Posts by whitav8

    I like the Lynx! I got around most of the VR problems by moving the seat (eyepoint) back as far as possible and then moving from the left seat to the right seat (keyboard "1") to get a better angle. As far as the sequence, I liked Greg's snaphots with numbered graphical boxes and simple checklist but I wasn't pushing the spherical red button at the end of the ECL at first. Ray pointed out that with the fuel system you should wait for about 12 seconds when the blue light goes off by itself before you go to Auto. As others have said, start up in nonVR first so you remember all the steps.


    RE: Get to da choppa! (Lynx quick start guide for noobs)

    I'm not talking about the blue light for the fuel system before switching down to Auto. This is the blue light above the IGN No 1/2 for the Fire Extinguisher - Bott 1/2.

    You mention "more steps" but I am following Greg's list carefully.


    Dave


    EDIT: Whoops - I am not pushing the Starter Button!!


    EDIT#2: Final comment - This heli is awesome in VR. Thanks larrylynx for such a wonderful flying experience!!!!!

    With the Reverb (or possibly any VR HMD ), I heartily recommend the ORBX Monterrey scenery. It just seems to be one of the most real and best performing airports. Stay close to it in any aircraft and fly low over it in the biplane or whatever and you will be amazed at how good it looks in the Reverb. Low passes down RWY10 let you test for smoothness of reprojection and is just plain fun! There are other good airports (like LOWI ), but they did this one very nicely.

    For those of you with a Reverb, I propose a vision clarity test - pretty simple. With your eye position in the proper reference point in the Q400 (use the white/black ball helper on the center window frame), can you read the airspeed on the first officer's PFD and maybe even guess at the altitude. Also, I hit the PERF button on the CDU and read the weight just fine - without any leaning in and at 2160x2116 (or so) SS and maybe 1.2 Render Scale Factor in FS2. I use this because I want a repeatable clarity test every time WMR Portal, SteamVR, Nvidia drivers, etc updates occur. Please let me know.

    I am completely satisfied with the monitor-like clarity and I also have the vroptician lenses which are much better than glasses. I run at 2160x 2116 and get only slightly less clarity out past 50% of the total FOV and very little chromatic aberration. I test it by looking at the first officers displays of airspeed/altitude in the Q400 from the lefthand seat. I suppose the FOV could be wider but I don’t notice it really when actually flying. If the HMD cable is strapped with Velcro loops to my chair armrest, i don’t feel it. The color is fine except somewhat at night at the edges of the cockpit. A great VR gen 2 experience for us flight simmers.

    Just so you know, there is another flight sim that performs well in VR called Combat Flight Sim 2 that has decent scenery in this general area - that being Liverpool and the Mach loop. It is still under construction and progress is slow but I enjoy flying in my Harrier behind a lead Harrier around the Mach loop at 500 knots. I truly appreciate FS2 and the terrific quality of scenery that Michael and others have created but I do enjoy having some weapons and a VTOL to fly like a helicopter as well as a fighter jet

    The reprojection setting file you need to edit (and possibly if there is a SteamVR update ) is in the following location:

    XX:\SteamLibrary\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings


    and mine looks like:

    {

    "driver_Holographic" : {

    },

    "driver_Holographic_Experimental" : {

    // Motion reprojection doubles framerate through motion vector extrapolation

    // motionvector = force application to always run at half framerate with motion vector reprojection

    // auto = automatically use motion reprojection when the application can not maintain native framerate

    "motionReprojectionMode" : "auto", <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<-------------------------------------this is the only edit (remove "//" )

    //Use next for DCS

    // "motionReprojectionMode" : "motionvector", ......................................


    This sets it up so that it will run at 90Hz when it can without adding an interval frame by shifting pixels and 45fps when the new frames drop below 70 hz or so. You will see some object artifacts then.


    Using Aerofly for VR is so wonderful because you don't have to remove many high settings. I like the Q400 at ORBX Monterrey best.

    nickhod,

    I just wanted to be sure that you have read my "little" writeup on the Reverb:

    VR Flight Sim cockpit review of the HP Reverb


    If you have any questions or tests that you want me to run, I would be glad to help. It really is hard to make these VR HMD choices when we can't try them on. I bought mine from the HP store for $499 (the consumer version ) with the idea in mind that if it just didn't work well for me, I would send it back for a full refund. My previous HMD was an Odyssey+ so I had all the WMR software and knew how to best set it up.


    Thanks for all your Aeroscenery efforts!


    Dave W.

    GrahamD,

    It's obvious that each person who tries a VR system has varying responses. Unfortunately, some of the variance can come from not having "tuned" your system - like just what SteamVR beta version you are running and what SuperSampling value you are using, which Nvidia or AMD driver you are using, what version of Windows 10, what KB fixes you have, what version of the WMR portal you have. Also, for the flight sim itself, what AA, Aniso settings, which setting are you using for reprojection (ASW). There are SO SO many settings to check. I've scoured the forums in order to set up both my Odyssey+ and now the Reverb - a lot of work. Also, I have two pairs of glasses that I use and I get different results in clarity. No wonder we each have different responses - and then there is our IPD........ As I tried to portray in my report, I believe there is a wide variance in how we scan our instruments - I am willing to move my head some to read gauges that are away from center - others just aren't. It's a habit that I got from flying real planes and from the fact that I've worn glasses all my life.

    I'm glad that there are quite a few VR systems to try - and that each of us can try to find what fits us best. Check out the Pimax 8K+X (I would sure like to try it but it is $$$).

    In summary, at least for some of us, we can read our instrument panel very clearly. A great step for VR. It seems that RGB stripe at 2160x2160 is here and will be used by other VR systems - all for our benefit as flight simmers.


    Dave W.

    This is not a complete review of the Reverb - just how it feels to me with respect to being at the pilot's eyepoint and using the cockpit instruments primarily.


    I have had an Odyssey+ since last Thanksgiving and really have enjoyed it - except for the lack of clarity. Actually, that issue has improved over the last two months with some of the Microsoft and SteamVR improvements having to do with "RenderTargetScale" and other similar issues. I have a great CPU - a 9700K at 5Ghz - and a medium speed RTX2070 - so I ran the SuperSampling up to about 2000x2500 and used SteamVR "auto" reprojection for a minimum of stutter when looking out the side window at an airport full of static airplanes. Still my experience was I had to "lean in" to read gauges that weren't really close to me - some cockpits were fine but most airliners weren't - I could see the numbers on a PFD for speed and altitude but I had to know what I expected it to be and the numbers were fuzzy - a bit of strain. The Odyssey+ color vibrance was great - just makes the scenery really beautiful and especially black for night flying. With the SDE filter, it was very difficult to see pixels. When the Reverb was announced with 2160x2160 native along with the higher number of subpixels, my interest became very strong. I waited through all the introductory problems and looked for mention of clarity and performance. Then I saw chiliwili69's analysis of the Reverb and Index on the IL-2 Virtual Reality and VR controllers forum. His through-the-lens photos and comments (and benchmarks) on frametime performance really captured my interest. I waited and waited - would Samsung produce a similar resolution system with OLEDs? Then just days ago, the HP Store dropped the price $100 USD and I ordered the Reverb and after a few days use, I wanted to encourage all the flightsim pilots with a very brief report.


    First off, the installation was very easy since I had all the WMR / SteamVR software already and tested/updated with the Samsung. Unplug one, and substitute the other. I was using a powered ValveLink box for the USB3 and HDMI cables without problem. I used the ValveLink USB3 port, added a 6 foot Display Port extension cable, connected to the last Display Port of my RTX2070 (I have three HD monitors), rebooted just for luck, and all was working immediately. OMG - the clarity in the WMR CliffHouse was what I needed to see right away - just like an HD monitor - the edges were sharp and text far away was readable. I have eyeglasses that are 130mm wide and they fit inside the Reverb (carefully) until I can get the inserts from vroptician (widmovr was sold out). I am adding KlearKare lens protectors as well so that when I have friends with glasses try the Reverb, I don't have to worry. I set the SteamVR Supersampling at 2160x2116 (also tried a little more - no apparent change).

    Now for the real issue at hand. There was a lot of discussion about both physical sweet spot (how do I fit it on my head to see clearly - I have 64.5mm IPD fortunately) and then the gaze sweet spot (how clear is the display as I look to the edge of the field of view). For me, the physical sweet spot for seated VR is fine - I do have to push it around a little but maybe a little less than for the Odyssey+. The gaze sweet spot is the critical issue - how much can I see clearly so I can really read it before I have to move my whole head and re-center. My informal testing of both WWII fighters (IL-2), modern fighters (F18 - DCS and P3D) and Q400 (Aerofly FS2) airliners is the following - I get approximately 50% of total field of view away from center that is remarkably clear - crisp numbers and text in general. If the gauges outside of that are needle pointers or caution lights, I can grasp what they are indicating ( as clear as the Odyssey+ straight on was ) without changing my head position - otherwise I do move my head. As one who has worn their eyeglasses since sixth grade, I naturally move my head to center my foveal vision (about +- 5 degrees) anyway so I can carefully discern the gauge value. The center scan for most aircraft (speed, altitude, vertical velocity, heading, and possible moving map ) is all clear without moving my head! I built flight sims for big companies in my career and I know what the EFIS displays look like - just like this. For the Q400 at the left seat eyepoint, I was impressed that I could even read the right seat PFD speed and altitude numbers. The EICAS in the center, the comm panels, and even the CDU flight management display is easily read WITHOUT leaning in.

    Are there some cons - from the cockpit view arena only? A couple: the daytime scenes are a little less vibrant but probably more like real life - but the edge clarity of terrain and mountain textures, buildings, and static planes on the ground is much better. Other AI / MP traffic is clear - formation flight is better. Night-time is more gray pixels due to the LCD displays which make the ground and parts of the cockpit look washed out - but some scenery areas like Innsbruck in FS2 look very real - the building textures and lights are just so clear. The performance as compared to the same SteamVR pixel dimensions (for Odyssey+ versus the Reverb ) seem about the same (maybe 10% less) - I am testing that right now using IL-2 chiliwili69 benchmarks. Obviously, a RTX2080ti would help - but $$$. There is some minor SDE in the clear blue sky. Not sure about the need for AA yet - the clarity shows the edges.

    There are other pros and cons covered in a lot of other reviews (FOV, comfort, pupil swim (I don't notice it the cockpit), godrays,etc.) - but I am just very impressed with the clarity which was such a drag to explain to my flight sim friends who stuck to their monitors. This is really a great step forward for VR.


    chiliwili69s report:

    https://forum.il2sturmovik.com…hrough-the-lens-pictures/

    I still enjoy the ORBX Monterrey DLC the most in VR. So realistic as an airport and great nearby scenery including SFO. VR performance is great with the Q400. Wish i could add some other aircraft for “life”

    I wonder if it would be possible for some talented 3D modeler to build a prototype detailed cloud model that has super highres, photorealistic textures like we are used to seeing in other sims. If we could then control it's orientation, size, and lonlat position with altitude in a TSC file , we could make a sample. beautiful cloud system just for test purposes over our own select airport area - like some thunderstorm buildups over Dallas for example. Perhaps this is not possible because it needs to have special geometry features not available in a static model without a shader script.

    ZoSoChile

    +1

    The older rendering engines of Prepar3D (FSX/ESP ) and DCS just need a serious code review so as to speed up the rendering by at least a factor of 2. But don't hold your breath - they are committed to legacy code that someone else wrote a long time ago. I have noticed that Combat Air Patrol 2 ( still under development Mission-wise ) has great framerates like FS2 - it can be done.