say Happy Holidays and thanks for doing what you do. I tend to get a little bit of cheer when I see your savory posts. Thanks and Cheery Holidays..
  12. There is a less expensive way to give VR a try. Flyinside is a must, as the framerate fix has to be in place. They have a time limited demo. There is an android app/Windows server program called VRidge or Riftcat. It uses the oculus rift runtime and allows you to use any oculus program with a phone and a headset. I have a Homido 1 and I really like it. https://www.amazon.com/Homido-HOMIDO1-Virtual-Reality-Smartphone/dp/B00PQA5DVU The newer version is probably even better. But it's more than 2x the cost. (There is a VR headset that comes with the Air Hogs Sentinel Drone, which might be OK, and kills 2 birds with one stone, VR and drone cravings I know you all have. It was seen online for $100 recently. Just an idea.) Really any VR headset, including cardboard, will do. But lenses do matter as well as FOV, homido is 100 degrees I think. So those together, there is a video you can follow. Even though I am using a phone, you still install the gear version of Flyinside, I don't know why. Head tracking by my cranky old note 4 phone (4k resolution is a good idea, same as rift) is a little drifty, and only 3 way, not 6. And I use flyinside zoom as it is, I will probably custom the zoom for full time use and zoom in even closer. It's more realistic to me. Maybe it's an FOV setting. With photoscenery like Ultimate VFR, especially night scenery and AS16 and ASCA, the sense of really flying a plane is breathtaking (I made it to my cross country flights - solo 20 hours). Just imagine really being in the aircraft (mostly Bonanza flights so far, but a little U2 raptor is exhilarating) without the G-forces. You will get stutters, jutters and dizzy, even using USB for the connection which you must. But I am sold on VR and I think I have permission to budget a $600 oculus (recommended over others) to my annoying hobby(to my wife) this holiday. I am certain I won't be sorry. This is a less expensive way to try. I can recommend the Homido by itself as a VR headset, so for that investment you will be happy. Oh, and did I mention this way you can use other less demanding VR? This way I am certain now I want to cross into the Rift.
  13. I'm not clear what the dlls for FTX or any other scenery devs do. One issue is if they are tunnelling into p3d then it's a no go anyway. I don't think IPC is as slow as everyone assumes; it can be just as fast if it's done right. But you are right, much easier just to compile and debug. I'm just wondering if there is hope for scenery that doesn't have a current developers. I didn't look at their licensing closely, if they allow distribution. Interesting though, I figured it could be done. This is an exciting time!
  14. It can be done, for a price :/ http://www.dllwrapper.com/dllwrapper_buy.htm
  15. I just had to say, the thing you did with that fly ROCKS!!! I am definitely going to steal that fly and use it to "bug" people with it. Some intranets I know of are a little too sterile lately . BTW, your comment is stupid This is the funniest thing I've ever seen posted here. Awesome! LOL
  16. I have been saying this for almost a decade. There is a bottleneck somewhere between 4.5 and 4.8 ghz in the esp architecture. It may not be a fsx p3d issue. But a window fiber management issue i once believed they would fix with windows 10 and offer in dx upgrades.
  17. Wasn't sure where to put this, but some of you may want to know this. I saw it here at arstechnica.com http://arstechnica.com/staff/2016/05/dealmaster-get-a-vizio-4k-smart-tv-and-a-200-dell-gift-card-for-549/ And a direct link to the deal: http://accessories.us.dell.com/sna/productdetail.aspx?c=us&l=en&s=dhs&cs=19&sku=A8620045&dgc=BA&cid=299605&lid=5718620&acd=123092226603601168c94940922&ven3=813203139843088642 No time for me to read closely to find if it is a decent screen. And I wonder if you could do 2 of those deals, use the 2 gift cards to buy a 3rd on the same deal ... ? (for triple monitor fun)
  18. No! Very good point! I am not sure how to go about that, other than to suggest that the user toggle to another readily available view, such as the default virtual cockpit, to click. I have looked into it, maybe doing something such as intercepting the mouse click with the same mapping from another program. But I haven't investigated too far yet.
  19. Yes, ideally only a simple post process shader, just as the first iteration. I switched to Reshade to experiment with antialiasing methods, was a little easier in there. I really made progress there, just a matter of porting back to LMs brand of post processing (I think some minor language difference, I'm not an HLSL programmer, I just play one on your monitor) and applying a little more trig to cut out the over-sizing program. I will still have a nice easy install method, everything I can do so everyone leaves me alone, heh. Using injection, as Reshade and Nikola's methods use, breaks P3d's menu system, distorts them to be unreadable. Anything can be done with math, including angles and bezel adjustments.
  20. Bill Gates didn't really have that much imagination back then.
  21. My solution is not completed. This is a hobby for me, not a commercial venture at this time. One of the reasons why I've kept the current work out of view is because I don't wish to have to deal with the support issues. But I realize there is growing demand for the solution, and a group working together around the idea can be helpful. Right now there is a predefined, but changeable, FOV in my solution. You set the FOV for the FOV your screens span. Typically your screens are tilted in so that the viewpoint for each screen is in the center of that screen. There is no need to account for angle if this is the case. Angles off the center viewpoint can be accounted for, but I have not done this as demand for that, that the lack of adjustment is a noticeable detraction from an effective solution, will probably not exist. Vision is based on many illusions we just ignore. Because the shader and the program both need to be coordinated somewhat in the width and height, as defined by FOV, I do not have them programatically tied in together at this time. So a user has to define the height and width of the oversize to their purposes. If height or width are off there will be a little compression or stretch in either direction, but across the whole display evenly, and just changing the height or width of the oversize corrects this. The portion I am working on now is to remove the need for the over-sizing software, which Is the source of a support nightmare because it is confusing. Instead of doing that math, explaining a compiler the correct mathematical model for the final portion of the solution, I find myself re-confirming items with insurance adjusters and contractors (we were affected by Houston's recent flooding) and dealing with other personal issues, one of which is recovering from previous years levels of extreme stress (the sources are gone, but the anxiety it is lingering with me for some reason, the flooding did not help). So that's the domain of the math involved in finally finishing this. So yes, the single correction I have created accounts for all angles if the screens are centered around a general viewpoint. It is possible that a screen could be not on center, and the math is available to make that adjustment, but to begin it's a good idea that most people would like to be in the center viewpoint of their screens to see the maximum of the display to be presented. The correction approaches 100%, IS 100% in the sense than an object will maintain it's pixel size across all areas of all displays; I say approaches because we could argue that the obliqueness to the center viewpoint of the very edges of any display needs to be accounted for to be 100% to the viewpoint, and perhaps this is the case for an extremely large display, and possibly what Nikola is arguing. Although others that have tested it do not see Nikola's solution as solving the stretch problem, and his solution is already available, although tricky to implement, with P3D's multiple views. Nikola said once that it is impossible to be 100%, then he went back on it to claim that his does so. All things are possible with math if you can measure it. But because perception is not perfect perfect math isn't always necessary, or needed.
  22. https://www.wired.com/2016/05/private-jets-get-door-sized-windows-always-needed/
  23. This is what you are not explaining. The views are the easy part. If you are doing any kind of warping to fix the problem, it MUST use the math that I previous published. Everything else you are writing here is smoke and mirrors. Perhaps to cover up what I am trying to get you to be honest about. It either doesn't actually use mathematical precision, or you are using the math I have published. If you don't understand the significance of this one image, that every triangle you need to measure is represented, you're just blowing smoke balls. That is the math you are attempting to obscure, to not discuss, either because of a lack of awareness, or an unwillingness to acknowledge that you are not the first. Actually, I still think your balls are stretched from what I can see here. I'm actually being a nice guy Nikola. You might not be able to see that in your "point of view", but in the sphere of the 3d space we've been discussing I'm being very generous.
×
×
  • Create New...