VORPX latest verison hooks into Falcon BMS
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I updated the link about for the main VR thread for the new forums.
@spotdott said in VORPX latest verison hooks into Falcon BMS:
Just to be clear, this method still can’t produce that holy grail of stereoscopic vision?
No, but I would debate that’s the holy grail. 1:1 headtracking and the overall wraparound/high FOV is still plenty to make VR worth it IMO. Yes, stereoscopic and Falcon in general has always been a issue. But just saying, I would take a VR headset without 3d over back in the day eDimensional or other 3d glasses that worked properly in BMS
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made this profile for depth perception
edit: profile Falcon BMS 435 (G3D) in vorpx cloud
cant get rid of double mouse, click in between
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@razool Thanks for that! I won’t get a chance to try it out today though. How is the HUD then? Normally in the old days that split cursor meant your CCIP/gun funnel was going to be visually doubled when you looked at the target.
Are you running U3 and it’s being stable?
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@snake122 still on U2 but plenty stable
I meant two mousepointers, it’s part of the whole cockpit shader, if you strain hard you can see only one. Maybe eye dominance can help. All the cursors are fine. Only the HUD RWR MFDs stay 2D which is key. Settings are my own, need to test under more conditions to be sure all shaders are covered… Edit at will and let me know how good it looks on the pimax.
edit: screen is a few pixels smaller due to convergence, had to widen resolution to 4:3 = 2560x1920 to compensate for pink sidebars
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@razool by cursor, I meant mouse pointer. So HUD/HMCS doesn’t give you double vision trying to focus on a target through it?
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@snake122 All cockpits reflections look the same as 2D except for canopy. If I enable stereo on the HUD shader you get double vision. Check and report.
profile up on vorpx share away
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Don’t get too excited this is only a demo with active shaders to adjust 3D strength. Vorpx can’t automagically add a depth buffer to BMS.
I use G3D authoring inside vorpx, many shaders are bundled together and will need to be extracted to set depth manually so alot more work has to be done, hopefully a step in the right direction.
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@razool whoa dude/dudette, if you can get this to work properly I am going to trade in my Rift 2 for a quest 2 immediately, and then never go back to trackir again…
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I adjusted double pointers. Nothing fancy, you can play around with 3D strength and HUD scale for now.
Main issue is buildings are bound with cockpit in shaders and their depth doesn’t match with the ground = more double vision.
Similar thing with HMCS, if I hide the left eye texture it hides the HUD also.
Vorpx update just rolled out btw.
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@spotdott Vorpx does all the work, no reason it shouldn’t run on Rift.
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Right now I seem to be pretty stable in 3D, but get all kinds of crashes in the UI. I can only get BMS to not CTD about 20% on start, even after that I will get CTDs interacting with the menus and almost 100% of the time I get a CTD coming out of 3D.
@razool I’ve played with your profile some. Looks good, I just get a big performance hit with my settings. Not sure which way I’ll go, if I’ll tweak to get 3D orkeep my current 2d settings that are working well
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Alright, I think I have figured out the main source of VORPX CTDs for me. It seems tied to mouse movement, mostly due to position/movement of the cursor outside of the smaller (1024x768) OG Falcon UI screen when windowed. I will also get crashes if I am moving the mouse around during entry to/exit from 3d even if it seems the mouse is within the UI boundaries.
More things to try:
- Full screened UI to see if the mouse cursor is more kept in the UI
- Change to g_bEnableExclusiveMouseCapture 0 to see if slipping the mouse off the 3d window causes the CTD (this does seem to be what is possibly making the 3d environment be more stable)
- Lots of mouse clicking inside the 3d cockpit just because I haven’t done this yet
- Even though it isn’t recommended, alt-tab out to click on something else in another program since you can get away with it occasionally on monitors
This also may not bode well for PointCtrl in BMS, which I’m still a believer in it being the best VR cockpit interface.
To avoid bumping a lot of threads, it looks like most of you were playing in a similar thread started by @philip40912 about crashes too. I will though eventually post this in the BMS in VR mega thread after some more testing.
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@snake122
Thanks for your testing.
My suffering experience is the same, mostly crash when committing into 3D which makes playing BMS nearly impossible.
Looking very forward to your testing result. -
@philip40912 if it is crashing before you get to the loading screen (F-16 with progress bar), try carefully clicking on the commit icon and not moving the mouse as you do it and especially after clicking and don’t move it again until you get into the 3d world. This seems to have success for me. I’m going to turn down the DPI of my mouse or finally make the transition to my trackball.
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@snake122
Do you mean when ready, click TAKEOFF and then try not to select RAMP/TAXIWAY/RUNWAY as the movement of mouse cursor would potentially trigger the crash? -
@philip40912 Yes, but even from the time your mouse cursor in the UI changes from F-16 to parachute man in the UI I have tried to not move the mouse. So far in my testing, I have let it be whatever I left it at last with the start type selection when I figured out it seemed ties to mouse movement. I’ll add that to the list of stuff to test.
EDIT: it does seem selecting the start type is fine to click.
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@snake122
I change to g_bEnableExclusiveMouseCapture 0
Set full screened UI - crash even more often directly in UI - very strange & unsual.
Set it back to windowed or borderless - problem solved!! Was working great with almost successful entering into 3D without crash every time.But not sure why after a few days, now the crashes start again and all happens in UI.
The crash before this solution mostly happened when committing into 3D before the loading page.Now the crash happens in the UI when clicking comms / tactical engagement etc…
If i could make it to loading page, it is almost guaranteed successful entry into 3D without crash.
But the crashing scenario now seems different than before.
I try switching between windowed / borderless / full screen but having constant crash in UI.
Very frustrating indeed - was thinking eventually got a solution but another whole new problem seems appear again, crashing in the UI instead of commiting into 3D. -
@Snake122
Guess the crashing in UI problem seems “mouse movement, mostly due to position/movement of the cursor outside of the smaller (1024x768) OG Falcon UI screen when windowed” due to using VORPX / VR headset which has extended the FOV in the VR headset. -
@philip40912 yeah, now I’m not even 100% it’s tied to the mouse/borderless/windowed. It is frustrating since it’s very stable in 3d. I’ll let you know if I come across anything.
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@snake122 Thanks!! Hope to figure out what the problem is & get a solution. Indeed once enter the 3D it becomes very stable. Problem all occurs in UI.