Subcategories

  • Community support for HP VR Headsets

    35 Topics
    425 Posts
    TazzT
    You’ll have to pry my Windows 10 installation out of my cold dead hands… Long live the G2!
  • Community support for Pico VR Headsets

    24 Topics
    209 Posts
    Doc0301D
    @rubbra OMG!! It works again! My nek (and back) thank you
  • Community support for PiMax VR Headsets

    18 Topics
    230 Posts
    the_tr00perT
    @Razor161 thank you for confirming. I’m just not sure what causes it? if it is a pimax problem so to speak, so smth within pimax play that throws the values for dimming / backlightin off or if its got smth to do with how the game renders with a offset… I’ve got to check with another game i guess (I hardly play other VR Games)
  • Community support for Quest Meta VR Headsets

    78 Topics
    703 Posts
    S
    You can’t change fov in vr. You can change world scale but it’s not the case. Those black borders when you are moving your head are much related to low fps rendering. BTW, did you add Fixed Foveated Rendering?
  • Community support for Steam Valve VR Headsets

    4 Topics
    25 Posts
    M
    Thanks for posting your settings! Can you share what performance this is getting you please? Fps and frametimes for GPU and CPU? I have pretty much identical specs and find Im unable to play without reprojection which I’m unfortunately super sensitive to.
  • Community support for TrackIR or equivalent solutions
    184 Topics
    2k Posts
    YassyY
    @HaggisHero said in TrackIR 4/5 BMS Profile by Yassy: @Yassy yes your profile became part of the standard install within BMS, after i suggested it … check your install path \Falcon BMS 4.37\Docs\01 Input Devices\05 Track IR I never realized this! Thanks for that! 🫡 Thanks for all the kinds words, guys. I am happy to have put in some effort to help so many others out there with a similar passion. Here’s to many more years!
  • Overview VR config setting - undocumented options since 4.37.5

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    Tumbler31T
    @Icer said in Overview VR config setting - undocumented options since 4.37.5: @Tumbler31 said in Overview VR config setting - undocumented options since 4.37.5: @vrfgipjp said in Overview VR config setting - undocumented options since 4.37.5: The g_fVRResolution no longer works in 4.37.6, it goes direct CTD when entering 3D mode. correct, fixed in a next release Next release? there’s always a next release
  • How to save your neck in VR

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    IcerI
    XRNS is now compatible with version 4.37.6, so all is well in the world again!
  • OpenKneeboard Tutorial and Tips

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    W
    Good day, totally new to knee boards, I bound my key bindings for pge up, down, next tab, prev tab no problem. Made a new tab in OpenKneeboard and pointed it to the file /Falcon BMS 4.37/user/Briefings/Briefing.txt My problem is when i print the briefing page i only see up to the heading steer points, when i try to go next page nothing happens How do i set it up so i see all of the mission brief? Thanks
  • [VR] "My legs are small and my cockpit is tiny" fix

    Pinned Moved
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    12 Votes
    115 Posts
    4k Views
    Fish44F
    @oleuzop said in [VR] "My legs are small and my cockpit is tiny" fix: @pansolo said in [VR] "My legs are small and my cockpit is tiny" fix: @oleuzop I see. I’ve downloaded OpenXR and set it with that, although I would prefer not to use it. Isn’t the fix rather to set the default value in BMS? Or is the IPD correct for other headset I confirm it works with Pico4 and quest 3. Which headset are you using?
  • Couple notes to VR users

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    S
    Bump for VR users. Environment mapping disabled is almost mandatory.
  • Clickable Comm's Menus in VR

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    C
    @oakdesign As i suspected i had changed some config options trying to get it to work resulting in still not working with U6. Working now thanks
  • Text Chat not working in VR

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    91 Views
    oakdesignO
    @CobaltUK unless they are in VR as well. I’m in 95% of the use cases am not using the chat window to chat with others but to send like config or .dot commands to the game, therefore my mention that the input is correctly recognized by the game
  • Falcon BMS kills Virtual Desktop

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    31 Posts
    326 Views
    VikingoV
    @rubbra when I run Falcon BMS from the Home Pimax desktop, it all works fine and when I exit a mission it takes me back to the BMS 2d enviroment. However, when exiting Falcon BMS, the Pimax desktop closes down too in the VR headset. I hope you understand what I mean here. Is this normal?
  • How to optimize VR experience

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    rubbraR
    @crr_romero my personal preference is virtual desktop, using VDXR. But openxr is probably your best choice if going with link. You have to restart link after changing those settings in ODT or OTT. That’s how it works.
  • [OpenKneeBoard] WDP Converter Tool

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    IcerI
    @oakdesign said in [OpenKneeBoard] WDP Converter Tool: @Icer not commenting on that in terms what BMS Team is doing, only on what I’m doing and that is working on a tool that aims in a similar direction as WDP but web based and open source Understood. In reality all I use MC for is to re-stock my squadron stores (and in the past to move objects erroneously placed in runways) and WDP to update my kneeboards, so please just be sure to include those functions…
  • New MeganeX coming, anyone have one yet?

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    IcerI
    Curious of the overall experience in BMS, especially if running in Steam OpenXR, and even more so if XRNS is working ok…
  • Antialiasing in VR

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    735 Views
    oakdesignO
    @TUAF-Ripper godlike and 3060 mobile that doesn’t fit, you wont get decent FPs in that setting [image: image.png] maybe with SSW you can get around with ultra
  • New bigscreen beyond 2

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    VegV
    Hi, when I look at the specs of the Bigscreen beyond 2 (bb2), increased fov looks very nice. But … I can share you my perspective. As a quest 3 user (got into VR only last december) I like the pancake lenses of the quest 3 which should be comparable to the bb2 (at least when reading about bb2). With respect to micro OLED I cannot say anything, since I have no comparison. For sure bb2 has a nice formfactor, however with a headstrap I can wear the quest 3 (w/ cable) up to 3-5 hours in a row without problems which is a limit for me anyways. When I compare both money-wise, the investment would be too much for the (of course only anticipated!) difference. I personally would still get a quest 3 for less than half the price. I’d rather do this and wait until something reliable and small comes out with eyetracking and then invest the larger sum. I’ve read that an eyetracking version has been announced for some time this year. Please be aware that you need a decent rig for VR, eyetracking will enable you to use dynamic foveated rendering which decreases your GPU usage. And I guess it’s not bad to have some GPU capability to spare when 4.38 comes out … Best regards P.S.: I just recently started BMS in VR and use it 99% of the time. It is just another dimension of immersion! The BMS team got it right from the start Thank you for that!
  • VR and padlock

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    7 Posts
    198 Views
    MCDeedleM
    Sounds like an Express train to Puke City.
  • How to see JHMCS info on both eyes on VR

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    206 Views
    hiuuzH
    There is a scale what starts at void and ends in reality. Every piece of software what tries to mimic real life are on this scale somewhere. No matter you call a software a simulator or a game.
  • SteamVR support in 4.38 confirmed ?

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    I
    @oakdesign thanks for clarifying !
  • Minimum specs for VR in Falcon BMS 4.37.6

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    490 Views
    C
    @seagoat said in Minimum specs for VR in Falcon BMS 4.37.6: @crr_romero it’s desktop version. I installed 850w in my eGPU box for my future 4080 or 5080 or 5090 ^_^, so I’m not sure the really watts value. (I think 2070 should less than 250w) and I think bms graphic setting affects little, you can try high setting in BMS As you said, it seems that the performance of a 2070 eGPU is comparable to an internal 3060 mobile. As for the CPU, it seems that there is a lot of difference. Maybe in this aspect I do need more power… I still have many doubts about whether I’m going to waste my money buying the Quest3 because I can’t use them in VR.
  • WDP and VR

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    286 Views
    R
    @Wheelchock @rubbra thank you guys! I will look at those.
  • Cannot read green text on left of view

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    7 Posts
    200 Views
    T
    Thanks to all for the help! I will follow all of your suggestions.
  • Question about a possibility of a VR mouse mode.

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    2 Votes
    9 Posts
    186 Views
    Snake122S
    Old posts on it: @fredemmott said in PointCtrl in BMS: FWIW, if using RawInput, this should show up as WM_INPUT with a RAWMOUSE with MOUSE_MOVE_ABSOLUTE set. If using classic WM_MOUSEMOVE, data should already be good - but those (x, y) need to be treated as an absolute rotation to project, not as an offset It doesn’t look like there’s true absolute mouse support in DirectInput - while the axis can be set to absolute mode, this just makes DirectInput emulate it by keeping a count. If y’all have a wacom/huion/similar tablet, that works essentially the same way as a PointCTRL as far as the game is concerned - if absolute mode is working correctly, there should be a rectangular region that maps to your FOV, which isn’t the case in BMS. As a side note, the mouse shouldn’t necessarily map to one eye buffer; while DCS shows one eye in the mirror window, the ‘input FOV’ for the mouse/tablet over that window is the combined FOV - so 2* max(abs(leftfov), abs(rightfov)). This lets you use the mouse over your full FOV for both eyes, not just the one currently in the mirror window. This means that the windows cursor doesn’t match up with the in-game cursor if you move it from the outside the window to in the window, but gives a better in-game experience (regardless of if mouse or tablet) @Snake122 said in PointCtrl in BMS: Update of a couple of posts from PointCTRL discord: Miles the PointCTRL creator: “Fired it up BMS and it looks like it’s not natively supporting absolute mouse coordinates. Its the exact same behavior as MSFS. I am going to try a few different things on the HID descriptors for MSFS and BMS,” Fred (I believe he’s @fredemmott here): "The way mouse support works in MSFS Until recently, it was pretty much entirely a no-go PointCTRL isn’t quite pretending to be a mouse: it’s pretending to be a graphics tablet/touch screen. A mouse sends “i moved 1cm in the last second” (movement, not position) A touch screen/tablet/pointctrl sends “My exact position is (x, y)” MSFS only supported relative movement (mice) until very recently. It’s now got some absolute position (tablets/touchscreen) supports, but it’s full of quirks, and not really usable." "HTCC right now uses OpenXR for: quest hand tracking (as an alternative to pointctrl). This is only possible with OpenXR. VirtualDesktop also does controller emulation with hand tracking, but that’s not usable for this - as far as anything on the PC can tell, it’s just a controller. automatic calibration (field of view, center point etc) VR controller emulation" I’m definitely not going to make it support steamvr as well. What I might do is make a separate ‘tablet mode’ program that comes as part of HTCC, with an enhanced calibration. That would allow HTCC to work both with DCS without opencomposite (but only in touch screen mode, not virtual controller mode), and BMS." HTCC and OpenComposite are his work with the OpenXR stuff and allows a work around for PointCTRL in MSFS but that’s about all the more I know and might not be 100% correct there.

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