VR with BMS and vorpX….
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I just tried 4.34 and it does work, but head tracking doesn’t so I think if I turn off head tracking in Vorpx and just let trackIR do it then everything should be ok, unless you did something different to get head tracking to work right. Mine - when I turn my head it turns the whole display so no matter which way I turn I see the same sight picture. If you can export your vortex profile I can test that one as well. I have a HTC Vive original.
I’m using OpenTrack to provide head movement. Seems to work fine with 1:1 movement. I cannot get lean in/out or slide left/right working though…
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I figured out high resolution. In the BMS Config.exe program there is a selection for Triple Buffering. After spending two hours messing with desktop resolutions, Windows scaling, launch parameters, admin modes, etc…I finally stumbled upon unchecking that box. And vorpX will now run in full selected resolution (3440 x 1440 for me).
There is still the issue of the FOV setting not being able to be set wide enough. The widest FOV you can set in the Config.exe is 80°, whereas I would probably best be suited running at about 115° (or 114°) to match my headset FOV.
I’ll ask on the BMS forums if and where this can be changed. (EDIT - Thanks guys…I see the suggested edits for FOV!) As a result of only being at 80°, the view seems a bit too zoomed in in VR. The fix for that is to just open the vorpX menu on the fly, and start zooming out - which does solve the problem, but you get so far zoomed out that you will start to see the edges of the screen.
Here is a very brief video taken through the lens. Apologies for the vertical video, I have to hold my camera upright in order to get the lens close enough to the VR lens. Given that I’m using 1:1 head tracking with OpenTrack, if I tilt the headset sideways to get the camera in there, the view tilts 90°. So the actual FOV in the game is much, much wider, clearer, and…well all around better than what you see here. I’d guess the FOV might be triple what this video shows. Worth mentioning too that the sim runs glass smooth in VR/vorpX…
(video still processing…might take a few minutes to go HD)
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Hello, Beach. I remember fondly reading your AARs at Frugal’s, back when I was ~16 or so… 17 years ago!
Yes, it’s been a while huh? Glad most of us are still kicking…
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Well, I’m suggesting what is sane.
Oh - I completely agree with you. And you have to be a little warped in the head to mess around with vorpX anyway…haha…
Regarding maximum FOV, check your config file: MaximumFOV is set to 80 by default, probably try to increase it…
I think it was 60 default and I could only get it to go to 80. I’ll need it to go to about 115.
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You could set your FOV with any text Editor by editing your user/Config/falcom bms.conf file
Read the BMS Technical Manual in your BMS/Docs Folder p. 56
FOV can be set to any value between 5° and 180°Awesome…I’ll hop on this and report back!
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Oh - I completely agree with you. And you have to be a little warped in the head to mess around with vorpX anyway…haha…
That’s why I’m suggesting to not hack, we are warped in the heads and we are going to get things working, for real
I think it was 60 default and I could only get it to go to 80. I’ll need it to go to about 115.
Possibly you missed me. Open your User\Config\falcon bms.cfg and edit:
set g_fDefaultFOV [b]60[/b] set g_fMaximumFOV [b]80[/b]
Default is what you have when entering 3D, that changes the DirectX projection matrix and so affecting FOV directly, the max setting will just allow you to go beyond 80.
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Super…115 FOV works and looks great. Quick and dirty video showing it. Again, FOV is wider and clearer than this video simply because of limitation on how far into the headset I can put my iPhone to record. I also can’t fly while holding my phone and headset, so best I could do was waggle the rudders. You can see a bit of the 3D effect toward the end as the perspective on the UFC changes a bit.
Maybe a dumb question, but is true 6DOF available for F4 BMS? Using Open Track I can’t lean in/out or slide left right…are those axes normally available through TrackIR?
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yes with open track and 3 point IR tracker you can have six dof. I have since day one I started with bms
Gesendet von meinem SM-G930F mit Tapatalk
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Maybe a dumb question, but is true 6DOF available for F4 BMS? Using Open Track I can’t lean in/out or slide left right…are those axes normally available through TrackIR?
When inside BMS go to:
Setup –> Advanced
Change TrackIR Z Axis Mode to FOV (By default IIRC it is Z axis) - I’m not sure if it’s true but for me with TIR I feel indeed not-6 DOF with that set to “Z Axis” setting.BTW, seeing your vid, the instruments are readable good enough with VR glasses? I mean, if you had to judge compared to a flat screen with TIR, how much would you put the reading quality of instruments and MFD symbols, images etc?
You are using HP Reverb yes? I might go and buy a set soon and I’m mostly curious about instruments readability because a couple of years back when I visit my friend home with HTC Vive in DCS, I remember cockpit stuff being almost useless… -
BTW, seeing your vid, the instruments are readable good enough with VR glasses? I mean, if you had to judge compared to a flat screen with TIR, how much would you put the reading quality of instruments and MFD symbols, images etc?
You are using HP Reverb yes? I might go and buy a set soon and I’m mostly curious about instruments readability because a couple of years back when I visit my friend home with HTC Vive in DCS, I remember cockpit stuff being almost useless…People love DCS using the reverb for readability. Even with Rift S it isn’t “bad”. Just not as good as a reverb.
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BTW, seeing your vid, the instruments are readable good enough with VR glasses? I mean, if you had to judge compared to a flat screen with TIR, how much would you put the reading quality of instruments and MFD symbols, images etc?
You are using HP Reverb yes? I might go and buy a set soon and I’m mostly curious about instruments readability because a couple of years back when I visit my friend home with HTC Vive in DCS, I remember cockpit stuff being almost useless…I’ll get back to you about readability…I definitely don’t think it is quite as clear as DCS World…but I am still messing around with settings. The HUD is crystal clear…but I need to examine the MFDs.
In general though…yes, the Reverb is exceptional with clarity. I’ve owned the Rift, Odyssey+, and now the Reverb and I am so happy with the Reverb. I can clearly see MFDs and panels in the DCS planes, and in X-Plane. I posted some “through the lens” photos here…of varying quality. Just hard to really get a phone lens up close to the headset lens, so they all suffer in quality:
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Thanx for tips
We had some interesting chat yesterday in FL discord channel about the different VR headsets and it sounds to me like in the sane prices category, the HP reverb is indeed the best but the Rift-S not falling much behind with a much lower price tag (I see it for 399$ at Amazon while the Reverb cost 684$, not a small diff). Also, at this point I’m not worried about quality compared to DCS, as what you are doing is through some 3rd party API which tries to create Stereo views from a single view, I don’t think that can ever be really optimal. The real test will be when BMS itself create stereo view for both eyes, I’m sure quality then will be better.
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Thanx for tips
Also, at this point I’m not worried about quality compared to DCS, as what you are doing is through some 3rd party API which tries to create Stereo views from a single view, I don’t think that can ever be really optimal. The real test will be when BMS itself create stereo view for both eyes, I’m sure quality then will be better.maybe in 3-4 weeks,
However, when the opportunity to use VR in BMS will raise, im sure everyone will grab it with both hands, even if its not the official or must “optimal” thingBeachAV8R - keep us updated, maybe the day ill buy VR headset is closer then i thought
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How did I miss that on mudspike? while we wait for the good work on native VR support this is great news! I used to think that VR was not really possible for bms with vorpx because of the hud not projecting correctly, but seeing your videos apparently the problem has disappeared. I’ll have a go tonight and see if I can get the same results.
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Tried it in Rift S - the HUD is very clear but the the pit labels and MFDs appear broken up, less of an issue when you know where everything is. Zooming in to the MFDs makes it okay but not the other pit labels.
With Track IR running and hat balanced on top - I could have full VR mode and not have to move my head much……although needs practise because I did feel a bit sick in places.
The default tower menu was out of picture in this mode and I didn’t have VAC running- Beach you will need to a find a way around that LOL.
Not always easy to keep track of the mouse pointer and for some reason had to double click the control points - but I did a ramp start - although I will probably wait for the official VR version to come out.
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The default tower menu was out of picture
You could reposition the comms menu just right or left of the Hud. I had done this previously when I didn’t have VoiceAttack profile setup. Now I just look to see if the comms menu comes up and goes away quickly when I issue a voice command
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The default tower menu was out of picture in this mode and I didn’t have VAC running- Beach you will need to a find a way around that LOL.
Yeah, you might be able to use the “edge peek” function of vorpX (hitting the center mouse button), which zooms out the view, isolates the view so that you can now turn your head and see the full “screen”. I’ll give it a whirl today. I agree that I think there is some shimmer in the cockpit that makes the MFDs not as clear as they would be in native VR.
…although I will probably wait for the official VR version to come out.
Honestly, this would probably be my recommendation too. Unless Falcon 4 is your main program you play and you really WANT to give it a whirl in VR.
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Tried it in Rift S - the HUD is very clear but the the pit labels and MFDs appear broken up, less of an issue when you know where everything is. Zooming in to the MFDs makes it okay but not the other pit labels.
So taking a closer look at this today I agree. For some reason, the MFDs have some jagginess to them that the rest of the cockpit does not. All of the labeling in the cockpit is clear and sharp, as is the HUD, but the MFDs have some sort of aliasing going on that causes them to be difficult to read at the default cockpit position.
Text box menu positions are OK for me though…sort of positioned at high center…
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So whaddya think? A lost cause to find those higher resolutions? I’ll give anything a whirl. I haven’t messed with my NVidia properties at all other than G-Sync…
BeachAV8R
One of the most significant issues with VR is latency, where monitors have time to process the frames delivered by the GFX card, a VR HMD requires minimal processing and immediate display for a good “feel” of looking around and moving.
For lowered latency, Turn OFF any V-Sync or G-Sync - and with it, turn off any Triple-Buffering - tearing really should not be an issue especially in this sim, and even so, having smooth and consistent latency and image display is far more beneficial than any image accuracy on an HMD, given the fluid nature where we’re basically always moving, we want every frame delivered as fast as possible before raising any other graphic enhancements.
Turn on Low Latency Mode, and set Virtual Pre-Rendered Frames to 1. Ensure the Shader Cache is on and the Power Management Mode is set to Prefer Maximum Performance.
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omgomgomg I just found this, read every post, cant even tell how excited I am. I wanted to buy VR later, but daamn, am I tempted now.
Regarding MFDs jaginess, they are rendered with different resolution, selectable in options. Tried changing it?