Author Topic: Oculus Rift use...  (Read 20759 times)

Offline Kirin

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Re: Oculus Rift use...
« Reply #180 on: June 13, 2016, 07:44:08 AM »
I don't know if you can do it in AH. But some people run DCS on Google Cardboard. If you google it you will find.
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Offline Ack-Ack

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Re: Oculus Rift use...
« Reply #181 on: June 14, 2016, 12:22:07 PM »
HiTech for the Vive, are you using SteamVR?
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Offline hitech

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Re: Oculus Rift use...
« Reply #182 on: June 14, 2016, 01:19:58 PM »
HiTech for the Vive, are you using SteamVR?

Yes ack ack, is there any other way?

HiTech




Offline Ack-Ack

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Re: Oculus Rift use...
« Reply #183 on: June 14, 2016, 01:37:24 PM »
Yes ack ack, is there any other way?

HiTech

I think the Vive can also use OpenVR as an API.
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Offline hitech

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Re: Oculus Rift use...
« Reply #184 on: June 14, 2016, 04:02:33 PM »
I think the Vive can also use OpenVR as an API.

I'm using openvr, I was assuming it is the api end of steamvr. If not how is it different.

HiTech

Offline brucec

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Re: Oculus Rift use...
« Reply #185 on: June 24, 2016, 10:00:45 AM »
Just updated to the latest beta and I'm seeing a distinct stutter or pause every 1-2 seconds in the rift.  Is anyone else experiencing this?
brucec
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Offline brucec

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Re: Oculus Rift use...
« Reply #186 on: July 24, 2016, 05:56:51 PM »
I've been flying the current beta in VR this weekend and it's fantastic.

Feedback on a couple of issues:

There is an issue with 3D clouds which spin or rotate as I move my head.

Black out due to injured pilot:  This is VERY disorientating in VR to the point of nausea.  Whilst I'm sure disorientation is realistic it's likely to cause nausea for folk not used to VR because the pilot's head movement suddenly gets detached from the players own movement.  I actually quite like the effect but I'm not sure it's 'best practice' for VR.

Bruce
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Offline FLS

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Re: Oculus Rift use...
« Reply #187 on: July 24, 2016, 10:29:05 PM »
Just updated to the latest beta and I'm seeing a distinct stutter or pause every 1-2 seconds in the rift.  Is anyone else experiencing this?

Are you using an Inateck usb3 card? I was hearing the usb reconnect every fews seconds along with a stutter in the game. I unplugged the rift headset from the inateck usb3 card that oculus recommends and plugged it into the onboard usb3 that oculus says is no good. The stutter and usb reconnect went away. The sensor is still plugged into the inateck card.

There is still some stutter on the CV deck but I think that's a different issue. The rift does a nice job with frame spacing, even 30 fps looks smooth. With default settings and AA off I usually get 90 fps and it's very smooth.
« Last Edit: July 24, 2016, 10:34:58 PM by FLS »

Offline brucec

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Re: Oculus Rift use...
« Reply #188 on: July 25, 2016, 02:14:58 AM »
Sorry, should have fed back, my issue was indeed a sensor connection problem since solved.
brucec
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Offline brucec

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Re: Oculus Rift use...
« Reply #189 on: July 26, 2016, 05:21:33 AM »
Just a thought.  Would it be possible to adjust the eyepoint (back/forward/left/right/up/down) with key bindings?  I think this could be beneficial in VR and to regular users.
brucec
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Offline hitech

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Re: Oculus Rift use...
« Reply #190 on: July 26, 2016, 08:57:58 AM »
Just a thought.  Would it be possible to adjust the eyepoint (back/forward/left/right/up/down) with key bindings?  I think this could be beneficial in VR and to regular users.

Do you mean the home view point? I assume you also know about Ctrl F4?

HiTech

Offline brucec

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Re: Oculus Rift use...
« Reply #191 on: July 26, 2016, 02:35:03 PM »
I mean to change where the default view point is, like adjust it as if you were moving the seat in your car (or 'plane!)

I just ran into another minor issue.  In the hangar view on the CV (in VR) the clipboard hangar is zoomed close in and I can't move it.
brucec
249 Sqn RAF "Gold Coast"