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  1. I always enjoy showing people VR. DCS has an air start quick mission. Since I always need to get it setup and running for whoever I'm showing it to, the pre-recenter view always ends up about three feet to the right or left of the pilot's seat, until they get situated and recenter it. I tell them "Now don't look down" just after they've got the headset on. The reaction is always worth it 🙂
  2. Very interesting. I'd installed the updates, but didn't get up to booting into it in VR yet. My last runs had found it breaking timeline on both CPU and GPU. (5800X + 1080 Ti + VP2) Will have to try it tonight. I do hope Asobo puts together an automated performance test mode. Would be good for hardware reviewers to be able to conveniently use it for benchmarking.
  3. The GPU driver will be the real limiter. Human resolution is about 60 pixels per degree, with some people being able to get about twice as fine. It ends up being very GPU expensive to drive those kinds of numbers. I'm thinking it will be at least 2-3 GPU generations before we're there.
  4. I'm using the Base Station 2.0 stations. I don't actually notice the whine myself. However, I'm usually either in VR when they are on, or using closed cup headphones that have enough noise dampening that I don't notice a GTX 1080 TI fan at 100%, so your mileage may vary. I do have them set up to go into the full sleep mode when I'm not using them. They do take a little while to turn on from that, but it takes me a bit to get things into sim mode as well, so it's not a huge deal.
  5. I didn't see anything on mine. The cameras have blue film disks on them, but that's all I recall. The sweet spot is a bit weird to locate though. For the first couple of days I was seeing huge rings, but after a few days and adjusting things in various directions they went away for me. Reducing the eye relief distance does help. I think their image plane is very close to the lens surfaces. I do have a different face pad set on order, mostly because the default one seems to block the view and sometimes the nose flaps get caught on my glasses. I'm probably going to see if I can remove them without damaging things. I like to be able to see the world through the slot.
  6. I'd recommend getting your eyesight checked, and see what you are actually at before you buy anything. 4mm is a pretty wide range for optical measurements. Because of the difference in IPD, I was never really able to get good vision out of both eyes on the Reverb G1. I was always well out of sweet-spot for at least one lens. The 70.5mm IPD on the VP2 means I'm consistently able to keep both eyes much closer to the optimal focal volume than I could on the G1. The other wrinkle is the panel. You really need to be driving it a 2900*2900 or you lose image information due to sampling effects. That said, with those settings I am finding I'm able to read cockpit labels I was not able to read without zooming or otherwise straining. It's not everything, but it is a definite improvement. Now I just need a Zen 4 6950X, 64 GB of DDR5-7800 and an RTX 4090...
  7. I honestly wonder if it's an eye alignment thing. I had a ton of fun in VR with the Occulus Rift CV1, and upgraded to the Reverb G1 chasing that better clarity, and had it, ultimately, turn out very poorly. A combination of it not supporting my IPD (I have a 71mm IPD and it was designed for a 63mm IPD) not fitting my head (big hatsize), the big cable, and the terrible controllers, ultimately put me off VR for a long time. But, the problem was the headset. I needed one that fit me correctly, both mechanically and optically. I ended up taking a gamble on the Vive Pro 2, because it had a mechanical IPD adjustment that ran out to 70.5mm, and it turns out it has enough headband adjustment that it fits my head too. I won't say it didn't take about a week to get it all working correctly (curse you Windows Hardware Accelerated GPU scheduling and whoever thought spamming interrupts onto the GPU during heavy load was a good idea...) but now it's working and for the first time since the CV1, it feels right. I still need to alter the face pads, and see if I can't find some way to replace the headphone speakers with something better, but it feels good to have it up and running again. That was never really the case with the Reverb G1. I suspect part of the problems early adopters like us have had is the first generation headsets were designed with big heads in mind, but the second generation was solidly aimed at the 75% human, so they just do not fit us anymore. I suspect many of us underestimated the importance of fit and alignment when getting our second headsets and got burned by it. The VP2 only escaped this because it's really a first gen headset that HTC put their next gen screens into, just to keep their hand in the consumer market while they pivot to commercial work.
  8. Saw MagzTV' first World Tour viseo, and it just hit me, with MSFS VR support getting in, and me finally finding a VR headset that works for my head, I can actually do that VFR 'round the world trip I've wanted to do. I've got some ideas on what planes I may want to make the go in, but am wondering, what planes are other people's favorites for long VFR multi-hop trips?
  9. When you calibrated the CH pedals, did you use the CH Control Manager software, or the default Windows interface? I'm wondering if what you are seeing is the game interpreting it -max to positive max, instead of a slider type mode. I don't have my pro pedals, so can't directly compar, but I was using them on my laptop earlier with MSFS, and because CH Manager didn't play nice, I was having to use the default USB device, which made the calibration and binding process a bit wonky, but it worked.
  10. If you go into Windows Control Panel and open up the Pro Pedals, does the X-Y axis respond when you move the toe brakes? If it does, then you are mapping things incorrectly in FS2020. If they do not, most likely the wire to one or the other toe brake has broken and you need to fix the physical wire.
  11. So, are there any references one could recommend on the FS2020 SDK and what parts of custom FSX models would need to be used? I've got a copy of an FSX plane that I'd really like to be able to fly in 2020, but it also included a large amount of external scripting for some of the advanced features, too, so I'm not even, off the cuff, sure where to begin. I'd assume it would be by identifying the core FSX modules.
  12. Ah very handy. Do you know if there is a way to use it without the hand controller? I'm thinking binding one of the joystick buttons to the pass through, if I could get it to simply do the center of the screen, rather than focusing on wherever the hand controllers are at.
  13. Very interesting. Do you know if the HP Reverb supports that? It does have front mounted cameras, but initial searches on a Reverb pass through mode tends to turn up mostly audio mixer techniques...
  14. @nickhod You mentioned that there are methods for pinning windows into a VR view in SteamVR and Occulus VR? Do those work in games running the WMVR for Steam? Can you pin multiple windows at different locations? What sort of performance hit to they incur? I've got some crazy ideas for VR flight sim stuff, but I'm thinking they'd require about three separate 2D windows to be open able in the cockpit space, and able to be positioned so they did not obstruct key things. And it would be good to be able to make at least one of them mostly transparent and oriented on one of the canopy panes.
  15. In the Il-2 GB flight sims, the Zen 2 and Sky Lake CPUs are at this point family equivalent. However, Zen 2 does not have AVX-512 support, only AVX2, so in applications that use AVX-512 it falls behind. Il-2 only uses AVX, and does not, as near as I can tell require AVX-512, so I'm wondering, do we know whether P3D is using AVX-512? That might explain the difference. Zen 2 also tends to have higher cache latency than the Sky Lake chips, but if you're running DDR 3600 memory that tends to help there. You'll need to check if XMP is on in your bios, however. You should be able to get DDR 3600 CAS 16 fairly economically if you look for the non-rgb versions. I think I got my 64gb quad pack for about $200.
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