@tanr open per-application settings only from 3D (instant action for example), it should automatically open the right exe (or select from the top of the list). You won’t see the world scale changing live, adjust the value -> exit 3D -> enter 3D again to check how it looks and adjust again if needed.
Posts made by Dragasath
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RE: [VR] "My legs are small and my cockpit is tiny" fix
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RE: [VR] Need help to make it not CTD.
@jvp89 Try to drop object detail to 3 or 2
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RE: Reverb G2 HUD renders with double vision, all else ok
@Wicked It doesn’t happen with all reverb G2s, HUD collimation is fine on my end
There might be some software miscommunication regarding display miss-alignment correction. Not all HMDs are produced equally and every one of them has a calibration value stored inside that should be applied by WMR/SteamVR. DCS had a similar issue a couple of years ago, it was fixed with a patch.
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RE: Balkans Theater for Falcon BMS 4.37
I just found a bug/issue that I can only reproduce in the Balkans Theater. (doesn’t happen in KTO)
Sitting on the ramp in an F16-52+ (dynamic campaign), after 20-30seconds the game starts to stutter. If I move my head (in VR) i can see double vision artifacts while my monitoring software is still showing 90fps with CPU frametimes below 6ms and GPU frametimes below 9ms, it doesn’t even trigger motion reprojection. The issue stops if I pause the game and resumes as soon as I un-pause.
Important to note that It doesn’t happen in instant action, only in dynamic campaign.
Tested scenario:
Campaign -> Deny Flight Two
Airport -> Falconara Airpor
(will try to test a different airport and aircraft tomorrow and update, meanwhile it could be nice if someone else with VR could test it)I verified set g_bVRParallelRenderThread 1 and 0, the issue persist. Also tested different combinations of other settings and couldn’t find the culprit.
EDIT: can confirm, it’s still happening even at different airbase (amendola airbase, F16-AM)
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RE: VR testing and findings
Added information on how to adjust object detail below 1 if you want to try it. Use only on very high supersampling values otherwise you won’t be able to spot even below 1nm.
@Seifer hopefully it may become dynamic in the future
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RE: VR testing and findings
@spotdott you need to activate per-app setting in WMR UX, then you can force it in SteamVR (i run it on enabled as I only drop some frames on the ground)
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RE: 4.37 CTD when entering 3D VR
Hit me up on discord tomorrow, I’ll try to help you out.
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RE: VR testing and findings
Interesting, I also run both fpsVR and openkneeboard and have no issues
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RE: BMS SteamVR supersampling (Reverb G2)
@GhastlyTT We have the same hardware (4090 and 5800X3D), I think you might have something going on that degrades your performance. Message me on discord so we can discuss it.
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RE: BMS SteamVR supersampling (Reverb G2)
You set 100% in steamVR (verify that it’s actually 3100x3100 or something), then you can get more clarity by adjusting “set g_fVRResolution 1.0”, I found 1.4 should be the limit and it’s around 4200x4200 for each eye, anything higher doesn’t improve much. You need a very good GPU (3080 minimum would be my guess) to push that resolution.
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RE: BMS SteamVR supersampling (Reverb G2)
A G2 for example needs about 3100x3100 first to compensate for distorsion ->
Then you can push more supersampling to increase the perceived clarity.
How it works on a VR display is quite different than a classic monitor, a VR display is always in movement, even when you’re completely stationary. If your source video is a lot higher than the resolution of the screen, the perceived quality/resolution is higher because the pixels constantly update due to micromovements of your head.
A good analogy would be looking through a mosquito grid. If you put your eyes close and don’t move, it’s hard to see through it but if you start moving, everything becomes clearer.
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RE: FPS optimization for campaigns
tanker at 9.3Nm (this is without VR zoom by the way)
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RE: FPS optimization for campaigns
I can see enemy aircraft from 9nm even on object detail at 1
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RE: 4.37 CTD when entering 3D VR
Have you tried antialiasing on just 1x instead of 8x? You’re asking a lot from that 1070ti
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RE: VR testing and findings
Video memory leak fixed by updating “windows mixed reality for steamVR” to beta.
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RE: VR pink/black flashing after landing
It’s because the framerates are getting very low, try setting object detail to 1.
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RE: VR testing and findings
“set g_bShadowMapping 0” cut’s CPU frametimes by another 2ms
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RE: VR testing and findings
@Icer fpsVR and BMS’s internal frame counter. Do note that fpsVR is unable to monitor BMS’s GPU frametimes, it’s always shown as 0.2ms