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DennyA

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  1. So it turned out the killer was OrbX Vector. In P3D v5, having the road networks, railroads, etc. turned on decimates performance. Turning those off (but keeping the coastlines and a few other light-touch additions like golf courses), my frame rates smoothed out and mostly quadrupled. It's now quite playable. Even in the worst-case scenario (Seattle area with details cranked), when the frame rates drop, the updates are still smooth rather than stuttery.
  2. Curious as to what y'all do to get the best framerates in P3D V5 VR. I have a Rift S and while I can get a steady 40 fps (1/2 the 80 max) with simpler planes, over really nice scenery I get closer to 20-30 fps in more complex planes like the DC Designs F/A-18E. Flyable, but jerky updates. Turning off automobile traffic helped a lot, and I haven't gotten around to replacing any stock AI yet so no added overhead there. Running OrbX PNW and the Drzewiecki Design Seattle City/Airports X. I realize I'm adding to things with the add-on scenery, but just wondering which settings have the most effect on VR performance so that I can enjoy the best compromise between performance and realistic scenery. Would love to hear what graphics, detail, etc. settings y'all have found have the most direct effects on P3D V5 framerates. Computer is a Core i9-9900X with an RTX 2080TI, so it's not anemic hardware at fault. :)
  3. F-14 Fleet Defender had a mission that had you go out to intercept unknown bogeys that turned out to be the flight of WW2 TBF Avengers lost over the Bermuda Triangle. ("Hey, we have the model from 1942:PAW already, so...") The "Secret Shuttle" mission in FSX has a fun moment. 😉
  4. I got the Bionik Mantis headphones (designed for PSVR) and they fit perfectly on the Rift S. Trick is to clip them at the bottom first, and then the top. With them attached, the headphone experience is pretty much like the original Rift.
  5. Thanks! I'm using native P3D VR. I used to use FlyInside, but the native VR has gotten quite good and it's less cumbersome.
  6. Hi Marcus, Yes, I'm using Oculus Tray Tool. Had the supersampling set to 1.5 and ASW on. Using the non-beta Oculus software. Honestly, the night flying looked fine. No different from playing on a monitor -- blacks may not be as black as with OLED, but I didn't see a noticeable difference. I had some other questions from folks when I posted a version of this impression on QuartertoThree.com, so I added those answers to the post and posted it on my dusty old blog. Link is here: http://www.datkin.net/oculus-rift-s-quick-hands-on/
  7. The FOV is slightly wider than the original Rift's, but I didn't notice much of a difference.
  8. Got my Rift S today from Amazon. Despite the lukewarm reviews and the minor upgrades in specs, Matt Wagner's commentary on its clarity in DCS made me order it from Amazon (where I could return it easily if not impressed). I'm *not* returning it. Spent the evening flying flight sims in it and it's clearly a worthwhile upgrade for sim fans. You would think it had much higher resolution than the CV1, given the additional clarify. Screen door is just *gone*. (At least, for my eyes.) Sims: * Prepar3D v4.51 probably sees the most significant improvement, with instruments just dramatically easier to read. Everything looks sharper as well. * Matt Wagner wasn't kidding about DCS. The view from the F-86 Sabre cockpit was just amazingly sharp. * IL-2 Battle of Moscow/Bodenplatte/etc is by far the best looking of them all. With no screen door effect and the efficient VR engine, the visuals are just stunning. Flew the P-47D around and was blown away. * Also tried FlyInside Flight Simulator, and while that one's in very early access, it worked and looked great. I haven't tried X-Plane 11 or AeroFly FS2 yet, but I have no doubt they'll be awesome given all the other sims. Quick game of Beat Sabre showed the controller tracking to be as good in that game as with the three sensors around the room -- never lost tracking. Random notes: * 80Hz vs 90Hz isn't noticeable * The internal tracking on the controllers works well * I was thinking I’d need to use headphones since they dropped the earphones for speakers near your ear. But the audio is surprisingly clear from these, and it’s nice to be able to hear sounds in the room if someone comes in. This was maybe the biggest pleasant surprise. I wouldn’t use them for music (no bass) or watching movies, but it’s fine for flight sims. * Soooo much easier to set up without all the tracking stations * You now define the room by laser-drawing the border with the controllers instead of having to walk around in view of cameras, much easier * Even with three cameras, the original Rift would sometimes lose track of tracking and I'd find my head sticking out the top of a cockpit, down by the rudder pedals, or on a wing, and have to re-set the VR view. Didn't happen once with the Rift S. * Unlike some reviewers, I actually like the new headband better than the original Rift’s. * My one negative so far? There isn’t the big gap around your nose that I used to peek down through to view the keyboard when playing sims. I’ve had to lift the headset a few times to find a key. If you're playing action-based VR games, games with cartoony graphics, or really anything outside of vehicle simulations, I'm not sure the improvements in the Rift S would justify an upgrade from the original Oculus Rift CV1. But for flight sims, the Rift S awesome and I have zero regrets on the money spent. I had an HP Reverb on order as well, thinking the increased resolution would be a big benefit in sims. But I just cancelled that order, because the Rift S is so sharp I'm quite satisfied, and the Oculus solution is going to have much better frame rates than the Reverb's higher resolution will afford. I don't know what the cancelled "Rift 2" was going to be, but the S might as well stand for "Sim edition" and it's a nice upgrade for my usage scenario.
  9. Anyone found a list of which specific instrument files need to be backed up to move over? I'm guessing this was just LM not wanting to continue to pay a licensing fee to Beech for aircraft that weren't heavily used.
  10. Not to get off-topic, but cool! I've had AFS2 since Day 1 and like a lot about it, but as someone who likes test-piloting new planes, that's been a frustration. I'll have to go check that out. Back on-topic, I'm really curious how much work is needed to get FSX planes into FlyInside FS. If the porting process is pretty simple, that could make a huge difference in expanding the content here.
  11. Everyone is so cynical! 🙂 This is basically an early-access alpha version. That's the peril -- everyone's like "I want to play now even if it's not done!" but then everyone wants all the features of a full-on years-old sim too. It's a Kobayashi Maru scenario. 🙂 The buildings are called out right on their website as being developer art that will be replaced. The sim's silky smooth 90 fps in VR, since it's multi-threaded and supports modern graphics APIs. P3D is awesome, but call me when I can fly over Seattle in VR with smooth frame rates. 🙂 Couldn't do it on FSX 10 years ago, can't do it now with decent custom scenery installed. Also note that it includes $390 worth (at retail) of ported FSX planes and helicopters. Heck, I wanted to try the MilViz Cessna T-50, and the early access sim costs way less than just that plane. Double heck, I wanted to check out that 717, and it sells for $70 as an FSX add-on. Speaking of FSX planes, I get the impression porting FSX content is pretty simple. (Originally the sim was going to be compatible with FSX add-ons, but they changed that.) AND they allow you to sell/distribute payware/freeware on your own site, avoiding the Steam bottleneck for add-ons that caused the market to reject FSW. I'm happy to throw them a mere $25 (since I had FlyInside, but I wouldn't hesitate to spend the $32 either) to hopefully help fund a new competitive sim. The market could use another sim. P3D is awesome but I'm always nervous about it being at the whim of Lockheed-Martin, where selling a spare part for the F-35 probably makes more profit for them than the entire sim division. X-Plane's finally gotten really good once you get off the crazy ground handling, but it's very much at the whim of one guy. And AFS2 has a lot of potential, but it's gotten no add-on planes, and it's still a ways from being fully developed.
  12. Thanks you so much, Alan and ZKOKQ! This is super-helpful! That is indeed my great uncle Frank. I also asked on pprune.org and got some additional information (but it doesn't duplicate yours, Alan, so the two combined are a wealth of background!). If anyone's curious: https://www.pprune.org/aviation-history-nostalgia/613971-rcaf-wellington-pilot-1942-egypt-how-find-details.html Thanks again for taking the time to help me find this information! It's greatly appreciated.
  13. My great uncle, Frank Morgan, was a Pilot Officer for the RCAF in WW2. I'm trying to nail down the models of planes he flew, and which squadron he was in. He died in a Wellington returning from a raid on Tobruk on July 13, 1942. Their fuel tanks were shot up during the (successful) raid, and the plane was blown off course by adverse weather. He ordered the crew to bail out, but insisted on staying with the plane to try to bring it down safely. The plane crashed north of Cairo, and he did the next day in #13 Scottish General Hospital. He'd been shot down once before. On October 20, 1941, his memoirs say the crew he was on had just dropped a 4,000-pound bomb on Bremen, Germany when they were attacked by night fighters. They had to ditch in the North Sea and spent the night in a dinghy before being rescued. I assume this was a Wellington as well, but the book by his niece doesn't call that out. There's a photo of him in the book standing in front of a Fleet Finch, which is a plane I hadn't heard of before. Anyway, given the dates and targets, and the fact that he was flying for the RCAF and definitely in a Wellington on his final flight, anyone know how I can determine which squadron he was flying for? I'd like to find more info about his service (important) and (unimportant) it would be cool to get the FCS Wellington painted to match his plane or one in his squadron as a virtual tribute. Any pointers would be appreciated!
  14. Anyone had their left and right views in VR get completely out of whack? My right view is in widescreen field of view, my left isn't. So VR's unusable. Can't figure out how to completely reset the VR view. (Ctrl-Shift-, recenters the views but they're still unmatched.) Any suggestions? Can I zap something in an ini file or something to return to defaults?
  15. Currently using P3D 3.4 + REX TD 4 + REX Soft Clouds and ActiveSky Next. I went to Simmarket to upgrade to ActiveSky 2016 (they just learned their lesson about why EA and other companies choose the following year with new products ;-) and saw Envtex. Really intrigued! But I keep seeing people talking about ASCA with this. I'm perfectly happy with Soft Clouds and it sounds like the thing people love about the integration is that it fixes ugly skies in ASCA. So, if I was to use REX Soft Clouds + ENVTEX + ActiveSky 2016, am I good there? Is ASCA a necessary component here to get the full benefit?
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