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About glider1

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  1. glider1

    RTX 2080 ti P3D benchmarks?

    Does VR behave the same way as flat panel when it comes to performance in sli though? We need someone who actually uses VR to do tests in VR P3D.
  2. glider1

    OTT and FlyInside

    Yes blueshark is right. Don't use OOT supersampling flyinside has it built in. You will only overload the GPU.
  3. If the Quest is wireless out of the box when connected to a PC, I could be in if it has slightly better image quality but I doubt it. The Vive Pro would have to drop to half price before I'd be interested for flightsim. Not worth it compared to Rift CV1. Pimax 5k+ is a big possibility if the price of a 2080ti comes down to something resembling sanity. I have a feeling the 5k+ 2080ti combination are going to be very well suited. I might even pay top dollar for the 5k+ 2080ti combination even if it embarrasses me to admit I'm a sucker. Pimax is the solution for flight sim with reasonable screens and fov but prices are too inflated to make it worth it compared to being on Rift CV1 which is still good enough. People who have trouble with image quality play around with shader presets and autostarx for night I agree the banding at night is bad but it is still a great experience at night some of the most memorable flights of my life have been at night in the Rift. Make sure you turn off HDR at night otherwise you will get greyed out effect. Also I think the banding is not just the headset but a weakness of the sim itself. EDIT: The biggest concern I have for Pimax 5K+ is not the price but support and warranty servicing.
  4. glider1

    My Weekend VR Experience

    The rift has to be supersampled to make the visual quality acceptable this has been known since the first gen headsets were released. The performance on a 7700k 1080 with 1.5 supersampling is very good and graphic quality is acceptable for everything but large cockpit aircraft. This has been known since LM released P3D 4.3. Performance is good because LM in 4.3 have made VR very usable out of the box on current hardware and even though you have to tune settings down relative to a monitor, it simply doesn't matter because the lower resolution of the 1st gen headsets don't get benefit of higher visuals anyway. I appreciate the personal perspective of the OP but it is not to be taken as a review grade piece of writing. VR is already a massive improvement for most types of aviation except the tubeliners.
  5. Yes many some have used it in v4 so have I. Takes a bit of work to understand how to use it but it works great. It can control the brightness of stars and adds a huge database of stars in accurate locations without any performance hit. I could walk you through it but am not at my flightsim computer. The readme is a good start. Basically it just mods the stars.dat file which is the exact same format in P3D as it was in FSX. You could also try Stargazer which is payware but should do a simiilar job. In VR the night sky is very good now. Even saw a a couple of shooting stars which look spectacular in VR truly I mean that.
  6. Yes you are right but you can fix it with autostarx freeware. It takes a bit to learn but it works in P3D I use it to fix the night sky in VR.
  7. Depends how much money you have got. If you are rich, you can buy now and upgrade later. If you are tight, Rift/Vive resolution is good enough with a 1080 even when the 8k shows up because the price of first gen VR should continue to drop. "Good enough" means you can read most things with supersampling in GA aircraft perhaps not in the really big tubeliners. Ideally Vive pro/samsung galaxy resolutions are preferred because they will do everything in flightsim with reasonable clarity.
  8. The other thing is that the Vive Pro will be going wireless.
  9. glider1

    Carenado G1000 and Navigraph Expansion

    I have the Phenom 100 navigraph expansion. I enjoy it but there are bugs and omissions enough that it makes me look around for a better implementation. It is good enough to get you started into the big wide world of G1000 but the more you dig in the more issues you start to find. Also keep in mind that you cannot load a flightplan into the G1000 nor can you save one. You have to manually enter it every flight which can be a pain if there are reasons why you need to save a scenario with the G1000 state remembered for a later session. At one time the Phenom 100 framerate was considered pretty bad but now in P3D it seems to be one of the lighter business jets on fps with glass cockpit from what I read. Possibly because some of the details are not implemented both in the G1000 and flight dynamics of the aircraft which actually help with performance.
  10. glider1

    Flight1 Mustang is available

    Thanks for the info on VR. I disagree on fps for single pass you don't need 45FPS unless you are running ASW. If you set the display settings to vsync on unlimited and ASW off, P3D syncs VR in multiples of 90. So if it can't get 90/2=45 it will drop to 90/3=30 and if can't get that it will drop to 90/4=22.5. For me in busy airports the phenom 100 will drop FPS to 90/4 or 22.5fps but it still is smooth. Agree, the spiking in FPS would be a problem.
  11. glider1

    Announcing the Zenith 701 for P3D V4!

    A proper STOL GA aircraft with accurate flight model is badly needed for P3D.
  12. glider1

    Is VR blurry?

    I've finally finished with Flyinside and think native P3D performance is better if you do it right. Steps: P3D settings to vsync on and unlimited Put all settings on minimum including HDR off shadows off and check performance FPS will lock to either 90fps, 45fps, 30fps or 22.5 fps because these are vsync multiples of 90 (native refresh) Don't fight the fps, let it lock to one of those combinations. It depends on scenery load. It happens because of vsync. Add settings one by one and recheck performance each change. FPS may not change until it suddenly reverts from one of the FPS multiples. OTT setting at least 1.5 Get eyes checked if still blurry. Do that and you can have a very happy time on Rift but you need decent hardware CPU>4GHz and at least a 1070. Expect performance similar to that if you were running a 4K monitor but visual details are not set as high because they don't need to be.
  13. glider1

    Accu-Feel v.2 Air, Land & Sea (P3Dv4) Released

    Hi Neil I am also in VR. Accufeel is the only way to go for you if you are still with Flyinside because camera movement isn't supported but airframe shake does. In native VR however everything works like normal. Chaseplane can be used to shake your view and works in VR for everything except static view and custom HDR adjustments (only the P3D standard HDR works). I use a combination of a slight headshake in VR with chaseplane it doesn't make me nauseous if I keep the settings conservative definitely adds to immersion if you don't have a motion platform.
  14. It is actually a feature of VR. You get the equivalent of the old FSX 1/2 Vsync fullscreen tweak because it is actually running in the VR equivalent of fullscreen mode not having to worry about windowed borderless execution. Because it hardware locks to 45fps, 30fps or 22.5fps you can adjust the settings to match what lock multiple you are aiming for. I don't know why people think VR performance is bad. The drop in visual quality of the headset means you don't have to run as high visual settings and so your performance is still good with the benefits of 3D and 1:1 scale.
  15. I gave the free trial of dxtory a go in native VR again brett. Problem is that it can't hold a software vsync firmly enough so if you set dxtory to 30fps for example but the unlimited fps are really wanting to gravitate to the real hardware vsync of 45fps (90/2), there is an underlying fight going on between dxtory wanting to keep it at 30fps but the sim wanting it at 45fps which reduces smoothness. I'm finding in native VR that using vsync with tripple buffer unlimited works well enough. The internal vsync keeps frames locked at ratios of 90 so depending on hardware in rural areas it locks to ~45fps (90/2), in regional city it will lock at ~30fps (90/3) and in big cities it locks to ~22.5fps (90/4). The only downside is when the internal vsync can't decide what multiple to lock to which can reduce smoothness. For example if you are in a 45 degree bank in a rural area it will lock to ~45fps for a period through the turn. When orbx scenery comes into view it suddenly locks to ~30fps then back to ~45fps really quickly which reduces some smoothness but it is good enough. In native VR I tend not to use internal FPS lock because it is too expensive on FPS (it worked better in flyinside) but locking it to vsync/unlimited in native VR with appropriate settings works really well Lockheed Martin really made good improvements to VR performance improvements in 4.3.