So what with DX11 support?
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U can expect anything and nothing.
To give u a hint and endanger revealing confidential content, but YOLO what the heck:
I would call up on your imagination and the trajectory of BMS from 4.32 till now.
So now you know exactly what with DX11 support to expect in 3-4 weeks.
The only thing for sure is that the whole team is steaming like crazy working and freezing (inside joke :lol: ) their asses off…
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nice
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I tried a friends and was feeling “seasick” after about 10 minutes
Just to give a little perspective here about some VR-like experience with BMS. It was a long time ago, so long that I can’t remember if it’s the 4.32 days or earlier? During that time there seems to be some craze about 3D in movies. I need to upgrade my desktop at that time, so of course I bought a graphic card and monitor capable of playing 3D blue-ray movies.
There is an option to try to force 3D output on all games in the graphic card settings. Some games did quite well, some not so much. Those that worked are quite immersive, but since you are rendering two different frames at the same time, frame rate will take a hit. I am one of those lucky ones who can watch 3D movies perfectly fine. But once the frame rate dropped too low, you will start to get eye strain or dizziness.
Now, BMS didn’t had that support, but being curious, I have to try it out as well. Framerate isn’t a problem, my graphics card is quite decent. I have trackIR, and when I add in 3D glasses, that should be amazing, and it is. On top of that, since I am not using VR goggles, I have my peripheral vision, I can see my keyboard and mouse, so I have no problem pressing and clicking things. There are some quirks, like the HUD isn’t at infinity, your mouse cursor’s depth is not the same as the cockpit etc, but just trying it out is nice and well worth the shot.
It is nice until you start dogfighting. Gravity is always a hard mistress. When I fly inverted (and not pulling G), my brain is visually telling me that I am inverted and should fall out of my chair, but is also telling me that gravity is not letting me go. This sudden realisation would get you a bit nauseated.
Some years past and it’s my brother’s turn to upgrade his computer, and he got an VR goggle. I, of course, has to install Falcon on his computer and try it out as well. VR goggle is a lot more immersive, since your whole vision is in the sim. Unlike trackIR, your head movement is 1:1, so it really do feel like your are in the cockpit. You will need some time to get used to using the keyboard without looking. And again, flying inverted is going to be hell. The nauseation is worse than my previous setup with 3D glasses and 3D monitor. In that setup, my peripheral vision is still in the real world, I have a good reference point where the gravity should be. If I ever felt disorientated, taking my mind off the monitor would quickly re-establish my sense of balance. This cannot be done with VR goggle.
I think this is one inherent hurdle that one may not be able to cross. In many games, we have our feet planted on the ground, there is a clear up and down, and usually doesn’t deviate too much from real world. But with combat flight sim, where flying inverted may be a common occurrence, that disparity between visual and physical orientation can be very jarring and nauseating
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Good to know, what was your 3D glasses and 3D monitor?
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pulling G in inverted aircraft also causes Air sickness in untrained/unexperienced persons… the untrained Brain cannot fathom out being inverted and having positive G, hence an experience in VR will be the same as real life to those not use to it,Sharp High loaded turns may cause more airsickness more in even professional Fighter pilots within VR …in Short i think VR within any high Paced Combat sim will initially cause air sickness until one becomes use to it …
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I’ve never had that problem in DCS no matter the aerobatics I pulled, but then again, on my last sailing trip it took going below deck in rather rough seas to make me even mildly seasick, and I’m no sea wolf.
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I’ve never had that problem in DCS no matter the aerobatics I pulled, but then again, on my last sailing trip it took going below deck in rather rough seas to make me even mildly seasick, and I’m no sea wolf.
I used to get sick in the golden days of computer games (Doom 1, Wolfenstein, etc) and resorted to taking Ginger pills before I would play. I did ONE fishing excursion my whole life around that time, went from perfectly calm to 10’ seas as soon as we reached our spot, so bad it took a 1/2 hour to tack in the last 200 cyds, spent the entire trip unable to move from the bench in the crew quarters (other than crawling to the rail more times than I can count), calling myself a pussy and trying to get up. Totally incapacitated… Found out 20 years later that instructing someone new (and not smooth with inputs) on a race track gives similar results… so VR is just not in the cards for me. Just bought 3 32" Samsung G5s, done…
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I used to get sick in the golden days of computer games (Doom 1, Wolfenstein, etc) and resorted to taking Ginger pills before I would play. I did ONE fishing excursion my whole life around that time, went from perfectly calm to 10’ seas as soon as we reached our spot, so bad it took a 1/2 hour to tack in the last 200 cyds, spent the entire trip unable to move from the bench in the crew quarters (other than crawling to the rail more times than I can count), calling myself a pussy and trying to get up. Totally incapacitated… Found out 20 years later that instructing someone new (and not smooth with inputs) on a race track gives similar results… so VR is just not in the cards for me. Just bought 3 32" Samsung G5s, done…
I think VR could be the cure for seasick sufferers. With the vr you can train until you stop feeling nauseous.
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Could the upgrade mean that multi frustum projection is a possibility?
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What’s that?
Not sure but I think it’s fancy directx game-dev lingo for stereoscopic rendering… umm which is fancy lingo for 3D / VR.
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Not sure but I think it’s fancy directx game-dev lingo for stereoscopic rendering… umm which is fancy lingo for 3D / VR.
In laymens term if you wan’t to use multiple projectors in order to project to a dome in order to get the images allinged you need support for that
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umm which is fancy lingo for 3D / VR.
Nope
@oakdesign:In laymens term if you wan’t to use multiple projectors in order to project to a dome in order to get the images allinged you need support for that
That. With what we have now, you can’t have a left view, a front view and a right view at the same time. You can have a front view stretched to three projectors.
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Nope
That. With what we have now, you can’t have a left view, a front view and a right view at the same time. You can have a front view stretched to three projectors.
Wow that sounds pretty cool – not sure I’ve ever seen or heard of such a setup… is that how large commercial flight simulator enclosures are constructed?
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Does anyone run a triple screen setup in BMS? I have 2 more 32" G5 curved screens waiting for my new desk to arrive, mostly for car racing sims, but wonder how BMS will handle a 7680x1440 screen(s) set to Surround (or not)?
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Forget VR that is yesterdays news
https://varjo.com/products/xr-3/
https://varjo.com/blog/case-dassault-aviation-developing-immersive-pilot-training/
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Forget VR that is yesterdays news
https://varjo.com/products/xr-3/
https://varjo.com/blog/case-dassault-aviation-developing-immersive-pilot-training/What was that? we are not able to have a decent experience in vr and they are already thinking about creating a more immersive one?
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Forget VR that is yesterdays news
https://varjo.com/products/xr-3/
https://varjo.com/blog/case-dassault-aviation-developing-immersive-pilot-training/
So you will need the headset, AND the cockpit : $$$$$$$$$$$$$$$$$$
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U can expect anything and nothing.
To give u a hint and endanger revealing confidential content, but YOLO what the heck:
I would call up on your imagination and the trajectory of BMS from 4.32 till now.
So now you know exactly what with DX11 support to expect in 3-4 weeks.
The only thing for sure is that the whole team is steaming like crazy working and freezing (inside joke :lol: ) their asses off…
Hey Arty,
I mentioned in the past the steps BMS would work towards. Seems to be spot on so far. I stated that moving from DX9 to DX11 would not take the bulk of the time to complete (this was in a discussion with IHawk). DX11 implementation was pretty quick (estimated 2+ years). Now comes the “bulk” of the time. “Assets” And in this I wish to tell everyone that this part of the evolution of BMS will take time. VR implimentation would require view sampling (in real time) from multiple points compiled to a single FOV to the players reference (FOV, at angle/position/range and weather/environmental conditions). That would require a HUGE amount of GFX interface to compile. If BMS does go VR, and to do it right, will require a monster of a computer. Yes, yes, DSC does it but true VR resolutions would require a very high VR system that would allow (true) 4K imagery to be displayed in real time. That would be realistic for the virtual world. I don’t think that technology has reached that level to the average consumer.
Now, half dome projection is something entirely different. Doable with current technology. Expensive (5 projectors @ 4K). Far more realistic IMO. Once the assets are created and implemented, this option would create the most realistic pit build. VR and pit builds would not be a great (realistic) option IMO.
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Hey Arty,
I mentioned in the past the steps BMS would work towards. Seems to be spot on so far. I stated that moving from DX9 to DX11 would not take the bulk of the time to complete (this was in a discussion with IHawk). DX11 implementation was pretty quick (estimated 2+ years).
DX11 engine != BMS 4.35 engine…
As I stated in the past, it’s not only DX11 but it’s a rewrite of the existing engine from back then which was necessary for efficient future implementations.
DX11 maybe would take ~2 years, what we have took much more and that was the only way to climb higher.Now comes the “bulk” of the time. “Assets” And in this I wish to tell everyone that this part of the evolution of BMS will take time. VR implimentation would require view sampling (in real time) from multiple points compiled to a single FOV to the players reference (FOV, at angle/position/range and weather/environmental conditions). That would require a HUGE amount of GFX interface to compile. If BMS does go VR, and to do it right, will require a monster of a computer. Yes, yes, DSC does it but true VR resolutions would require a very high VR system that would allow (true) 4K imagery to be displayed in real time. That would be realistic for the virtual world. I don’t think that technology has reached that level to the average consumer.
Now, half dome projection is something entirely different. Doable with current technology. Expensive (5 projectors @ 4K). Far more realistic IMO. Once the assets are created and implemented, this option would create the most realistic pit build. VR and pit builds would not be a great (realistic) option IMO.
Not sure what you mean… many sims have VR, APIs exist for VR implementation. Anything DCS can do, we can do… it just take us more time because it’s not our day job and we have many less working hands.