Aces High Bulletin Board

General Forums => Open Beta Test => Topic started by: hitech on April 01, 2016, 03:42:16 PM

Title: Occulus rift alpha
Post by: hitech on April 01, 2016, 03:42:16 PM
Attached is a zip file containing the occulus rift support.

Unzip the 2 files ahocc.exe and ovrhtdlg.res into your normal acesh high beta folder.

DO NOT RENAME THESE OR FUTURE PATCHES WILL BREAK.

You will need a set of drivers that can run extended desk top mode.

I was testing with .6.0.1 run time.

If aces high sees your occulas it will automatically start with it. And the entry window will be labled such, but occulus should also be live for the interface.

With occulus the interface switches to a fixed position interface, currently the desk top is about 3feet away, and the clip board will stay where you put it.

Also there are more settings regarding the occulas in the GUI (options/preferences/GUI) to set the distance and size of your GUI plane.
DO NOT check the disable button , it will screw stuff up at the moment. If you do delete the GUI.cfg file in the settings folder.

When the GUI options is open, you can move the static windows like where the fps is displayed to any spot in the plane.
Currently only the info and damage displays are movable.

Also note the FOV settings in the video options should have no effect on the Occulus. There will be some type of configuration at a later time.

Let me know about any issues and your general thoughts on the interface, and general game play.
If I can figure out how, I hope to also keep a small desk top window open.

Ctrl F4 centers your Occulus.

Or you can remap "Tracker Center"

Known Issues.

Mouse some times will not work like you expect on the dlip board.

The gun sight is now drawn at 1000ft away, but this causes some issues where it displays out sight the normal sight glass. I need to write some clipping stuff.


HiTech

Title: Re: Occulus rift alpha
Post by: terrydew on April 02, 2016, 08:16:53 AM
Hitech do you plan on updating before release to the new 1.3 runtime which is what I think the cv1 requires?

Thanks
Terry
Title: Re: Occulus rift alpha
Post by: hitech on April 02, 2016, 10:14:16 AM
We are using DX9, do to the way occulus initialize the display in later releases I don't know of any way to do the moniotor  initializing in  dx9. If in later releases they will support extended desk top, then yes I would change to the newer version.

The actual code that mates to the device is very minor. The majority of work is in the changes to support 2 views, and a diff rent methodology for the gui. And these are all independent of the device being used,including 3d glasses.


Also this rewrite was designed to make integration into DX12 fairly straight forward. Even though we use DX9 we do not use any of the fixed function pipe line and are completely shader based.

So when we integrate DX12 we will then change the support for Occulus.

HiTech
Title: Re: Occulus rift alpha
Post by: Pudgie on April 02, 2016, 12:55:08 PM
We are using DX9, do to the way occulus initialize the display in later releases I don't know of any way to do the moniotor  initializing in  dx9. If in later releases they will support extended desk top, then yes I would change to the newer version.

The actual code that mates to the device is very minor. The majority of work is in the changes to support 2 views, and a diff rent methodology for the gui. And these are all independent of the device being used,including 3d glasses.


Also this rewrite was designed to make integration into DX12 fairly straight forward. Even though we use DX9 we do not use any of the fixed function pipe line and are completely shader based.

So when we integrate DX12 we will then change the support for Occulus.

HiTech

Hi Hitech,

Somehow I was kinda hoping that this move was in the horizon......................
Already getting prepped for you in anticipation.........

Keeping my fingers crossed on the "other" eye tracking system being in your radar as well...........
Did I mention that I'm a very patient customer?

Keep up the good work, Boss!

 :salute
Title: Re: Occulus rift alpha
Post by: Wraith_TMS on April 02, 2016, 01:52:26 PM
We are using DX9, do to the way occulus initialize the display in later releases I don't know of any way to do the moniotor  initializing in  dx9. If in later releases they will support extended desk top, then yes I would change to the newer version.

The actual code that mates to the device is very minor. The majority of work is in the changes to support 2 views, and a diff rent methodology for the gui. And these are all independent of the device being used,including 3d glasses.


Also this rewrite was designed to make integration into DX12 fairly straight forward. Even though we use DX9 we do not use any of the fixed function pipe line and are completely shader based.

So when we integrate DX12 we will then change the support for Occulus.

HiTech

Yes, DX9 stopped being supported about a year ago, according to OculusVR.  For those needing to know more, here is Oculus' announcement, here:
https://forums.oculus.com/community/discussion/19489/directx-9-dx9-will-be-deprecated-starting-with-next-sdk (https://forums.oculus.com/community/discussion/19489/directx-9-dx9-will-be-deprecated-starting-with-next-sdk)

Obviously, that has some obvious implications for Oculus CV1 buyers and Aces High, of course, but there may be a general purpose solution (though I can't attest personally, since I have no way of testing this app).  See the Oculus Runtime Switcher here:
https://www.reddit.com/r/oculus/comments/4ckm38/oculus_runtime_switcher_0506070813_with_gui/ (https://www.reddit.com/r/oculus/comments/4ckm38/oculus_runtime_switcher_0506070813_with_gui/)

The runtime switcher "should" allow backwards compatibility with games built with previous runtimes.  It can switch between runtimes starting with 5.0 through present 1.3. Lot's of info and links in that thread, btw.

If anyone else needs all-around info regarding Oculus Rift CV1 and prior, here are two good sources:
http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html (http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html)

(I posted the link above a few days ago in the other Oculus Use thread.)

And…
https://www.reddit.com/r/oculus/wiki/index (https://www.reddit.com/r/oculus/wiki/index)

(The wiki is a well-maintained source of info regarding Rift-relevant specs, available games, development issues, etc.)

FWIW,
Title: Re: Occulus rift alpha
Post by: terrydew on April 02, 2016, 02:19:31 PM
We are using DX9, do to the way occulus initialize the display in later releases I don't know of any way to do the moniotor  initializing in  dx9. If in later releases they will support extended desk top, then yes I would change to the newer version.

The actual code that mates to the device is very minor. The majority of work is in the changes to support 2 views, and a diff rent methodology for the gui. And these are all independent of the device being used,including 3d glasses.


Also this rewrite was designed to make integration into DX12 fairly straight forward. Even though we use DX9 we do not use any of the fixed function pipe line and are completely shader based.

So when we integrate DX12 we will then change the support for Occulus.

HiTech

I have not received my cv1 yet but I tried the new 1.3 with the dk2 and the performance was significantly better. I also think that might have some impact on making you feel dizzy as I had that also back in the 600 days. The newer run times made that problem go away at least for me it did. If you go direct to dx12, would that mean we would need Windows 10 also? If so I guess that change is way in the future. With the huge amount of time you guys are spending on AH3, I am really surprised that you didn't at least move to dx11? I really think VR is a game changer for any type of simulation.

Terry

Title: Re: Occulus rift alpha
Post by: Wraith_TMS on April 02, 2016, 02:45:37 PM
I have not received my cv1 yet but I tried the new 1.3 with the dk2 and the performance was significantly better. I also think that might have some impact on making you feel dizzy as I had that also back in the 600 days. The newer run times made that problem go away at least for me it did. If you go direct to dx12, would that mean we would need Windows 10 also? If so I guess that change is way in the future. With the huge amount of time you guys are spending on AH3, I am really surprised that you didn't at least move to dx11? I really think VR is a game changer for any type of simulation.

Terry

Shifting to any new API would probably be a fairly big deal, especially since many of us have concerns over Win10.  I wonder, would the new Vulkan API be a good answer to this issue?  I don't know enough about it yet, but it may be, by early accounts, a good alternative to the Win10-only DX12 dilemma.  More info here: https://www.khronos.org/vulkan/ (https://www.khronos.org/vulkan/)

And here:
http://www.howtogeek.com/246366/what-you-need-to-know-about-vulkan-which-promises-faster-games-on-every-platform/ (http://www.howtogeek.com/246366/what-you-need-to-know-about-vulkan-which-promises-faster-games-on-every-platform/)

The good news: it is implementable on Win 7 & 8 platforms, among others (which DX12 is not because of MS's Win10-only policy for DX12).  Might be worth a look-see by those who have the dev skills...

FWIW,





Title: Re: Occulus rift alpha
Post by: hitech on April 02, 2016, 03:25:00 PM
I miss spoke I meant DX11.

HiTech
Title: Re: Occulus rift alpha
Post by: 715 on April 02, 2016, 04:08:37 PM
You're using DX11 for AH3?  Or just for VR support?  If it's DX11 for AH3, how come it works on my Win XP system (DX9 only)?
Title: Re: Occulus rift alpha
Post by: hitech on April 02, 2016, 04:36:31 PM
You're using DX11 for AH3?  Or just for VR support?  If it's DX11 for AH3, how come it works on my Win XP system (DX9 only)?

Noe dx9 future both
Title: Re: Occulus rift alpha
Post by: 715 on April 02, 2016, 04:38:20 PM
Yeah, I came back to edit my question as I figured out I misunderstood... but you're too fast for me.  ;)
Title: Re: Occulus rift alpha
Post by: Vulcan on April 02, 2016, 05:04:46 PM
HT I can't get native tracking working, I still need to use opentrack. What am I doing wrong?
Title: Re: Occulus rift alpha
Post by: hitech on April 02, 2016, 06:30:19 PM
HT I can't get native tracking working, I still need to use opentrack. What am I doing wrong?
[/quot.6 drivers and extended desk top?
Title: Re: Occulus rift alpha
Post by: Vulcan on April 03, 2016, 02:19:18 AM
The 0.6 drivers and yes extended desktop. The game works fine, and I can get tracking working by using OpenTrack.
Title: Re: Occulus rift alpha
Post by: Randy1 on April 03, 2016, 08:43:36 AM
Now I am really confused.

AH2  DX9

Beta DX11? 

Earlier versions it was DX9 for the future AH3
Title: Re: Occulus rift alpha
Post by: hitech on April 03, 2016, 09:11:08 AM
The 0.6 drivers and yes extended desktop. The game works fine, and I can get tracking working by using OpenTrack.

Does the game start up with the ovr window?

HiTech
Title: Re: Occulus rift alpha
Post by: GrandpaChaps on April 03, 2016, 02:00:48 PM
Attached is a zip file containing the occulus rift support.

Unzip the 2 files ahocc.exe and ovrhtdlg.res into your normal acesh high beta folder.

DO NOT RENAME THESE OR FUTURE PATCHES WILL BREAK.

You will need a set of drivers that can run extended desk top mode.

I was testing with .6.0.1 run time.

If aces high sees your occulas it will automatically start with it. And the entry window will be labled such, but occulus should also be live for the interface.

With occulus the interface switches to a fixed position interface, currently the desk top is about 3feet away, and the clip board will stay where you put it.

Also there are more settings regarding the occulas in the GUI (options/preferences/GUI) to set the distance and size of your GUI plane.
DO NOT check the disable button , it will screw stuff up at the moment. If you do delete the GUI.cfg file in the settings folder.

When the GUI options is open, you can move the static windows like where the fps is displayed to any spot in the plane.
Currently only the info and damage displays are movable.

Also note the FOV settings in the video options should have no effect on the Occulus. There will be some type of configuration at a later time.

Let me know about any issues and your general thoughts on the interface, and general game play.
If I can figure out how, I hope to also keep a small desk top window open.

Ctrl F4 centers your Occulus.

Or you can remap "Tracker Center"

Known Issues.

Mouse some times will not work like you expect on the dlip board.

The gun sight is now drawn at 1000ft away, but this causes some issues where it displays out sight the normal sight glass. I need to write some clipping stuff.


HiTech

I only wish I had $500 to buy a new OR!  lol
Title: Re: Occulus rift alpha
Post by: Bruv119 on April 03, 2016, 02:55:08 PM
lets have a AHIII dogfighting tournament and the winner gets a free Oculus Rift!     :airplane:
Title: Re: Occulus rift alpha
Post by: Vulcan on April 03, 2016, 03:44:54 PM
Does the game start up with the ovr window?

HiTech

Yup, get 3D and proper rendering in game. I'm sure it's something really simple I am missing. No biggie though as Opentrack is fine for me.
Title: Re: Occulus rift alpha
Post by: hitech on April 04, 2016, 03:04:55 PM
Did anyone beside vulcan try out the alpha?

HiTech
Title: Re: Occulus rift alpha
Post by: Nurminen on April 05, 2016, 10:01:07 AM
Yes, tested and headtracking works like in testprogram
Title: Re: Occulus rift alpha
Post by: Wraith_TMS on April 05, 2016, 02:31:41 PM
Did anyone beside vulcan try out the alpha?

HiTech

Given the response to this so far, would now be a good time to publicly request testers from outside the current AH + headset user base? 

I could put out a request for volunteer testers on r/Oculus for folks there to investigate the Oculus alpha.  Something like “VR test Pilots needed.” along with whatever message HT wants to put out to that community.   From its ~72,000 registered users, there are probably a few VR pilots there who might be curious and want to help.  Many will already have flight sim experience, flight control rigs, Rift DK2s and may also have or are awaiting deliveries of their CV1s.   

However,  I don’t want to presume that HT is willing or ready to announce a call for input from non-AH players, how he’d want to couch such a message to them, or if/how he wants to set up a welcome mat for them (e.g., an alpha VR landing page with info on current VR builds & testing expectations).  Since the AH learning curve isn’t trivial and free trials are time-limited, requiring registration for longer access to the game, those are things that new guys may need to know before they dive in.   

HT, I have noticed that developers who personally interact with r/Oculus community tend to be shown a lot of respect by most of the average readers there—they’re hungry for VR content and appreciate the devs' work.  So if you want to handle something like this yourself, it may be more effective coming from you or other HTC reps.  Here is the link to that community again: https://www.reddit.com/r/oculus/ (https://www.reddit.com/r/oculus/)

FWIW,
Title: Re: Occulus rift alpha
Post by: hitech on April 05, 2016, 02:49:48 PM
Given the response to this so far, would now be a good time to publicly request testers from outside the current AH + headset user base? 

I could put out a request for volunteer testers on r/Oculus for folks there to investigate the Oculus alpha.  Something like “VR test Pilots needed.” along with whatever message HT wants to put out to that community.   From its ~72,000 registered users, there are probably a few VR pilots there who might be curious and want to help.  Many will already have flight sim experience, flight control rigs, Rift DK2s and may also have or are awaiting deliveries of their CV1s.   

However,  I don’t want to presume that HT is willing or ready to announce a call for input from non-AH players, how he’d want to couch such a message to them, or if/how he wants to set up a welcome mat for them (e.g., an alpha VR landing page with info on current VR builds & testing expectations).  Since the AH learning curve isn’t trivial and free trials are time-limited, requiring registration for longer access to the game, those are things that new guys may need to know before they dive in.   

HT, I have noticed that developers who personally interact with r/Oculus community tend to be shown a lot of respect by most of the average readers there—they’re hungry for VR content and appreciate the devs' work.  So if you want to handle something like this yourself, it may be more effective coming from you or other HTC reps.  Here is the link to that community again: https://www.reddit.com/r/oculus/ (https://www.reddit.com/r/oculus/)

FWIW,

Wait for the next patch where we officially support it. Also the beta is not time limited, it's completely free.

And thanks for the heads up about going over there.

HiTech
Title: Re: Occulus rift alpha
Post by: GuyNoir on April 05, 2016, 10:58:34 PM
Awesome!  Thanks, Hitech, for working on the 3D support.  I love flying around using the 3D glasses, and it'll be great to finally be able to use them in combat. 
Title: Re: Occulus rift alpha
Post by: terrydew on April 06, 2016, 05:01:39 PM
I tried it but could not get it to work.
Title: Re: Occulus rift alpha
Post by: hitech on April 07, 2016, 10:50:08 AM
I do not believe I will be officially supporting Oculus until I can port to DX11. With the last release Oculus , they pulled down all their previous drivers. And I have not been able to find a way to integrate DX9 into there current 1.3 version.

So the releases will include the support for the 0.6 driver set. But we will not be officially supporting or marketing it until the DX11 upgrade that I have been working on.

HiTech
Title: Re: Occulus rift alpha
Post by: Mister Fork on April 07, 2016, 01:51:04 PM
I do not believe I will be officially supporting Oculus until I can port to DX11. With the last release Oculus , they pulled down all their previous drivers. And I have not been able to find a way to integrate DX9 into there current 1.3 version.

So the releases will include the support for the 0.6 driver set. But we will not be officially supporting or marketing it until the DX11 upgrade that I have been working on.

HiTech
Let me know when you do HiTech and I'll try it out for you.  I now have the 1.3.1 setup with my Oculus and can test for you when the DX11 upgrade is complete.

:salute
Title: Re: Occulus rift alpha
Post by: Vulcan on April 07, 2016, 04:51:26 PM
I do not believe I will be officially supporting Oculus until I can port to DX11. With the last release Oculus , they pulled down all their previous drivers. And I have not been able to find a way to integrate DX9 into there current 1.3 version.

So the releases will include the support for the 0.6 driver set. But we will not be officially supporting or marketing it until the DX11 upgrade that I have been working on.

HiTech

Older SDK's are up here: https://developer.oculus.com/downloads/

Just select the older versions, I tried a download and it worked fine.

I do agree, it would not be considered official support if it only works with the older SDK. You'd get flak for saying so.
Title: Re: Occulus rift alpha
Post by: terrydew on April 08, 2016, 06:36:50 AM
I do not believe I will be officially supporting Oculus until I can port to DX11. With the last release Oculus , they pulled down all their previous drivers. And I have not been able to find a way to integrate DX9 into there current 1.3 version.

So the releases will include the support for the 0.6 driver set. But we will not be officially supporting or marketing it until the DX11 upgrade that I have been working on.

HiTech

I agree 100%. Have you said or are you willing to say how close the move to DX11 might be.

Terry
Title: Re: Occulus rift alpha
Post by: zack1234 on April 09, 2016, 02:02:08 AM
lets have a AHIII dogfighting tournament and the winner gets a free Oculus Rift!     :airplane:

I might buy two and throw one away :old:
Title: Re: Occulus rift alpha
Post by: GuyNoir on April 15, 2016, 11:28:57 AM
I just tried out Patch 17 (using my nVidia 3D Vision 2 active-shutter glasses), and it looks like the gun-sights still aren't sitting at infinite distance, which is the biggie for flying in combat.  The game still looks great in 3D, though!  :)
Title: Re: Occulus rift alpha
Post by: hitech on April 15, 2016, 12:16:28 PM
I just tried out Patch 17 (using my nVidia 3D Vision 2 active-shutter glasses), and it looks like the gun-sights still aren't sitting at infinite distance, which is the biggie for flying in combat.  The game still looks great in 3D, though!  :)

It only does when it is running AH native 3d.

HiTech
Title: Re: Occulus rift alpha
Post by: Vulcan on April 15, 2016, 07:21:51 PM
How are they supposed to look? I still see two separate images rendered on the gunsight plane, I have a very dominant left eye so my gunsight is always off (I actually turn off the gunsight completely and use the force). Because of the dominant left eye I thought this was normal.
Title: Re: Occulus rift alpha
Post by: GuyNoir on April 18, 2016, 09:04:58 PM
A real gunsight (as far as I know) makes it so that the sight seems to be way off in the distance, so you don't have to worry about using one eye or the other.  If it's close up at your face, neither sight will be on the enemy plane, they'll be on either side of the plane, making it not as useful as a sight...
Title: Re: Occulus rift alpha
Post by: bustr on April 18, 2016, 09:53:45 PM
Turn off the feed for one eye of the reticle......
Title: Re: Occulus rift alpha
Post by: GuyNoir on April 19, 2016, 07:13:50 PM
The big problem with the gunsights right now is that they're pretty hard to see through to shoot anything when there're two laid on top of each other. 

Here's a screenshot I made that I posted in the other thread.  Since the dot of the enemy plane ends up being between the two sight dots, you can't exactly close one eye to lay one sight on the enemy plane either...
(http://i.imgur.com/H16uZ4f.jpg)
Title: Re: Occulus rift alpha
Post by: bustr on April 20, 2016, 05:28:33 PM
That is one horrible parallax. Does this only happen when viewing through that window within a window in the game? The gunsight bmp file is shown to you in a second window. Do you have the same problem in the IL2 or with a bomber gun position that has fixed iron sights? Or only through that tiny portal? I noticed you presented the gunsight's projector lens as a single fixed object.

Or for oculus users and other virtual equipment, do I need to construct the gunsights to take advantage of the parallax making them look like one reticle structure? That gives me a headache visualizing if it is even possible.....  :O

Something like this??

My structure looks like this : -)(-
Parallax makes it look like this: (-)
Title: Re: Occulus rift alpha
Post by: Chilli on April 20, 2016, 06:33:47 PM
I was curious to see if he had tried any of the suggestions?  GuyNoir, did you:

Turn off the feed for one eye of the reticle......

It only does when it is running AH native 3d.

HiTech
Title: Re: Occulus rift alpha
Post by: Vulcan on April 20, 2016, 07:19:03 PM
Might be worth waiting to see if HT releases a DX11 port and we can use the later drivers.
Title: Re: Occulus rift alpha
Post by: GuyNoir on April 25, 2016, 04:08:32 PM
I was curious to see if he had tried any of the suggestions?  GuyNoir, did you:

Quote from: bustr
Turn off the feed for one eye of the reticle......
Quote from: hitech
It only does when it is running AH native 3d.

HiTech

Sorry, I'm not sure how to turn off the feed for only one eye of the reticle.  Is that an in-game setting?  Also, I'm using nVidia shutter glasses, which do produce the same 3D effect when looking at my monitor, but they don't use the same drivers as the Oculus and the Vive. 

Basically, the drivers take whatever 3D information is already there in the game and make it parallax through the shutter glasses.  So, in 2D, the gunsight looks like it's sitting where it's supposed to and you would never know the difference, but in 3D, it's actually too close to your head (making you look cross-eyed to focus on it).  The projector lenses and everything else in the cockpit sit in correctly in space like they're supposed to.  It's just the 2D gunsight bmp that's the problem.  (and the enemy icon text)

The mockup I made above isn't a real screenshot.  I just doubled the gunsight in Photoshop to try to show you what I'm seeing in 3D.

Sorry, Hitech, I'm not sure what you mean in your quote above ("It only does when it is running AH native 3d.").  Is that referring to the drivers you wrote to get Aces High working with the Oculus Rift? (which wouldn't work for me since I'm using the shutter glasses and nVidia 3D Vision drivers)

Thanks.
Title: Re: Occulus rift alpha
Post by: FLS on April 25, 2016, 04:14:42 PM
Where do the bullets hit on the target in relation to the sights? Can't you do a custom sight that gives you a useful center dot?  ... 
Title: Re: Occulus rift alpha
Post by: Sarrick on April 27, 2016, 08:26:19 AM
I haven't been able to get head tracking to work. Any pointers?
Title: Re: Occulus rift alpha
Post by: Wraith_TMS on April 27, 2016, 01:18:51 PM
I haven't been able to get head tracking to work. Any pointers?

I believe that Oculus's change to its 1.3 runtime may have put the kibosh on Rift support until Hitech can make AH3 compatible with DX11 (so that he can utilize the 1.3 runtime). Hitech can elaborate on this far better than I can though.

If you're using an Oculus DK unit, as player Vulcan does, he's reported that he's able to play with a DK unit using Opentrack and Vorpx--Vulcan would have to speak as to the specifics on how to make that work. 

Also, FacetrackNoIR's latest builds purportedly have Oculus Rift support, but I don't know how effective it is.  It is open source, so there's no charge in trying it.  I've used previous builds of FTNOIR before and it worked fine as a standard head tracker, at least for me--YMMV.

FWIW,