Solved 4.37 VR HUD not collimated to infinity (Multiple VR Headsets)
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Hey all,
I’ve been having a blast for the past couple of hours flying a couple of training missions and doing a dogfight session in 4.37 VR. Runs great an looks sharp, love it!
The only problem I’m having so far is that the HUD doesn’t seem to be collimated correctly. To clarify exactly what I mean, the two projections of the HUD in VR, one for each eye, are not aligned properly.
If I close one eye an put the FPM on the top of a distant building and then swap to my other eye, the FPM is off to the side of the building instead of being in exactly the same place as it should be. I think all elements of the HUD are horizontally shifted like this, it looks like the distance shift is about the same as the width of the circle in the FPM. Its making the HUD very uncomfortable for me to use. After a short while in a training mission it was giving me such eye strain that I had to stop and go into a Dogfight which would have me looking outside the cockpit more rather than staring at the HUD.
I can’t be the only one seeing this surely. To test, do as I describe above, put the FPM on a distant landmark with one eye, then close that eye and swap to your other eye and see if the FPM shifts sideways. If it does then its also not collimated correctly for you.
12900KS, 64GB ram, 3090 24gb, HP Reverb G2, Steam VR 100% Res, Default settings, Windows 11
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Fixed in U1
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@SOBO-87 how about the HMCS? I noticed at first when I was playing around with Pimax Parallel projection stuff that the “bad mode” had a very close HMCS that to had to shift focus to a the symbology to the ground and back. Didn’t really check HMCS with the better mode.
I did notice that I can’t even see the HUD with my right eye closed with the Pimax in that better mode interestingly…
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@Snake122 Well the HMCS is only in one eye… so its kind of impossible for there to be alignment issues there. It feels odd but I’m used to it because I run the HMCS and Apache monocal one eye only in DCS.
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yeah, I also noticed it is only for Reverb G2.
I guess BMS HUD has been not in infinity but just far enough, but Reverb G2 shows them.
Not noticeable in other VRHMD so far I tested Rift S / Vive Cosmos / Quest 2
I’ll try to fix it in 4.37.1 or later. -
I don’t have this issue with G2, I’ve shown my pictures through the lenses (left and right) to SOBO-87 and he said that his deviation is much bigger. Also, on discord someone reported the same issue on a Rift S. There might be something else going on.
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@chihirobelmo It’s something weird going on because different people with G2 see different amount of shift. I get large shift, around the same width as the circle in the middle of the FPM. Other people with G2 get a small fraction of that. Suggests to me its not a static issue.
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Looks like Enyak#0154 on discord was able to fix it by setting steamVr resolution at 100% (3164 x 3096)
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@Dragasath that’s what mine is already set to
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@Dragasath I thought so but I was wrong. Perhaps it lessened the issue somewhat but it’s still there on two different PCs. So I think it’s something in my G2.
Problem seems to be a vertical offset between both eyes btw. I can see the FPM is shifted vertically AND horizontally, especially when looking down towards the nearby ground. Exactly like in @nuclear_hello_5 screenshots.
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Hi guys, im experiencing the same issue with the G2 and was told to post my pic of the misalignment.
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What my FPM looks like from my view in the sim.
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@nuclear_hello_5 just to confirm all of the HUD symbology seems out of place and not just the FPM correct?
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@SOBO-87 yes that’s correct, the misalignment is applied to the whole HUD
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Ok I’ve taken some screenshots and compared the backgrounds to the HUD symbology, It seems as though I have significant horizontal shift, but also slight vertical shift as well.
All settings are default, Steam VR is set to 100% resolution for the G2, my 2D screen resolution is 1440p (possibly related?)
The pics below should show my offset.
In the “merged” pic I’ve overlayed each eye screenshot and line up the buildings to show the missmatch in the HUD symbology. You can see by comparing the gun cross I have Large horizontal and small vertical shift.
I’ m going to try changing my 2D screen resolution and see if that changes my shift.
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I am having this same issue. It makes the game give me a headache, which makes in unplayable in VR. I hope maybe a hotfix can be found for this. Cause I got a big sad face right now.
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@chihirobelmo said in 4.37 VR HUD not collimated to infinity.:
yeah, I also noticed it is only for Reverb G2.
I guess BMS HUD has been not in infinity but just far enough, but Reverb G2 shows them.
Not noticeable in other VRHMD so far I tested Rift S / Vive Cosmos / Quest 2
I’ll try to fix it in 4.37.1 or later.First: thanks for coding VR support!!!
As for the fix: You might wanna have a look at the WMR Debug Tool, that is packaged with DCS: https://forum.dcs.world/topic/214525-wmr-debug-tool-cross-eye-alignment/
It’s supposed to fix similar problems. Rather complicated but helps a lot as this issue is specific to WMR headsets like the Reverb G2.
Dunno if such an approach would help with the HUD issue. -
Does adding this to Falcon BMS User.cfg help?
set g_bVRParallelRenderThread 0
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ohhhhhhhhhhhh thx I think I can understand what they are doing with that window …
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@chihirobelmo You’re welcome!
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@chihirobelmo Is that something we can fix ourselves locally? Maybe a stealth release of some BMS debug tool in the future?