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Help and Support Forums => All things VR => Topic started by: Nr_RaVeN on April 12, 2020, 02:12:28 PM

Title: Vr vs track ir
Post by: Nr_RaVeN on April 12, 2020, 02:12:28 PM
Hi all just checking in to see and poll what you feel is better...A high resolution screen with track IR or a high quality VR headset and sacrifice resolution specific to flying in this particular sim.
Other questions are you heavily immersed, trapped in the headset if you want to look at a map or take notes or plot does it cause motion sickness what are the trade-offs?
Title: Re: Vr vs track ir
Post by: avionix on April 12, 2020, 04:33:35 PM
Hi all just checking in to see and poll what you feel is better...A high resolution screen with track IR or a high quality VR headset and sacrifice resolution specific to flying in this particular sim.
Other questions are you heavily immersed, trapped in the headset if you want to look at a map or take notes or plot does it cause motion sickness what are the trade-offs?

Interested in this as well. Have TrackIR now and have some upgrade in mind to be VR compatible down the road. Will sit back and watch this thread.
Title: Re: Vr vs track ir
Post by: Drano on April 12, 2020, 04:59:25 PM
Everything looks way cooler in VR. The cockpits look like you can reach out and touch stuff. Your depth perception in a close fight is far better in VR than on a flat monitor. That plane over there looks like an actual plane in 3D. The resolution isn't as good generally but that'll get better over time like everything else. You can get higher res headsets but they cost a ton. 400 bucks will get you an entry level headset like my RiftS. The lower res has its advantages tho. When I switched to a 1080 monitor I noticed I had a hard time seeing dots at longer distances. No longer a problem in VR. I see things before a lot of others. So that's some of the good things.

The bad is you'll be craning around more in VR than in TIR. It's 1:1 only--no scaling, but at least in AH you can use the hats to blend VIEWS which is a big help. That and you're gonna need some extra horsepower in your PC to run VR.



Sent from my Moto Z (2) using Tapatalk

Title: Re: Vr vs track ir
Post by: 1stpar3 on April 13, 2020, 12:25:53 AM
 :aok Drano nailed the key points. There is NO going back to 2D, for me anyway. I loved my TIR but have been in VR now going on 3 years....hard to believe. I would say get VR, even if for just jumping a Jeep of a hill in AH3! YES ITS THAT COOOL :devil The Tanking aspect in VR isnt as good, well compared to Flying. It changes things a bit too much for me, wirbs M3s and the like are fine, you will just not get the same bonus as you do in flying :cheers:
Title: Re: Vr vs track ir
Post by: Nr_RaVeN on April 13, 2020, 06:32:38 AM
Great thanks for the input guys!
Title: Re: Vr vs track ir
Post by: Vulcan on April 13, 2020, 06:06:51 PM
The Tanking aspect in VR isnt as good, well compared to Flying. It changes things a bit too much for me, wirbs M3s and the like are fine, you will just not get the same bonus as you do in flying :cheers:

I tank in VR all the time. The only 2 things I dislike are german gunsights as the range counters are often on the peripheral of your vision, and I have dominant left eye so need to compensate.
Title: Re: Vr vs track ir
Post by: DaddyAce on April 14, 2020, 01:25:06 PM
Hey Raven!    :salute

For me with my Rift I immediately fell in love with VR, but as others have said there are pluses and minuses, but the immersion is amazing, you are in the plane!

The 2 minuses for me are I find I miss seeing bandits in my rear more often due to more limited FOV, but the hats switch views definitely help.  Also much harder for me to type messages.  1stpar and others use Voice Attack to help make up for lack of easy keyboard access.  Bottom line for me is I love VR and do not want to go back!    :airplane:
Title: Re: Vr vs track ir
Post by: Oldman731 on April 14, 2020, 07:57:21 PM
Drano nailed the key points. There is NO going back to 2D, for me anyway.


Agreed.  I was skeptical about the lower resolution - look how many years HTC has put into making the game hi-res - but the functionality of VR more than compensates.  By a lot.  And, as others have said, the head-craning can be helped by using the old standby hat switches in conjunction with VR.

And I often remind myself how much fun I had in Air Warrior, the visuals of which were primitive by modern standards.

- oldman
Title: Re: Vr vs track ir
Post by: Vulcan on April 14, 2020, 08:22:25 PM
Meh my first VR headset had 263x230 res LCD's. My first AH usable VR headset was 800x600 panels.
Title: Re: Vr vs track ir
Post by: Eagler on April 15, 2020, 12:55:27 PM
Went from 3 screens to 1 massive monitor then added trackir the upgraded to vive pro vr

Nothing beats vr for immersion and fun in AH

Still using trackir in DCS as their vr is light years behind AH IMO

Eagler
Title: Re: Vr vs track ir
Post by: Drano on April 15, 2020, 01:43:23 PM
As is IL-2's IMO. The whole 1:1 thing gets to be something, while "realistic", literally gets in the way of the game play. It's literally a pain in the neck after a while especially after a bit of combat. And seeing anywhere beyond 4-8 o'clock, that part of the hemisphere, is about impossible and keep hands on stick and throttle. I've posted about adding the hat views to extend the fov but the TIR crowd which is the greatest majority, ain't having it.

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Title: Re: Vr vs track ir
Post by: Nr_RaVeN on April 16, 2020, 05:42:24 PM
I have zero experience with VR at this point and really like to track ir views.

 one thing I'm seeing in this post is there is a lot of neck craning with VR and hat switch is required to help.

 I'm wondering is it possible to use track IR WITH the VR?  In other words can you  tell tracker that the VR is your monitor so to speak so it will track your head movement and solve the neck craning issue? or is VR slaved to a 1to 1 perspective?
Title: Re: Vr vs track ir
Post by: Pluto on April 16, 2020, 07:05:31 PM
I have zero experience with VR at this point and really like to track ir views.

 one thing I'm seeing in this post is there is a lot of neck craning with VR and hat switch is required to help.

 I'm wondering is it possible to use track IR WITH the VR?  In other words can you  tell tracker that the VR is your monitor so to speak so it will track your head movement and solve the neck craning issue? or is VR slaved to a 1to 1 perspective?


Im not sure if that is possible with work arounds, but I imagine that it could cause some motion sickness pretty quick.
Title: Re: Vr vs track ir
Post by: Drano on April 16, 2020, 08:07:29 PM
Everybody thought that about TIR. I never had the problem. If somebody ever figured that out I'd try it. Looking all around in VR is totally doable when standing up for a lot of games but when seated like we are in a flight sim it doesn't really get it.

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Title: Re: Vr vs track ir
Post by: Eagler on April 17, 2020, 12:14:41 PM
The hat views make VR in AH terrific unlike DCS and IL2 where they restrict their vr views to head movements only in the name of " realism "

Eagler
Title: Re: Vr vs track ir
Post by: Drano on April 17, 2020, 01:00:29 PM
The hat views make VR in AH terrific unlike DCS and IL2 where they restrict their vr views to head movements only in the name of " realism "

Eagler
And I guarantee you that every one of that realism crowd are using TIR. They know that VR puts those players at a distinct disadvantage and would like to keep it that way. It's like history repeating itself when TIR came out. The difference is back then whether you were still using hats to look around or TIR at no point did your views get restricted in any way. The implementation in these games effectively removes about a third of the sphere. While what you can see looks great, there's way too much you can't see, at least not easily, that really takes a lot away from the game experience IMO. I mean, isn't the whole engine management thing enough?

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Title: Re: Vr vs track ir
Post by: Eagler on April 17, 2020, 01:58:19 PM
15 minute start up with the 109k4 was fun about twice once i learned the 25 steps...then it got to be a huge PITA

TIR is better IMO than just hat views but the way HT implemented VR in AH3 should be patented and required for the other flight sims in the name of decent gameplay

Eagler
Title: Re: Vr vs track ir
Post by: 1stpar3 on April 17, 2020, 07:47:44 PM
15 minute start up with the 109k4 was fun about twice once i learned the 25 steps...then it got to be a huge PITA

TIR is better IMO than just hat views but the way HT implemented VR in AH3 should be patented and required for the other flight sims in the name of decent gameplay

Eagler
:aok AGREE 100%
Title: Re: Vr vs track ir
Post by: DaddyAce on April 18, 2020, 09:40:49 AM
+1   :aok
Title: Re: Vr vs track ir
Post by: BTPommyB on April 25, 2020, 06:35:59 AM
All sorts of glitches and problems if you go VR.
We are second class citizens here.
There has been a glitch for months that the message box disappears ( you will find it as a black line above your head. Drag it down). No attempt by Hi-tech to fix it.
Log on is clunky, especially if you use Voice attack. Sound issues all the time.
HOWEVER once you go VR you will never come back.
We just need hi-tech to take us more seriously.
I also play IL2 and have none of these problems there.

Title: Re: Vr vs track ir
Post by: Eagler on April 25, 2020, 07:11:09 AM
I have not had disappearing text box since I split it into 2 to separate the kill messages

Sound problems are usually a conflict of sound drivers - threads on that in here

Login is as simple as starting AH3 dx11 then clicking to use the headset - vive pro here

<S>

Eagler
Title: Re: Vr vs track ir
Post by: Drano on April 25, 2020, 09:25:13 AM
It's not really a glitch and the box isn't disappearing. It's there. You just have to set it up the way you want in the GUI. Drag stuff around and put it where you want. I don't think that will change where things are in 2D. Not really sure as since I've been to VR there's no going back!

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Title: Re: Vr vs track ir
Post by: DaddyAce on April 26, 2020, 07:37:29 PM
All sorts of glitches and problems if you go VR.
We are second class citizens here.
There has been a glitch for months that the message box disappears ( you will find it as a black line above your head. Drag it down). No attempt by Hi-tech to fix it.
Log on is clunky, especially if you use Voice attack. Sound issues all the time.
HOWEVER once you go VR you will never come back.
We just need hi-tech to take us more seriously.
I also play IL2 and have none of these problems there.

I have been using VR for quite some time and don't have these issues.  But I do not use Voice attack, but hear from others that use VR that it is an asset.  Other post seem to support my experience that hitech has done a great job with VR!  Yes the voice box is initially hard to find,but I dealt with that once a long time ago, as I recall was a one time easy fix.
Title: Re: Vr vs track ir
Post by: Vulcan on April 27, 2020, 04:49:55 PM
All sorts of glitches and problems if you go VR.

I have been using VR here for 11 years and that statement is simply not true. The only time I saw glitches was maybe back when AH3 was first released for a month or 2 while HT fine tuned the code.
Title: Re: Vr vs track ir
Post by: Drano on April 27, 2020, 07:00:18 PM
I can safely say, at least I'm my case, any glitchiness head been introduced by Oculus especially this year. Their software updates since December have skewed toward the FB end of things and consequently actual issues and improvements with the headsets have gone largely ignored. I have a RiftS and generally love it but it seems to have become second fiddle to the Quest in the Oculus universe.

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Title: Re: Vr vs track ir
Post by: 1stpar3 on April 28, 2020, 03:47:46 AM
I can safely say, at least I'm my case, any glitchiness head been introduced by Oculus especially this year. Their software updates since December have skewed toward the FB end of things and consequently actual issues and improvements with the headsets have gone largely ignored. I have a RiftS and generally love it but it seems to have become second fiddle to the Quest in the Oculus universe.

Sent from my Moto Z (2) using Tapatalk
:aok I STILL havent heard back from them, as to why my Microphone "self mutes" after working fine for a couple of hours :uhoh If not for "Oculus Home" or Share/Facebook patches...we wouldnt see any updates :uhoh   Still the G.O.A.T imho! :rock 
Title: Re: Vr vs track ir
Post by: BTPommyB on June 21, 2020, 10:06:02 AM
Don't trash your track IR if you want to play IL2.
There is no six view in IL2 VR. Which is a big negative for that game.
AH3 was smart to keep the hat switch in VR mode.
Track IR works in IL2, but VR is a bummer for six view.
Title: Vr vs track ir
Post by: Drano on June 21, 2020, 10:32:56 AM
Don't trash your track IR if you want to play IL2.
There is no six view in IL2 VR. Which is a big negative for that game.
AH3 was smart to keep the hat switch in VR mode.
Track IR works in IL2, but VR is a bummer for six view.
Not only is there no 6 view, there isn't much of a view without a lot of effort in about a third of the rear hemisphere. Not impossible but it's literally a workout in combat. And totally unnecessary. I've suggested simply allowing the hats but the "realism" crowd kills that idea. They're using TIR so this isn't a problem for them.You'll get whacked by planes you never get a chance to see and once engaged its very difficult to track them. As if the whole engine management thing isn't enough. The VR view system in that game is a big thumbs down for me. Kinda ridiculous having your view limited literally by design in a combat sim. AH has the perfect compromise.

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Title: Re: Vr vs track ir
Post by: 1stpar3 on June 24, 2020, 02:00:56 AM
Not only is there no 6 view, there isn't much of a view without a lot of effort in about a third of the rear hemisphere. Not impossible but it's literally a workout in combat. And totally unnecessary. I've suggested simply allowing the hats but the "realism" crowd kills that idea. They're using TIR so this isn't a problem for them.You'll get whacked by planes you never get a chance to see and once engaged its very difficult to track them. As if the whole engine management thing isn't enough. The VR view system in that game is a big thumbs down for me. Kinda ridiculous having your view limited literally by design in a combat sim. AH has the perfect compromise.

Sent from my Moto Z (2) using Tapatalk
100% AGREE/// CHANGE MAN BAD     I wonder if the DCS/IL-2 guys/owners could offer a change in this regard...on PLAYER Paid/hosted Servers?  That would be AWESOME and I would pay for that, at the drop of a hat :cheers:
Title: Re: Vr vs track ir
Post by: GrandpaChaps on June 25, 2020, 06:09:22 PM
Having used Track IR a few years ago, I trashed it all.  Was always a royal PITA!
Title: Re: Vr vs track ir
Post by: Drano on June 25, 2020, 08:08:17 PM
Like everything there is a bit of a learning curve. With TIR, for me at least, it was with two things. Setting up the software and then actually using it. Took a while to stop using the hats but once those training wheels were off using TIR became second nature. So much so that I found myself moving my head to change views when watching other's videos! Never thought I'd use anything else before I started on VR last year.

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Title: Re: Vr vs track ir
Post by: Bino on June 30, 2020, 08:00:22 PM
This thread is very interesting. Thanks for all the comments in here!

When I switched from hat switches to the TIR some years back, I was blown away by how easy it was, and how immersive. But only in the full implementations, as here in AH. Some games, all you got was rotation around a point, without the translation along the axes. I really need that so I can peer around the frames in a 109 or a Hurri!  ;)

I now have a Rift S on order, and I'm really looking forward to using it.
Title: Re: Vr vs track ir
Post by: Eagler on July 01, 2020, 06:26:09 AM
Be prepared to be blown away again the first time you try AH3 in VR.

What is lost in resolution is more than made up for in immersion.

Added bonus your accuracy will improve a bunch.

Your VR like your TIR experience will be the best in here than any other combat flight sim on the market today.

<S>

Eagler
Title: Re: Vr vs track ir
Post by: Bixby on July 01, 2020, 03:56:59 PM
I would like to try VR but wondering if it would work with a one eye dominent  person with very poor vision in the weak eye.

If any of you know about that I would love to hear from you. I use TrackIR now and would like to try the VR but wonder if I would just be blowing money away.     

      Thanks...Bix.
Title: Re: Vr vs track ir
Post by: The Fugitive on July 01, 2020, 04:35:15 PM
I would like to try VR but wondering if it would work with a one eye dominent  person with very poor vision in the weak eye.

If any of you know about that I would love to hear from you. I use TrackIR now and would like to try the VR but wonder if I would just be blowing money away.     

      Thanks...Bix.

Your best bet would be to go to someplace they sell them and try a demo. I heard one person say they even got the sale person to load up AH seeing it is a free download. That or try a friends.
Title: Re: Vr vs track ir
Post by: Vulcan on July 01, 2020, 09:15:44 PM
I would like to try VR but wondering if it would work with a one eye dominent  person with very poor vision in the weak eye.

If any of you know about that I would love to hear from you. I use TrackIR now and would like to try the VR but wonder if I would just be blowing money away.     

      Thanks...Bix.

Yes, I have a very dominant left eye to the point I have non-binocular vision. I got prescription lenses for my Rift as well (from that Polish company, WIDMOvr).

Oddly I get a binocular effect when using the headset, I don't know why. So IRL my vision is 2D, in VR it is 3D.

Here's my prescription so you can compare:
SPH R: +2.75
SPH L: +1.75
CYL R: -0.50
CYL L: 0.00
AXS R: 130
AXS L: 0
PD: 64
Title: Re: Vr vs track ir
Post by: Bixby on July 01, 2020, 10:08:10 PM
Thanks for the reply Vulcan.

Left eye dominent with me also. From birth. Had 4 eye surgeries before the age of 4. Was ok for vision growing up. I could hit a fast ball or curve ball, drive a car and get a PPL even despite my 2d vision.

A handicap for sure but we all have them. I will have to figure out your info and bring it up at my next appt. with my eye doctor.   I hope I can give the VR thing a try. Everyone seems to think it is awesome.















Title: Re: Vr vs track ir
Post by: MORAY37 on July 03, 2020, 01:56:35 AM
RE: virtual reality...

With Track IR, I find myself constantly struggling to find the gunsight again after moving around and craning to follow contacts... having to get just the perfect position for the pipper to show up. Does VR have the same issues?  Do you find yourself having to move yourself back into position for those crucial moments?  I love track IR for being able to move around the cockpit and easily track bogeys.... I simply always have an issue with quick snapshots in the gunsight, where a quarter second makes all the difference.

Cheers,
Title: Re: Vr vs track ir
Post by: Eagler on July 03, 2020, 07:31:44 AM
RE: virtual reality...

With Track IR, I find myself constantly struggling to find the gunsight again after moving around and craning to follow contacts... having to get just the perfect position for the pipper to show up. Does VR have the same issues?  Do you find yourself having to move yourself back into position for those crucial moments?  I love track IR for being able to move around the cockpit and easily track bogeys.... I simply always have an issue with quick snapshots in the gunsight, where a quarter second makes all the difference.

Cheers,

Dont you have a button on your jstick setup to center your view?

Eagler
Title: Re: Vr vs track ir
Post by: Drano on July 03, 2020, 07:38:41 AM
Been my experience they both have that hard to call it a problem. You're gonna start at a known centered head position,right? But as you're looking around you're gonna shift your head position ever so slightly for whatever reason. So when you return to looking straight ahead you might not be in the exact same posture and position as when you started. It's natural as you are not a machine! The machine remembers where you started and your ain't there anymore. Only way around it is to map a re-center key to your stick and hit that when you feel you're looking all akilter thru the sight. That'll get you looking straight again.

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Title: Re: Vr vs track ir
Post by: MORAY37 on July 03, 2020, 01:31:52 PM
Dont you have a button on your jstick setup to center your view?

Eagler

Yes, but then Track Ir instantly takes back over from the game and moves my in-game head position again.  Unless I slave a button that can easily stay depressed the whole time?
Title: Re: Vr vs track ir
Post by: Drano on July 03, 2020, 01:42:24 PM
No, it puts you back to your in game centered head position. It's just a momentary button press. Your head is close to where it should be but not exactly right. Click. Centered. Done.

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Title: Re: Vr vs track ir
Post by: hitech on July 03, 2020, 02:37:53 PM
Yes, but then Track Ir instantly takes back over from the game and moves my in-game head position again.  Unless I slave a button that can easily stay depressed the whole time?

Are you talking about mapped to the Home key function or the Center tracker function (Ctrl F4)

HiTech
Title: Re: Vr vs track ir
Post by: Eagler on July 04, 2020, 06:50:18 AM
Might be your TIR profile

Might try a different deadzone to make the center less sensitive

VR is more controllable for aiming than I had found TIR to be but in either case you have to have a recenter view button

Eagler
Title: Re: Vr vs track ir
Post by: Drano on July 04, 2020, 07:18:56 AM
Right Eagler but VR is a non-adjustable 1:1 ratio of movement with no deadband at all. Heck for flight sims or any other seated game I wish there was a way to be able to tweak things like in TIR if only to make it easier on the neck! Yes I know you can still use the hats in AH but it'd save you the trouble. At any rate it's not a deadband issue it's just a product of moving around as you naturally will. Your body isn't gonna be exactly where it was when you started so that's why you have to recenter periodically. Part of the deal.

Oh and Moray, TIR doesn't take over from the game at any point. The game is using TIR as the view system. Now if you're moving your head around when you should be firing and that's messing with you the solution to that would be to map a second key to pause tracking. In that case it would be saddle up, click center, click pause, fire, click pause again to go back to looking around. I rarely did that and just got used to TIR. It takes a while.

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Title: Re: Vr vs track ir
Post by: Flayed1 on July 04, 2020, 09:35:55 AM
 I haven't had much of a problem with re centering on the gun sight using my Rift S, even during a real good dog fight while twisting my head every direction imaginable I usually come right back to the sight. At most I may do a lil head bob this way or that but I don't even notice for the most part.
  I usually only have to hit the recenter button when I first jump into a plane or if I get up to do something and sit back down and then my head position might be a lil off because I'm seated a little higher or slumping more than when I got up.

 I used TIR for a bit back in AH-2 and VR works so much better for me in pretty much every way. But its all personal preference in the end I suppose. :)
Title: Re: Vr vs track ir
Post by: Drano on July 04, 2020, 09:52:00 AM
Agreed after using the RiftS for about a year now I'm not using the center button nearly as often as I did with TIR or maybe it's become so second nature I don't even notice I'm doing it anymore. I wonder if it has to do with the tracking methods? TIR having a single camera looking at the LED clip on my headset vs the RiftS with 5 cameras on the headset looking out at things around me and their positions relative my head movements. You'd have to guess the RiftS is more accurate right? Either way, in order to be exactly centered to where you are after hitting the recenter button you'd again have to get your head oriented EXACTLY where that point was in order to match that point EXACTLY. We're only human man! Things get shifted every so slightly and there you are. Just recenter and move on. Really a non issue.

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Title: Re: Vr vs track ir
Post by: JoeCool on July 04, 2020, 06:39:12 PM
Just received my TrackIR a few weeks ago. I have the same issue with, after following con, the gun site is not centered again looking forward. I think it is probably in the profile. I just need to play around with it more and figure out a dead zone maybe since I don't have any and really only have yaw and pitch settings so far. I do like the ability to just look around and follow a con but then once saddled up the site seems to have lowered/raised or is off so I center and it seems to make it worse by getting closer to the dash. Just doesn't seem as accurate as without it.

Does the pause not let the trackir work and take you back to flying without it for a while?
Title: Re: Vr vs track ir
Post by: Drano on July 04, 2020, 07:10:45 PM
No. Pause tracking does just that. It literally stops tracking and that's worse. Just be done with it, map a center button and if it's too far off for your liking press it and move on. Easy peezy. You guys are over thinking this. Seriously.

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Title: Re: Vr vs track ir
Post by: Maniac on July 20, 2020, 09:12:45 AM
I actually ordered the "poor mans TrackIR" version, i.e DelanClip Gamer package the other day even tough i have an OG HTC Vive available aswell.

Reasons i probably will be using TrackIR over my VR headset is :

- I have glasses, i found it to be an hassle to use with VR, sure there is always ways around it with contact lenses or lens inserts directly in to the headsets aswell, but..
- There is alot of downtime in flightsims, its nice to be able to check Discord, Youtube, news or just browsing the web on the 2nd monitor while killing time.
- I cant see myself being able to use VR with flightsims for longer periods of time, like extended gaming sessions that are like 3-4 hours long. I think it would be too straining, tho hot
  and condensed and i think i would be fatiuged after a couple of hours of use at most.
- I might also try to stream some gaming sessions in the future, and that means keeping track of Stream Chat and more.
- Being able to see all my buttons on the Hotas/Joystick, and my keyboard Mouse, my TV, my phone, my drink and much more is worth alot aswell.

But yes immersion wise VR is the way to go, but it might not be the ultimate solution for me just now. I think i will value comfort and the multitasking capability for some time yet. I might change my mind in the future when better VR headsets are available for an better price.
Title: Re: Vr vs track ir
Post by: Eagler on July 20, 2020, 10:26:39 AM
Yes if you are going to be flying for half a day then the VR headset might be a comfort issue lol

Other than that there is no comparison with realism and accuracy vr gives over track ir

I use a center button on my warthog jstick for both vr and track ir...can't imagine trying to lineup and aim without it

Eagler

Title: Re: Vr vs track ir
Post by: Drano on July 20, 2020, 10:57:25 AM
The Rift S has a padded halo head strap. It has a ratchet adjuster in the back that works not unlike a construction hard hat. It's very well balanced and I don't have any issues wearing it for long periods. That said I did add a nice pad set for it from AMVR that's even more comfy and easily washable. The original foam will get icky after a while.

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Title: Re: Vr vs track ir
Post by: guncrasher on July 20, 2020, 02:51:37 PM
for all of you having problems with trakir, i believe fugitive has several profiles, including mine. i know several players that use mine and say it's the easiest to use. also you need to set up a button to pause and center, i have mine on the throttle, well two buttons. i keep track ir paused most of the time, only use it while in combat.

while let's say dive bombing, i pause it and just use my thumb to hit the hat views, it will center it.

i use track ir for fighters, bombers or tanks use hat views.

and yeah eventually I'll use vr, just need to upgrade my computer.

semp
Title: Re: Vr vs track ir
Post by: JoeCool on July 21, 2020, 10:49:47 AM
i keep track ir paused most of the time, only use it while in combat.
i pause it and just use my thumb to hit the hat views, it will center it.

exactly what I was looking for info wise semp thanks. I finally imported a profile and it seems to work well for me. Tested it last night and did ok with it. I just need to make a few changes but so much closer and the site isn't moving all over the place now after centering.

 :salute
Title: Re: Vr vs track ir
Post by: guncrasher on July 21, 2020, 11:29:47 AM
pm your email, can't send profile but i can send picture of mine, no bounce when it's on and centered.

semp
Title: Re: Vr vs track ir
Post by: JoeCool on July 21, 2020, 11:37:50 AM
Thanks but I've got it working. I just needed to add some deadzone to the yaw and pitch so it doesn't bounce around.
Title: Re: Vr vs track ir
Post by: GasTeddy on December 01, 2023, 09:21:16 AM
First, I deeply apologize from those who get insulted by lifting an old topic, but didn't find better with search and not willing to add one more, as there are already some.

I'd like to hear experiences with different head tracking systems, used in AH. Been considering to have one, and in my case VR is not an option. So, you flying with some head track system, tell me what system you use and some experience related opinions. Thanks.
Title: Re: Vr vs track ir
Post by: FLS on December 01, 2023, 10:00:24 AM
Hat views work well but tracking views are more natural. TrackIR was rightly popular before VR. It allows you to scale the response so you can look straight back with a slight turn of your head.

Regarding old threads, if the old thread doesn't answer your question it's better to make a new post. People might mention that because it's a forum rule.
Title: Re: Vr vs track ir
Post by: GasTeddy on December 01, 2023, 11:05:05 AM
Hat views work well but tracking views are more natural. TrackIR was rightly popular before VR. It allows you to scale the response so you can look straight back with a slight turn of your head.

Regarding old threads, if the old thread doesn't answer your question it's better to make a new post. People might mention that because it's a forum rule.

Okay. Didn't see that in Forum Postin Rules and understood this totally vice versa:  3- Do not open a new thread that duplicates a current topic.
Title: Re: Vr vs track ir
Post by: Dadtallica on December 01, 2023, 11:18:59 AM
Okay. Didn't see that in Forum Postin Rules and understood this totally vice versa:  3- Do not open a new thread that duplicates a current topic.

Search function here isn’t all that great. If it’s a years old thread than it’s cool.
Title: Re: Vr vs track ir
Post by: FLS on December 01, 2023, 12:44:59 PM
Okay. Didn't see that in Forum Postin Rules and understood this totally vice versa:  3- Do not open a new thread that duplicates a current topic.

You're correct it's not listed. My bad.
Title: Re: Vr vs track ir
Post by: Dadtallica on December 01, 2023, 12:48:11 PM
You're correct it's not listed. My bad.

The key word in #3 is “current”

And years old thread is not current as opposed to say one that was last month. There is ko exact answer lol
Title: Re: Vr vs track ir
Post by: Eagler on December 01, 2023, 02:57:44 PM
I have used trackir and would suggest it if vr isn't an option

Good thing about AH is that you can use both.. trackir/vr with jstick views

Eagler
Title: Re: Vr vs track ir
Post by: GasTeddy on December 01, 2023, 04:28:42 PM
The key word in #3 is “current”

And years old thread is not current as opposed to say one that was last month. There is ko exact answer lol

I already apologized DEEPLY from those who get offended, will I pour gasoline on me and lit it?
Title: Re: Vr vs track ir
Post by: Dadtallica on December 01, 2023, 04:35:53 PM
I already apologized DEEPLY from those who get offended, will I pour gasoline on me and lit it?

There may be a few curmudgeons around here lol :old:
Title: Re: Vr vs track ir
Post by: Drano on December 01, 2023, 05:05:20 PM
If only HT could implement openxr support we could use XR NeckSafer. It works just like TIR in VR. Sigh.

Sent from my SM-G991U using Tapatalk

Title: Re: Vr vs track ir
Post by: FLS on December 02, 2023, 08:05:06 AM
I already apologized DEEPLY from those who get offended, will I pour gasoline on me and lit it?

No worries. The issue with old posts is people don't always check the date it was posted. Then you get people answering a 3 year old post and not getting replies from an inactive player. Also with new tech, 3 year old advice may be out of date. And if it's a long thread it can be a time suck for support if the date isn't checked.
Title: Re: Vr vs track ir
Post by: diaster on February 06, 2024, 02:34:40 PM
:aok Drano nailed the key points. There is NO going back to 2D, for me anyway. I loved my TIR but have been in VR now going on 3 years....hard to believe. I would say get VR, even if for just jumping a Jeep of a hill in AH3! YES ITS THAT COOOL :devil The Tanking aspect in VR isnt as good, well compared to Flying. It changes things a bit too much for me, wirbs M3s and the like are fine, you will just not get the same bonus as you do in flying :cheers:
yes, it’s a shame. You can’t freeze the VR in land mode because I keep on to turn my head to turn the view of the turret.
Title: Re: Vr vs track ir
Post by: diaster on February 06, 2024, 02:38:22 PM
All sorts of glitches and problems if you go VR.
We are second class citizens here.
There has been a glitch for months that the message box disappears ( you will find it as a black line above your head. Drag it down). No attempt by Hi-tech to fix it.
Log on is clunky, especially if you use Voice attack. Sound issues all the time.
HOWEVER once you go VR you will never come back.
We just need hi-tech to take us more seriously.
I also play IL2 and have none of these problems there.
I know this is coming in late, but I’ve been having major issues with my mouse pointer. The mouse button gets disabled. I’m using an HP reverb and I have to go cycle. The actual hand controllers a few times and hopefully it doesn’t exit me out of the game and crash the desktop, but enables my mouse to work. I wish someone would just come up with a very simple, easy way to get in a game with an HP reverb with no issues like we expect with modern technology
Title: Re: Vr vs track ir
Post by: diaster on February 06, 2024, 02:41:44 PM
Yes if you are going to be flying for half a day then the VR headset might be a comfort issue lol

Other than that there is no comparison with realism and accuracy vr gives over track ir

I use a center button on my warthog jstick for both vr and track ir...can't imagine trying to lineup and aim without it

Eagler
how do you center be, i have been try to figure that out. When logging in and center it is almost alway off because i am guessing at a log in scree. Once in game my sights are way off and F10 is a crap shoot!
Title: Re: Vr vs track ir
Post by: Eagler on February 06, 2024, 03:44:57 PM
how do you center be, i have been try to figure that out. When logging in and center it is almost alway off because i am guessing at a log in scree. Once in game my sights are way off and F10 is a crap shoot!

It's the straight ahead view that centers the straight 12 view...

It's the same as used in trackir

After looking around you should always center your view as what might look straight ahead to you isn't to the game

Eagler
Title: Re: Vr vs track ir
Post by: Vulcan on February 06, 2024, 03:53:50 PM
yes, it’s a shame. You can’t freeze the VR in land mode because I keep on to turn my head to turn the view of the turret.

What do you mean exactly? There is an option to freeze the view in tank main gun sights (and the 17 pounder).
Title: Re: Vr vs track ir
Post by: FLS on February 06, 2024, 04:17:58 PM
how do you center be, i have been try to figure that out. When logging in and center it is almost alway off because i am guessing at a log in scree. Once in game my sights are way off and F10 is a crap shoot!

Map a button to Tracker Center in Views.

Title: Re: Vr vs track ir
Post by: GasTeddy on February 07, 2024, 02:15:12 AM
I have Thrustmaster TWCS throttle, which has a ministick used with index finger. In another sim I have programmed head turn in it and it works really nice, I can turn my head to every direction. For reason unknown, it does not work in AH, even it is programmed same way to head movement up/down, left/right (Y-Axis/X-Axis). Anyone know how to make it work?

(https://i.ibb.co/p3d1Wgb/Setting.jpg) (https://ibb.co/p3d1Wgb)
Title: Re: Vr vs track ir
Post by: diaster on September 15, 2024, 01:24:29 AM
I have zero experience with VR at this point and really like to track ir views.

 one thing I'm seeing in this post is there is a lot of neck craning with VR and hat switch is required to help.

 I'm wondering is it possible to use track IR WITH the VR?  In other words can you  tell tracker that the VR is your monitor so to speak so it will track your head movement and solve the neck craning issue? or is VR slaved to a 1to 1 perspective?
use "neck safer" look it up, most of the dcs guys use it kind of like having track it woring with vr
Title: Re: Vr vs track ir
Post by: Drano on September 15, 2024, 08:26:23 AM
There are two different flavors of NeckSafer. Both of which are a total neck saver for a lot of VR games. It's not compatible with everything tho. VRNecksafer and XRNecksafer. VRNecksafer works in SteamVR only. XRNecksafer works with OpenXR (OpencompositeVR) only. They aren't interchangeable so keep in mind which VR environment you're trying to use them with.

The VR version was the original. Guy that developed it is an IL2 player. Installing it is a bit of a trick as it has no installer. You're adding registry entries, etc. manually. No VR hat views in IL2 like there are in AH. It was a big help. This version allowed you to look left and right in little steps you had to configure to your liking in the app. The steps were a bit immersion breaking but still far better to be able to look around finally. It was a major limitation for the VR players and really leveled the field. So, no verticle steps tho, you still had to physically look way up, and not smooth like TIR. The verticle part was apparently a limitation of SteamVR. You could also map buttons/keys to center or look left and right or hold.

The XR version was his next gen once OpencompositeVR came out. Easy to install with its own installer. With that you could fly IL2 using OpenXR which basically tricks SteamVR. You could then run SteamVR games without running SteamVR! Better performance without that overhead bloat. Cool! So with the XR version the Steam limitations were gone. This one allowed config much like TIR was with smooth views all around and in the verticle too. It's perfect. I've heard of peeps having issues with it not centering in DCS.

Sadly, even after I'd spent a couple of hours one day with the Opencomposite developer we just couldn't get AH to run with it, so AH is stuck with SteamVR and the VR version. A lot of older VR games and even some newer ones won't run on it. I had VRNecksafer running great in AH for a while but I think some update to SteamVR broke it. I can center the view but when I look left or right my view won't return and I have to recenter every time. Haven't messed with AH in a while so I never got to the bottom of that.

Hope this helps.

I remember a guy used to say that a lot.

Sent from my SM-G991U using Tapatalk

Title: Re: Vr vs track ir
Post by: diaster on October 26, 2024, 01:56:08 PM
I know it has been a while, but I had my two cents into here. I have been using track AR for almost 20 years. And as such, I found it very, very useful recently I started using a reverb G2, and then upgraded to the quest three and in my opinion, there is no comparison to feel of being actual aircraft and being able to judge distance and angles is beyond track IR.. to resolve the neck training issues on my left throttle. I have a button that when I pull back on the button, it switches me to the “look back“ view. I then when I lift the button up, it gives me look left when I push the button down it gives me look right, so I don’t have to train my neck at all. Someone’s on my six I use the back view in and I just moved my head very little left or right .

I also use voice attack to set salvo and other things, like check damage. Starting th game is easy. Start voice attack put on head set, click play aces high, click on use vr in game “on the monitor” center view in aces high startup, log into game. i have to say, beats g2 in every way. Only issue is now and then it pauses the game (freezes) in headset but game continues. i have to removed and replace the headset to get the video t restart in headset. Sometimes this results in ctd,have given a few proxies away this way. Worth it though.

I wish we could use open r toolkit with aces high.

Title: Re: Vr vs track ir
Post by: evilseed on January 29, 2025, 02:06:28 PM
I know this is coming in late, but I’ve been having major issues with my mouse pointer. The mouse button gets disabled. I’m using an HP reverb and I have to go cycle. The actual hand controllers a few times

IIRC there was a WMR keybind that would switch between game-friendly mode and MS's goofy vision for 3D office work that would take over the mouse.
Title: Re: Vr vs track ir
Post by: Animl-AW on February 13, 2025, 06:12:10 PM
Everything looks way cooler in VR. The cockpits look like you can reach out and touch stuff. Your depth perception in a close fight is far better in VR than on a flat monitor. That plane over there looks like an actual plane in 3D. The resolution isn't as good generally but that'll get better over time like everything else. You can get higher res headsets but they cost a ton. 400 bucks will get you an entry level headset like my RiftS. The lower res has its advantages tho. When I switched to a 1080 monitor I noticed I had a hard time seeing dots at longer distances. No longer a problem in VR. I see things before a lot of others. So that's some of the good things.

The bad is you'll be craning around more in VR than in TIR. It's 1:1 only--no scaling, but at least in AH you can use the hats to blend VIEWS which is a big help. That and you're gonna need some extra horsepower in your PC to run VR.



Sent from my Moto Z (2) using Tapatalk

What VR product do you use?
Title: Re: Vr vs track ir
Post by: Drano on February 13, 2025, 06:22:39 PM
Currently still rocking the Reverb G2 while I can. Sadly, MS has decided to remove its VR runtime, windows mixed reality(WMR) from the OS in windows 11 beyond a certain build. I forget exactly which, might be the current one. Past that build it won't run. I'm still on Win10 for this reason. Closest thing to it right now is one of the Meta or Pimax headsets.

Sent from my SM-G991U using Tapatalk

Title: Re: Vr vs track ir
Post by: Oldman731 on February 13, 2025, 07:50:43 PM
Currently still rocking the Reverb G2 while I can. Sadly, MS has decided to remove its VR runtime, windows mixed reality(WMR) from the OS in windows 11 beyond a certain build. I forget exactly which, might be the current one. Past that build it won't run. I'm still on Win10 for this reason. Closest thing to it right now is one of the Meta or Pimax headsets.


Well, that sucks.  I'm running Win 10 with the Oculus Rift S.  MS has said (repeatedly) that it won't support Win 10 after October 2025.  So, what does that mean?  If I keep using this computer (which MS says cannot run Win 11), am I going to be hacked by the Chinese?

- oldman
Title: Re: Vr vs track ir
Post by: Animl-AW on February 13, 2025, 07:58:56 PM

Well, that sucks.  I'm running Win 10 with the Oculus Rift S.  MS has said (repeatedly) that it won't support Win 10 after October 2025.  So, what does that mean?  If I keep using this computer (which MS says cannot run Win 11), am I going to be hacked by the Chinese?

- oldman

"No longer support",....I don't think it would stop working, I think you just won't get Win10 OS  updates. You *should* be fine.

Gonna have to read up on their intentions with Win11. Hard to believe they'd remove something, making it unusable, without replacing it with something.

That said, MS makes some weird decisions sometimes.
Title: Re: Vr vs track ir
Post by: Bizman on February 14, 2025, 01:30:40 AM

Well, that sucks.  I'm running Win 10 with the Oculus Rift S.  MS has said (repeatedly) that it won't support Win 10 after October 2025.  So, what does that mean?  If I keep using this computer (which MS says cannot run Win 11), am I going to be hacked by the Chinese?

- oldman
This is what happens after MS stops supporting a Windows version, roughly in this order:
That process can take months or years depending on the market share.

There's options, though.

Microsoft has already announced that they'll provide extended support for customers at least for a year for the cost of roughly $30. For enterprises the extension will be a few years so if the first year proves very popular they might even offer the extra years for home users, who knows.

Another option is to use the quite well documented tricks to update an unsupported PC to Win11. The tricks are provided by Microsoft so that companies can continue using their dedicated hardware until their due date. There's several methods including modifying/adding a Registry key or two to bypass the technical restrictions. The latest and potentially easiest by now is to use a script called Flyby11 (https://github.com/builtbybel/Flyby11). The caveat for unsupported update is that you may not be getting the annual version updates for 11 without potentially performing similar tricks. Win11 is still a "work in progress" in a way, new features and requirements may be added without warning. They'll work on supported hardware but not necessary on older machines.
Title: Re: Vr vs track ir
Post by: Drano on February 14, 2025, 06:10:50 AM
Oldman, that only applies to the WMR headsets like mine where the runtime was literally part of the OS. Oculus and Steam, etc., are 3rd party so they'll still work. There's been talk that maybe someone could come up with a software solution to save WMR but so far no one has stepped up to do it. It will work from what I read on alternative OS like Monado but I ain't a tweaker on that level!

I figure one of two things will happen with mine. Either I'll hit the wall regarding the OS and have to change which will make it useless, or the well known issue with the thing's cable up and dying will pop up. HP improved it then quickly stopped making them. I bought a spare way back just in case. They're made of solid unobtanium now! A shame as it's a nice headset that didn't break the bank. A big improvement over my RiftS.

Sent from my SM-G991U using Tapatalk

Title: Re: Vr vs track ir
Post by: Oldman731 on February 14, 2025, 09:07:48 AM
Thanks, gents, good information.

- oldman
Title: Re: Vr vs track ir
Post by: hazmatt on February 17, 2025, 11:25:31 AM
The hat views make VR in AH terrific unlike DCS and IL2 where they restrict their vr views to head movements only in the name of " realism "

Eagler

Ya, it was bad enough that somebody wrote this:
https://gitlab.com/NobiWan/vrnecksafer
Title: Re: Vr vs track ir
Post by: Eagler on February 17, 2025, 11:31:24 AM
Ya, it was bad enough that somebody wrote this:
https://gitlab.com/NobiWan/vrnecksafer

Which is why it should be coded differently in the game to start off with..they should follow hitechs example of a much better implementation of both vr and icon display/control  imo

Eagler
Title: Re: Vr vs track ir
Post by: Randy1 on February 28, 2025, 05:18:16 PM
Windows update 24H2 is the one you want to avoid.
Title: Re: Vr vs track ir
Post by: hazmatt on March 01, 2025, 10:28:43 AM
This is what happens after MS stops supporting a Windows version, roughly in this order:
  • You stop getting monthly updates for Windows (obviously)
  • Harry the Hacker uses a previously unknown backdoor he's been storing for this situation (didn't happen with XP or 7, Vista and 8/8.1 were so rare no-one bothered)
  • Internet browsers stop getting updates. How soon depends on the market share of the obsolete OS.
  • Anti-virus programs stop supporting the obsolete OS.
That process can take months or years depending on the market share.

There's options, though.

Microsoft has already announced that they'll provide extended support for customers at least for a year for the cost of roughly $30. For enterprises the extension will be a few years so if the first year proves very popular they might even offer the extra years for home users, who knows.

Another option is to use the quite well documented tricks to update an unsupported PC to Win11. The tricks are provided by Microsoft so that companies can continue using their dedicated hardware until their due date. There's several methods including modifying/adding a Registry key or two to bypass the technical restrictions. The latest and potentially easiest by now is to use a script called Flyby11 (https://github.com/builtbybel/Flyby11). The caveat for unsupported update is that you may not be getting the annual version updates for 11 without potentially performing similar tricks. Win11 is still a "work in progress" in a way, new features and requirements may be added without warning. Thttps://www.linuxmint.com/hey'll work on supported hardware but not necessary on older machines.

I did the registry hack for updates for Windows XP and seem to recall it working without issue for quiet a while.

Here's another option for older computers that I use. I have a couple of laptops and desktops that run Mint. It's interface is pretty familiar to windows and even my young kids can use it.

https://www.linuxmint.com/

I've even managed to get LAC to run on it: (this is a rewrite of the gl-117 program and kinda reminds me of if Zaxxon and AW dos had a baby) It's a Linux project by former AH3er bbosen. Maybe some of you guys remember him. I seem to recall Dale advising him on some aspect of it.

https://sourceforge.net/projects/linuxaircombat/
Title: Re: Vr vs track ir
Post by: Drano on March 02, 2025, 10:08:53 AM
I'd used TIR for a few years prior to having a VR headset. I remember when it came out all the howls of it being a hack and totally unfair from the hat switch users that didn't have it. Then it became mainstream and a pretty much must have from the flight sim community. Loved how you could tweak it. When I started in VR it took some getting used to having to use the hat switches again and had trained myself to only use the left and right in AH which was enough of a FOV to work fine for me. But I missed how the views worked in TIR and always wished there was a way to use both.

After a while I started messing with IL2. Hey, they came out with a 38 so I just had to! At the time, IL2 had no hat switch views (still don't really) to use in VR so you were REALLY limited in seeing anything behind your 3-9 line without straining your neck pretty badly to do it. It hurt after a while and especially after a long session. Worst of it was I found myself constantly getting zapped by planes I never saw. Probably why I never really switched to IL2.

Enter VRNecksafer. Developed by an IL2 player that had the same issues in VR but was a coder that found a way out of it. IL2 with this add-on app was added the ability to use the hat switches to look around and also look around in the horizontal arc much like TIR except in little steps you could configure. Installation was a bit of a pain that included editing the registry which put a lot of peeps off but it was fairly simple. It worked, but could be a bit immersion breaking with the little stutter steps back and forth. Even so there were the same howls of it being a hack and an advantage and being totally unfair. Whatever. Even so, at some point something changed and I couldn't get it to run in AH anymore. Probably a steam update. The view would not recenter properly once I moved my head.

Enter OpencompositeVR. This app was conceived to run SteamVR games under OpenXR which is really the basis for all VR, including steam. With this you can avoid running steam altogether and so free up a lot of overhead that brings and gain some performance. Worked great for IL2 but sadly AH isn't compatible so we're stuck with SteamVR.

The guy that developed the NeckSafer app came out with an OpenXR version (XRNecksafer) that added smooth views without the steps as well as adding the verticle arc so views just like TIR. Finally! This version was easier to install by running an exe. But, since it only works with OpenXR games, whether through OpencompositeVR or native OpenXR, that version won't work with AH. They aren't interchangeable dependent on the VR runtime used.

If you used TIR and are using VR now, NeckSafer is a great help for your cervical vertibrae and so--aptly named! If you play DCS (I don't) or MSFS which are OpenXR native, XRNecksafer will work for you out of the box so to speak. Give it a try. If you don't like it, just uninstall it. Nothing to lose.

Sent from my SM-G991U using Tapatalk