Aces High Bulletin Board

Help and Support Forums => All things VR => Topic started by: Easyscor on November 28, 2017, 05:02:38 PM

Title: Notes from an Oculus Rift installation and other comments
Post by: Easyscor on November 28, 2017, 05:02:38 PM
While this is still fresh, I thought I'd share so others might know what to expect if installing without a knowledgeable helper around. It might save you some grief.
I went with the Rift because of the comparisons to other PC based HMDs on these boards. And yes, my early trials prove it's worth the gruesome torture of the installation process. I've compiled these notes to smooth the road for other AH users. I'll save my comments and PC hardware/software setup for last.

I'd already updated my Nvidia drivers so was able to skip that step.

The HARDWARE setup:
After you open the package, you'll find two AA batteries. It's logical they go into the Oculus Touch controllers. You will not receive an Oculus remote in the package, meaning you must use both Sensors and the Touch controllers to setup the software. However, there are absolutely no instructions inside the package, only some health and safety warnings and their website is no better. Apparently the Touch is too new.
The battery compartment on the Touch is under a magnetic hatch similar to those connecting the screens and keyboards on newer 2-in-1 laptops. There is little indication these hatches are there and they are quite hard to slide open on my units. They slide off the end of the handle. Upon closer inspection, there is a small shiny bit of a triangle pointer near the top of the hatch.

The two Sensor stands must be at least five feet apart, or just beyond the edges of a standard office desk, six feet is suggested on the website. If not, you'll have a devil of a time in the initial software setup. I've set mine about chest high when sitting in my office chair, and aimed them at my head when standing or sitting about six feet back from the sensors. The distance back may have been due to setting the sensors too close together at 5' apart. This would probably not be good for a first person shooter but I haven't tried one.

If you don't have a free HDMI port on your video card, you'll need to free one up by getting an adapter. I plugged the Rift into the GPU HDMI and used a DisplayPort to HDMI adapter ($15 Insignia at Best Buy) to run my monitor.

My ASUS motherboard has two USB 3.0 and several USB 2.0 ports available. I plugged the headset into the GPU's HDMI port and a free USB 3.0 port. Then, it turned out that the sensors worked when plugged into the USB 2.0 ports. That's working okay in AH for now, but I'll probably buy a USB 3.0 PCIe card later.

The SOFTWARE:
When first finding the Guides page (https://support.oculus.com/guides), click on the image of the Rift.
On the next page, below the health and safety links, which you should read at least once, the link to the installer, Oculus Setup is available. It's a small 4MB installer program that says it's checking your hardware. It will download the 1.7GB Oculus software and begin the installation.
There is additional information on the site's pages, and hopefully it will be updated in the future.

Tip:
The installer insists on registering each user; your name and email, then a new user name and password of at least 8 characters. It would be good to create a list of possible user names and a password while the download runs.

Warning:
Early on during the installation, it asks to allow Oculus to automatically download and install software on your machine. I declined, and my installation hangs with no way back. For me, this meant cancelling the installation and the installer promptly deleted the installation package wasting the first two hour download.
This authorization step is repeated two more times.
I might have been able to end task and restarted, but I'd never be sure of a clean installation.

At some point during the installation, it asks the path for an Oculus Apps (games) folder. I chose a different hard drive instead of C:\ as my SSD is old and running out of room.

Eventually, we start the Oculus calibration steps. This is where the sensor setup takes place. Many reviews on YouTube ran into the same problems of space that I did. It seems common to do whatever is necessary to make the sensors pass the installers tests and then rely on the Oculus and game software to do the rest. This was confirmed when I finally got into the Oculus Home and another routine to setup centering of the view. They are working fine in Aces High even though the setup software suggests they are too close.

USING THE OCULUS WITH ACES HIGH:
If you do a search for Aces High from the Oculus Home environment, it will find it and you can sit through another download of the game into your Oculus Apps folder. I did that the first time I ran AH but I don't run it this way now as my previously installed settings, skins, terrains, terrsets and terrain source files would all need to be recreated and or downloaded.

Instead, from the Windows desktop, launch the Oculus software if it's not running and find the settings icon along the top window. It looks like a geared wheel. In the links list along the left, use 'General' and then turn on "Allow apps that have not been reviewed by Oculus to run on Rift."
Now when you launch Aces High DX11*, it will run from your existing installation and show up when your return to the Oculus Home environment. It will not be needed in the Oculus Apps folder now.

Tip:
Each time Aces High starts, on your Windows desktop, it will ask if you want to use your Oculus before the game launches. You can't see this from inside your headset so if you went to Oculus Home to launch it, you can be sitting there waiting for something to happen. If you launch AH first, it will launch your Oculus.

Tip:
Skuzzy says we'll need to setup our controllers again when using VR. Somehow, I haven't needed to do this to fly on my setup, but it's obvious I need to remap for things like the clipboard toggle, vox keys, gear etc.

Tip:
From the Oculus Home, there is a hidden settings menu that's toggled with a button on the Touch. It has the Oculus icon printed on it.

I've probably forgotten some things, but hopefully not anything important. Enjoy.

Comments:
Pros:
It's wonderful in Aces High. Situational awareness and tracking is phenomenal. I won't fly a fighter without it. For GVing, it may turn out to be a different story, but I want to give it a few more hours testing to evaluate.

Cons:
The screen resolution is no better then my low expectations. There is no built-in mic so using my Logitech headset on top of the Rift is very heavy and the built-in audio phones are in the way. I hope to be able to remove them with the 'screw driver' included in the package. I don't like the way it takes over my computer, including Firefox when Oculus is running at the same time.

Conclusion:
By the standards of the past, this is great hardware, and a game changer in AH. Almost worth the $350 sale price, so I won't be returning it.
The screen resolution is my biggest complaint. The AH terrain and trees are washed out and spotting GVs moving through the trees is difficult. It was difficult enough for me on my 27" monitor.
At the Oculus convention in San Jose, Zuckerberg reportedly said they were moving to mobile based VR. That made no sense to me at the time, but I think it means moving to a system like their Samsung Gear VR device. It would make sense to piggyback upon the resolution of a $1000 cellphone. They can still make money from the Oculus Store and software licenses, and keep driving users toward Facebook accounts.
I will not be surprised if another manufacture offers a much better PC based headset at retail within a year.

My Hardware:
i7 2600k Sandybridge
ASUS P8P67LE motherboard with PCIe 2.0
8GB ram
Nvidia GTX 1070
Windows 7 service pack 1, 64 bit.*

*Required for the Oculus
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on November 28, 2017, 06:47:00 PM
yes there is a built in mic. If you go into windows sounds and look under recording devices you should see Rift Microphone.

You also might find it's easier to plug all your stuff into something like:

https://www.newegg.com/Product/Product.aspx?Item=9SIA4UB5JZ5744 (https://www.newegg.com/Product/Product.aspx?Item=9SIA4UB5JZ5744)

I'll try to re-read your review tomorrow i'm totally burned out today so that's all i can think of.


Cons:
 There is no built-in mic so using my Logitech headset on top of the Rift is very heavy
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: DaddyAce on November 28, 2017, 07:27:59 PM
Wow, timely post for me thanks Easyscor!    :aok
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Easyscor on November 29, 2017, 04:19:05 AM
Thanks Kanth, I'll look for that. It's just another thing not obvious and if it's mentioned on their site, I didn't see it.

Glad you found it useful DaddyAce.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Ratsy on November 29, 2017, 01:35:30 PM
Great write-up Easy.  It matches my experience with setup. 

I am getting a better view of GV's from the air with the Oculus than with my monitor set up.  Small benefit, because the sightings I call out are still hard to see by teammates.

I've missed my monitors a few times while getting the Rift sorted out, but I don't reckon that will last beyond another week or so.

Thanks again for taking the time to document this.

 :salute
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Easyscor on December 02, 2017, 09:34:10 AM
Okay!
After a full laundry list of trying things to get my audio working, I unplugged the headset's USB cable from my 3.0 port, and started trying the 2.0 ports. Guess what, after trying all but one USB 2.0 port it worked in that last 2.0 port. That's nuts! Now all the USB cables are plugged into USB 2.0 ports and working. That's not supposed to work. Next, I'll see if the Sensors work in my two 3.0 USB ports, but that'll be after some sleep. I still don't know if the mic works.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: 1stpar3 on December 02, 2017, 01:14:15 PM
I saw AND commented(asked) this on another post...Could your issue be WINDOWS7? I didnt think it supported VR and needed Win10?  :headscratch:
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Easyscor on December 02, 2017, 03:38:30 PM
I saw AND commented(asked) this on another post...Could your issue be WINDOWS7? I didnt think it supported VR and needed Win10?  :headscratch:

The minimum specs for Oculus Rift  requires Win7 64 bit, which I have. Win10 is developing built-in VR/AR support for other products.
Without the Rift's 3 USB cables, I have only 2 USB devices plugged in, an old Belkin hub powering my CH setup and a wireless Logitech headset.

your mileage may vary
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: 1stpar3 on December 02, 2017, 06:23:53 PM
Was answered on the other thread lol. I looked it up too, it ws just nagging me that you were having problems getting set up in VR. Cant think and recall info at same time anymore :old:
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Skuzzy on December 03, 2017, 06:19:22 AM
Okay!
After a full laundry list of trying things to get my audio working, I unplugged the headset's USB cable from my 3.0 port, and started trying the 2.0 ports. Guess what, after trying all but one USB 2.0 port it worked in that last 2.0 port. That's nuts! Now all the USB cables are plugged into USB 2.0 ports and working. That's not supposed to work. Next, I'll see if the Sensors work in my two 3.0 USB ports, but that'll be after some sleep. I still don't know if the mic works.

Actually, that sound perfectly plausible.  You hit the right combination of ports vs hubs to prevent power saturation of any given USB hub in the computer.

Personally, if I were doing VR, I would get an externally powered USB hub and use it.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 03, 2017, 09:01:23 AM
Actually, that sound perfectly plausible.  You hit the right combination of ports vs hubs to prevent power saturation of any given USB hub in the computer.

Personally, if I were doing VR, I would get an externally powered USB hub and use it.

Wouldn't something like this be better than an external hub?

Or better to plug powered hubs into?

https://www.amazon.com/gp/product/B00HJZEA2S/ref=ox_sc_sfl_title_5?ie=UTF8&psc=1&smid=ATVPDKIKX0DER
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: SNO on December 05, 2017, 06:19:53 AM
Or this

https://m.newegg.com/products/9SIA1DS4NA7781
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Skuzzy on December 05, 2017, 08:19:07 AM
Wouldn't something like this be better than an external hub?

Or better to plug powered hubs into?

https://www.amazon.com/gp/product/B00HJZEA2S/ref=ox_sc_sfl_title_5?ie=UTF8&psc=1&smid=ATVPDKIKX0DER

About the same.  The PCI-e board has one hub with 4 ports, just like most external USB hubs do.  The data rates are insignificant as long as you are plugging the external hub into a USB 3.0 port.

If you have a free PCI-e internal slot and an extra SATA power cable from your power supply, it would be a good solution as well.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Pudgie on December 05, 2017, 03:08:40 PM
Wouldn't something like this be better than an external hub?

Or better to plug powered hubs into?

https://www.amazon.com/gp/product/B00HJZEA2S/ref=ox_sc_sfl_title_5?ie=UTF8&psc=1&smid=ATVPDKIKX0DER

Hi FLS,

The thing to watch out for w\ that type of USB\PCI-E adapter card is the width of the case expansion slots vs the width of the USB slots on the card.....this can cause spiking due to grounding issues if the outer edges of the male USB plugs come into contact w\ the case (which is highly likely to happen). Been there, done that. I would recommend to use a card w\ the USB slots running parallel w\ the case expansion slots to eliminate this issue.

Otherwise, as Skuzzy said.............

Another option to consider concerning USB is to use a rear USB expansion slot adapter that plugs into the internal USB headers located on the bottom of most mobos as from my testing these internal USB headers are usually better regulated power-wise vs the USB cluster headers. The trick then is to use a quality wired USB rear expansion slot adapter w\ parallel USB slots to make them available. Most mobos still provide 2 internal USB 2.0 headers and at least 1 USB 3.0 internal header w\ some offering 2. These are the internal USB headers that most mobo front case USB headers are plugged into.

Here is a picture provided below of my Team Red box w\ 1 of these 4-slot USB adapters plugged into the 2 USB 2.0 internal headers on my mobo in which I'm running my CH USB HOTAS thru.........

FYI.

Hope this helps.

 :salute
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Easyscor on December 07, 2017, 03:41:54 PM
Final conclusions after ten days.

After moving the Oculus USB cables to the USB 2 port and finding the sound working, I went back into the windows device manager, and turned on the Oculus microphone. When not set to default, it came up. It was a similar procedure I'd used for the earphones in the headset.

It's very exciting hardware for games, but the low resolution kills it as an alternative for desktop apps including Office or viewing Movies. Once installed, the Oculus driver is a resource hog and I haven't found any way to disable it when not in a gaming session. This is not something you want running on a business machine or one you use for more then games, web browsing and email. Perhaps a faster PC would hide most of the software's activities.

PROS: Very immersive in games, it really is a game changer. I haven't enjoyed playing games this much in a decade or two. Impressive software features; such as the user boundary mesh for safety. It provides heightened situational awareness; your view pans naturally and it feels much quicker then struggling with a mouse stick view. You will get much more exercise using this then simply sitting at your desk chair playing games on a monitor. I see higher frame rates usually at 89fps, occasionally dropping to ~45 with everything maxed except environment on my rig.

CONS: Atrocious hardware setup without decent instructions. Clunky user interface for any new user, such as in finding the correct path for redrawing the safety boundary, it isn't obvious and requires re-running the already working sensor setup. Tip: Don't draw your safety boundary to the desk edge and surrounding walls, allow at least 6 or 8 inches, more would be better, and move you desk if necessary. I had wall paint on the Touch after one session in a 1st person shooter, it also knocked the battery loose.
The driver software is very intrusive, constantly phoning home every 2 or 3 minutes with huge bandwidth spikes of perhaps 25 to 30% on my DSL service.
That it's a resource hog is worth mentioning again for my older PC. It isn't unusual to see the "Not responding" notice in the window bar of normal desktop applications like Excel, Word, GIMP and the Terrain Editor when NOT using the Oculus.
It has low resolution by half what it needs to be really useful, making it for games only at this iteration. I think the company has misjudged VRs potential going forward. With better resolution and software, I have no doubt this could have replaced desktop monitors.


My Hardware:
i7 2600k Sandybridge
ASUS P8P67LE motherboard with PCIe 2.0
8GB ram
Nvidia GTX 1070
Windows 7 service pack 1, 64 bit.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: SOLAS on December 08, 2017, 07:44:47 AM
A few weeks ago i also got a rift-set and have to say that this is the next level of gaming and will finally change the market in this direction. Flying on a computer is so much more fun and immersive than with multiple monitor setup or anything possible with 2d.

Download the OculusTrayTool: https://www.reddit.com/r/oculus/comments/5okoju/oculus_tray_tool/?st=jaxy0co0&sh=cc0453be (https://www.reddit.com/r/oculus/comments/5okoju/oculus_tray_tool/?st=jaxy0co0&sh=cc0453be)

This little programm is very helpfull and you can change parameters like the pixeldensity for any vr-application. I use pixeldensity 2.0 for aces high and you may test what`s the best setting for your hardware.

Also it depends on the programm how much it will change the results. Yesterday i bought this little but very nice "sim" UltraWings: https://www.oculus.com/experiences/gear-vr/1341671792523028/ (https://www.oculus.com/experiences/gear-vr/1341671792523028/)


For this programm you can use pixeldenisty of 2.5 for much better sharpness than in the default setting. Just try the OculusTrayTool and report your results.

P.S. For the best possible VR-Performance i rebuilt my main-computer with a i7 8700k and gtx 1080ti. Its worth the investment if it`s possible for you.

Actually i have this list of games and will recommend them to you all with vr-hardware:

- LoneEcho
- TableTennis VR
- RoboRecall
- SuperHot VR
- FSX VR via FlyInside
- IL2 Battle of Moscow VR
- Warthunder VR
- DCS VR
- Onward (FPS)
- UltraWings
- TheLab
- IronWolf (Submarine Sim)
- DeadEffect 2 VR
- VTOL VR
- MountWingsuit
- RaceTheSun VR
- Universe Sandbox VR
- Sparc (very nice e-sport game)




Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 08, 2017, 07:53:46 AM
good info SOLAS and nice list of games too. I've seen good reviews for many of them, thanks!  :cheers:
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 09, 2017, 01:39:02 PM
Hi all!  I’m getting ready to enter the VR environment.  A lot of great tips and info provided so far.  Sounds like the set up is more difficult than necessary but, doable.

Based on what I’ve read here, I am planning to plug the Rift into a 3.0 powered four port USB hub that will be plugged into one of my computer’s 3.0 USB ports.

My computer meets or exceeds the min requirements of the Oculus Rift.

A couple of questions:

1.  How are the sensors physically placed/attached?

2.  How long are the cables of the Rift?

3.  What else do I not know that I don’t know?  :D
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Easyscor on December 09, 2017, 03:11:40 PM
The newly released Oculus (beta) Rift 2.0 aka Dash software solves the issue I had with resetting the player boundary. It has separated the sensor setup from the boundary setup.

The headset cable must be 9 or 10 feet?

The sensors plug into USB ports. There are pictures of them on YouTube as well as the Oculus site. I think Kanth said she wall mounted her's with a kit.
That's not an option for me as I can't stand having my work area facing up against a wall.

I went to Home Depot and bought a couple sets of 1/2" furniture clamp hardware (no one there had a clue what I was talking about hehe) along with the 1/2" steel plumbing pipe at 36" each. I clamped them to the edges of the table I use for a desk with the pipe sticking ~30 inches above the table. Then I attached the sensors with a couple of 99 cent 6" steel spring clamps. I couldn't make the sensors work with much less then 6' between them. My setup is totally adjustable and portable but I need to paint them some day if I don't find a more elegant solution in the meantime.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 09, 2017, 03:23:17 PM
Thanks Easy!  My compute desk is a corner unit looking out adjoining windows.  So, a wall mount might be feasible.  I check out YouTube.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 09, 2017, 03:39:27 PM
I just got my third sensor and a monoprice 16foot usb 2.0 extension cable so i have one sensor way across the room and two up on the walls. I'll be getting two more extension cables and place sensors up in all 3 corners of the room i'm in, up near the ceiling.

 I attach them with oculus sensor wall mounting hardware you can google that and pick from several different types. Mine are sitting in a holder that is then doublesided-heavy-duty-sticky-taped to the walls and ceiling.

The limiting factor at this point is the rift cable. I'll have to see if i can extend that as well. It says it's 2.5m or 8 feet.

Still.... i can stand in the middle of my computer room and do the roomscale setup and it's just so fun. I giggled all the way through it.  :x

I believe the distance away the sensor can be from the rift is 14 feet., that's not the cable length that's the direct eye sight length between sensor and headset.

My other two extension cables will probably be usb 3.0.

speakers and mic are build into the headset  :devil

I'll have to video the roomscale setup and post it, it's really neat.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 09, 2017, 05:30:41 PM
Wow, Kanth!  Sounds like you’ve got it dialed in.  I was watching a YouTube this afternoon where a guy put one camera out front and the other behind to get 360 degree movement.  I don’t know enough yet to know if that’ll work with AH.

Can’t wait to see video of your set up.

Thanks! :salute
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 09, 2017, 08:38:20 PM
here's what I"m talking about with roomscale:

https://www.oculus.com/blog/oculus-roomscale-extra-equipment/ (https://www.oculus.com/blog/oculus-roomscale-extra-equipment/)

I'm ordering the rest of the extensions now and once I get them all in place I'll record the setup.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Randy1 on December 10, 2017, 07:39:59 AM
I just mounted the sensor(camera) on top of the monitor using a thing that hangs  in a shower or or door to hold things.  That and a couple of cable ties and you got it.  You can get one for a couple of bucks.  I found a black one so it blends in.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 10, 2017, 08:39:46 AM
Puma I have 2 sensors, one on each side of the monitor. They aren't fuzzy about placement. When I just had one sensor I found that it doesn't need to be centered and you can still turn 360 and one sensor will track you. The advantage to two or more is that one sensor can be blocked when you move around but that is less likely in a cockpit sim compared to waving your Touch controllers around in a room scale game. If you just fly and drive in VR you only need a simple setup. 
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 10, 2017, 03:24:43 PM
Puma I have 2 sensors, one on each side of the monitor. They aren't fuzzy about placement. When I just had one sensor I found that it doesn't need to be centered and you can still turn 360 and one sensor will track you. The advantage to two or more is that one sensor can be blocked when you move around but that is less likely in a cockpit sim compared to waving your Touch controllers around in a room scale game. If you just fly and drive in VR you only need a simple setup. 

Thanks for the info.  Since I’ll use it for AH sitting in a cockpit or gv mode, the two included sensors will provide a 360 view.  Correct?  Someone in a previous write up mentioned having to use the HAT switches to see behind the 3/9 line.  I’m not sure what that constraint was about considering your description, FLS.

Thanks all for helping me get educated about the VR environment. :salute
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 10, 2017, 04:07:32 PM
Your peripheral vision is limited, you can turn your head to look behind you but it's easier and faster to use a hat switch or button on the stick. 
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 10, 2017, 05:07:51 PM
Just to be clear, I have my third sensor strictly to play around with rooms scale. You can fly with probably one sensor but two is better.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 11, 2017, 04:45:45 AM
Your peripheral vision is limited, you can turn your head to look behind you but it's easier and faster to use a hat switch or button on the stick. 

Did you previously use Track IR?  If so, how does the peripheral vision and turn to look behind compare without use of a hat switch or button?
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 11, 2017, 04:48:45 AM
Just to be clear, I have my third sensor strictly to play around with rooms scale. You can fly with probably one sensor but two is better.

Thanks Kanth.  That helps clarify.  At this point, I don’t plan on a need for room scale. So, the two sensor setup seems optimum for my use.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: hyzer on December 11, 2017, 08:33:11 AM
I use the 2 sensors that came with the package, they sit on my desk in front of me about 45deg to each side.  I don't do any room scale stuff.  No issues at all with smooth movement of the view.  I can look direct 6 but it is hard to twist around so far and keep hold of the stick and keep my feet on the peddles.  I have an x52 stick and use the pinky switch as my direct 6 view, all my other hats are in use for other stuff.  While in the direct 6 view, if I lean left or right, I have just as good of a view I had with either TrackIR or optimized hat views. 
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 11, 2017, 09:24:15 AM
Did you previously use Track IR?  If so, how does the peripheral vision and turn to look behind compare without use of a hat switch or button?
I
It's not like TIR. Tracking is not accellerated it's just normal head movement.  To look straight back you have to turn around.  The hat switch is much easier.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Mister Fork on December 11, 2017, 10:07:34 AM
Puma- I have a Rift and prior I had a TrackIR.  I use my hat to look left and right AND THEN I look behind me so it's not such an onerous twist - my old neck and back not being what they used to be - thanks to years of military activity :)

Besides, it just makes it easier to look around if you can cut that time by half and using the hat is still a useful shortcut to do so.

Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 11, 2017, 12:05:59 PM
Thanks for the replies!  I’ve got a better understanding of how it operates.  Great info!  :aok
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Randy1 on December 11, 2017, 12:06:59 PM
Did you previously use Track IR?  If so, how does the peripheral vision and turn to look behind compare without use of a hat switch or button?

Going from trackir to vr is frustrating at best but you get use to it.  I find I use forward-up most.   What made my transition worse was I had my hat switch for things like flaps using trackir.

The big advantage to vr is if you get them in front of your plane, they  are dead.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 11, 2017, 01:15:28 PM
Going from trackir to vr is frustrating at best but you get use to it.  I find I use forward-up most.   What made my transition worse was I had my hat switch for things like flaps using trackir.

The big advantage to vr is if you get them in front of your plane, they  are dead.

Yeah, I kinda get that feeling from previous trackir users.  I remember the transition from hat switches to trackir being a challenge at first.  Looking forward to the next transition.  Thanks Randy!
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 12, 2017, 04:45:53 PM
FLS which racing game do you play?  iRacing?

I'm looking for more games to play over Christmas vacation I saw DiRT Rally which looks fun but something coop would be nice.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 12, 2017, 06:19:35 PM
Project Cars 2 has a free demo on Steam you can try. I play PC2 and Asetto Corsa. I don't know which one has better multi-player.

I'm working 72 hour weeks but that should change after Christmas.

Do you have a FFB wheel?

I'm also flying helicopters in DCS. They seem easier in VR.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 12, 2017, 08:49:02 PM
I don’t. I used to have an old momo setup but I’ll have to get something new. I saw thrust master has some wheels. I need to look at reviews etc.


Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Randy1 on December 13, 2017, 12:30:33 PM
FLS which racing game do you play?  iRacing?

I'm looking for more games to play over Christmas vacation I saw DiRT Rally which looks fun but something coop would be nice.

I do iracing.  It is intense to say the least. 
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 13, 2017, 07:21:57 PM
I just hooked up my new Oculus Rift and tried it out.  WOW!

Some newbie questions (and more to come):

The white dot that moves about in the field of view.  What is it and what’s it indicating?

An earlier thread somewhere talked about clarity of the view with the headset on.  It’s much fuzzier than the view on the monitor.  Is there a way to adjust and make it more crisp?  If so, how?

Randy, you mentioned that once another airplane is in your sight, it’s dead.  I found that to be evident in the off line.  The first thing I noticed is that pesky stick bump issue appears to be gone. There’s a much more stable tracking platform.  Pretty near to real world stability.

Thanks in advance for the info.  Any other new guy hints will be greatly appreciated.   :salute
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 13, 2017, 07:30:57 PM
I just hooked up my new Oculus Rift and tried it out.  WOW!

Some newbie questions (and more to come):

The white dot that moves about in the field of view.  What is it and what’s it indicating?

you use that to select things , so if you want to hit okay on a button you put the white dot on it, it's like a head controlled mouse cursor..If you want to check 6 someone, put your white dot on them and hit your check 6.

Quote
An earlier thread somewhere talked about clarity of the view with the headset on.  It’s much fuzzier than the view on the monitor.  Is there a way to adjust and make it more crisp?  If so, how?

did you go through the setup process and focuses the lenses properly? there will be some loss in resulution but it shoudlnt' be terribly fuzzy. Also make sure it's sitting on your head correctly. fiddle with it until the text looks better.

Quote
Randy, you mentioned that once another airplane is in your sight, it’s dead.  I found that to be evident in the off line.  The first thing I noticed is that pesky stick bump issue appears to be gone. There’s a much more stable tracking platform.  Pretty near to real world stability.

Thanks in advance for the info.  Any other new guy hints will be greatly appreciated.   :salute

don't forget to map a button on your stick to 'tracker center' so that you are lined up with your gunsite. (i think it's under views?  in aces high controller setup)

your then adjust it as needed from there by physically moving yourself around and hitting F10 to save.

Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 13, 2017, 08:18:59 PM
Turning off anti-aliasing in advanced graphics helps get rid of the fuzzy look.

Make sure the headband is low on the back of your head and the straps are as loose as practicable.

Use the Oculus lens spacing app to adjust the headset for best picture. You don't have to adjust the spacing again, just use the app to position the headset for best clarity. Moving it up and down slightly or tilting it can make a noticeable difference. Once you get used to it you can adjust it in game without the app.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 13, 2017, 11:08:10 PM
you use that to select things , so if you want to hit okay on a button you put the white dot on it, it's like a head controlled mouse cursor..If you want to check 6 someone, put your white dot on them and hit your check 6.

did you go through the setup process and focuses the lenses properly? there will be some loss in resulution but it shoudlnt' be terribly fuzzy. Also make sure it's sitting on your head correctly. fiddle with it until the text looks better.

don't forget to map a button on your stick to 'tracker center' so that you are lined up with your gunsite. (i think it's under views?  in aces high controller setup)

your then adjust it as needed from there by physically moving yourself around and hitting F10 to save.



I did notice that it would highlight selections on the knee board but, I couldn’t figure out how to make the “click”.  How do you accomplish the click on your setup?

I did go through the set up process and somehow missed the lense focus.  I’ll reattack that.

The tracker center is a must.  I did notice a need to slide around a bit to keep the sight centered.  I also noticed some slight double vision in the sight.  That’s probably the lense focus that you mentioned.

Thanks for the reply and hints, Kanth! 

Turning off anti-aliasing in advanced graphics helps get rid of the fuzzy look.

Make sure the headband is low on the back of your head and the straps are as loose as practicable.

Use the Oculus lens spacing app to adjust the headset for best picture. You don't have to adjust the spacing again, just use the app to position the headset for best clarity. Moving it up and down slightly or tilting it can make a noticeable difference. Once you get used to it you can adjust it in game without the app.

I’ll turn the anti aliasing off for sure.  Surely another pass to do the lense focus/spacing will improve the view.

How close to your monitor resolution do you and others find that the Oculus will provide?

Good, helpful hints FLS.  Thanks! 
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Pluto on December 14, 2017, 12:11:09 AM
I did notice that it would highlight selections on the knee board but, I couldn’t figure out how to make the “click”.  How do you accomplish the click on your setup?

For some reason when I launch from oculus I need to take off my headset and click on the aces high tab in the taskbar before it will let me click with the mouse in game. Otherwise it seems to default to the oculus controller.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 14, 2017, 01:06:06 AM
For some reason when I launch from oculus I need to take off my headset and click on the aces high tab in the taskbar before it will let me click with the mouse in game. Otherwise it seems to default to the oculus controller.

I figured that out also. Highlight the selection and then grope around for the mouse and click with it.  Hopefully there’s a more efficient way of doing it that I’m not aware of yet
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 14, 2017, 04:20:12 AM
Left and right mouse click are settings you can map to your joystick or throttle. One of my joystick hats is flaps up/down and mouse click left/right.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 14, 2017, 09:51:09 AM
Left and right mouse click are settings you can map to your joystick or throttle. One of my joystick hats is flaps up/down and mouse click left/right.

Good idea.  I thought about that during one of my groping episodes last night. It was quite entertaining as I explored the Oculus use outside of AH reaching around for virtual things and touching random objects on my desk.  Funny and entertaining at the same time. 

Also, you mentioned turning off anti-aliasing earlier.  I didnt readily find that in the AH menus.  Is it hidden somewhere or is it in a computer menu (W10)? 

Thanks for the idea.  :aok
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 14, 2017, 10:16:33 AM
that is a good idea, didn't even occur to me to map that mouse click. Thanks FLS!  :aok
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 14, 2017, 10:49:38 AM
So, does that mean you’ve been doing the blind grope method also?  :rofl
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 14, 2017, 11:51:31 AM

I'm a professional at this point ;)

So, does that mean you’ve been doing the blind grope method also?  :rofl
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 14, 2017, 02:57:25 PM
 :D Yeah, I can see how that doesn’t take too long to achieve.  A really weird feeling reaching for the mouse and feeling something unexpected.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 14, 2017, 03:11:16 PM
 :rofl
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 14, 2017, 10:30:57 PM
I mapped the mouse click to the stick today.  It actually works pretty well.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Randy1 on December 15, 2017, 06:44:03 AM
Puma made a good point that i had not thought about.  VR has just about eliminated most of the  appearance of stick jerking you might see in a red you are trying to shoot.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on December 15, 2017, 08:11:11 AM
Puma made a good point that i had not thought about.  VR has just about eliminated most of the  appearance of stick jerking you might see in a red you are trying to shoot.

And I like it!
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 18, 2017, 07:05:46 PM
finally mapped the mouse click, muuuuch better  :aok

Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 18, 2017, 08:05:24 PM
 :D
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Kanth on December 23, 2017, 02:37:11 PM
Found my momo in the basement and unboxed it.  It's missing the power adapter. It's a common adapter so hopefully i can get the replacement today.
And i'll pick up project cars and DiRT Rally.   

The wheel is old (2002?ish) but i'm reading that it's still competitive and preferred by some for racing so that's pretty nice.
We'll see if it still works!

(http://www.baileyarabians.com/images/momo_small.jpg)


https://www.amazon.com/Logitech-Force-Steering-Wheel-963260/dp/B00005QZVC (https://www.amazon.com/Logitech-Force-Steering-Wheel-963260/dp/B00005QZVC)


Do you have a FFB wheel?
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: FLS on December 23, 2017, 04:42:00 PM
I have the same wheel in my basement.  :D

Let me know if you need the power adaptor specs.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Easyscor on January 17, 2018, 06:42:44 AM
I thought I'd share the body of the review I'm sending my son, who just might be ready to jump into VR.

Keep in mind, I admit the immersion in AH is currently unbeatable.
~~~~~~~~~~~

I like VR as you know, but if you're thinking of VR, I thought I'd give you a heads up.

Remember, I'm an Aces High terrain guy, which means I absolutely desire clarity in the terrain's ground texture up to a minimum distances of six mile, and preferably to ten miles. I want trees and clutter in the foreground to look as good as they do on my 72 pixels per inch, 27" monitor.

Current itineration's of the Oculus Rift, which I truly believe is the best product out there right now, fall far short of this, it's terrible. So let's talk about 2018 going forward and where VR is today.

I must admit that Oculus VR is great for the immersion. It brings presence, and you feel the experience, the feel of being in the environment. In an AH WWI biplane, its unbeatable.

Oculus Go looks good with its 2560 (1280/eye) x 1440 pixel resolution, a $200 price tag, and no wires. It comes with a single controller, which might be a problem for you in a first person shooter or the like. I think it's also limited to 3 degrees of freedom. That could be another problem in a first person shooter, i.e. no natural movement forward and back, side to side, or up and down within the HMD. You might need to use a keyboard. Watch for details on the final motion detection. I hope they do better, but the Software Developer's Kits "SDK" (dangit) are just coming out so stay tuned.

Then there's Santa Cruz, probably replacing the Rift. It comes with a new controller, different from the Touch. The main thing about the new head mounted display is its inside out tracking and no wires. It tracks your position and orientation, including tracking the two new Santa Cruz hand controllers, without the cables or sensors tied to your PC. Touch is cool but this would be better.

Apparently, Santa Cruz won't be available to developers until the end of 2018, and there's no price point or info on pixel resolution. Let's hope it isn't vaporware.

I'd be looking at Santa Cruz for a PC platform in winter 2018-2019, hopefully. I'd want 4k, 3840x2160, or really 3840x1080 which would be good enough and resolve to 1920x1080p per eye. That's the point I would really like to see before I could recommend VR to you.

Will the new Oculus HMD's play on your phone? I have no idea but I wouldn't care, and that's not what this is about.

At 3840 x 2160, or 1920x1080p for each eye, I would be willing to dump my monitor. Word, GIMP, Photoshop and Excel would work fine. Browsing and email? Sheesh.

On the downside right now, Oculus 2.0 is pushing users toward Windows 10. There are other products already out there with better resolution built around Win 10 and dx12. Given another year, those might surpass Oculus by the time Santa Cruz is ready.

So, save your money unless you're sure of your need, and wait until next fall's Black Friday sales, or beyond.

~~~~~~~~~~
Last I knew, my son plays a lot of 1st person shooters.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Mister Fork on January 19, 2018, 11:58:53 AM
I somewhat agree and disagree Easy on your assessment...

If you are focused on purely on resolution, 100.000% agree with you on the assessment that the clarity of either the Vive, Oculus, or PS4 VR solutions leave a lot to be desired. It's like looking as a computer screen from 1995. 

If you are focused on purefly immersion factor, current VR tech is a worthy the investment. AH3, for example, the lack of good resolution will impair stationary tank hunting but at the same time, completely unleash your ability to spot moving targets waaay faster than anyone on a monitor. And your ability to track enemy aircraft, get great position visual references from your cockpit surroundings, and your ability to quickly traverse your viewing environment in a smooth realistic fashion is unparalleled in any other gaming experience.

The question is, are you willing to live with poorer visual quality to gain on immersion? If not, then follow your advice. I'm in the boat of the current VR implementation is amazing and damn the torpedoes...I can't see them in the water anyway. :D
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: 1stpar3 on January 19, 2018, 02:44:48 PM
 I'm in the boat of the current VR implementation is amazing and damn the torpedoes...I can't see them in the water anyway. :D                                                                                                My choice for STATEMENT/QUOTE OF THE YEAR!  :x    Put a Fork in him fellers, Hes done!    Eh? What you say? Do you  know my grandson?  :old:
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Easyscor on January 19, 2018, 05:28:55 PM
You're right in that. I love using the Rift in aerial combat, when you shouldn't be looking at the ground anyway. But for my style of tanking on Thursday nights, it's the old monitor every time. With our 30 second tank radar delay, I'm the guy running around hunting you and I need that clarity to see you hiding in the trees before you can get more then one shot off.
In the MA, I suppose tanking with Rift would be preferable in that type of environment but I'm lucky if I can spend an hour or two a month there anymore.
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: SpinDoc1 on January 19, 2018, 10:57:36 PM
These are all really great thoughts on VR. A couple other quick questions:

- Do you find that your play-time differs when using VR? In other words, do your eyes/head get more tired and tucker you out faster?
- Is the resource-drain on your computer worse with VR (the Rift specifically)? Have seen this posted intermittently in a couple places...
Title: Re: Notes from an Oculus Rift installation and other comments
Post by: Puma44 on January 19, 2018, 11:33:56 PM
I had frequent eye strain/ache for the first few hours using rift. That has passed.  I think that is because I’m not trying to focus and get the visual acuity the monitor provides.