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Deleted member 197115
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Deleted member 197115
And we all witnessed first hand how quickly single rendering thread sims can become CPU bound in VR even at 90fps.
The biggest difference for me with 120hz option on Index is the way the opponent cars move, as opposed to how my car appears to move and the world around me move. The smoothness is awesome watching the other cars drive around at 120hz.
Cars were too big because the world scale starts too large. The internal IPD (software) is 63mm so when you multiply it by 1.00 if you, like me, have a large 68mm IPD, it makes the world look too big. You have to go up to 1.05 or change the internal IPD to the right value. Finicky but it is a Dx9 game running VR natively. I recently got back to it since you can do a long "campaign" from 2013 to modern days with different series and that is something I want to try out.I agree with RCHeliguy that I have not noticed much issues with depth perception in VR as most if not all sim games are very easy to to setup for proper view.
Do recall earlier in R3E that the cars was too big! Not using it anymore but pretty sure it was fixed.
Anybody got a Rift Quest and tried the wired link in Sim racing games?
Ahhh.I just read some of the pre-release comments about the comming Pimax 8KX & 8K+.
()
Maybe I should make the plunge to VR beginning 2020.
I guess(hope ) Pimax version of the TimeWarp trick and the introduction of single pass stereo in as example iRacing will make it possible to run the 8KX in about 75-90 fps with a 2080ti.I doubt there are a GPU out there that can utilize a Pimax 8K X
In a flight sim you can run much lower fps without any visual issues. I occasionally fire up X-Plane 11 and it is running very low fps but is not a problem. As object outside the cockpit are generally fare away.yTheWay: Its obvious that this monster GPU/CPU thing IS a problem.
In one of the videos from the Amsterdam flight sim demonstration it was remarked that the laptop the game was running on had some heat issues. And it was mentioned that it recently had crashed
But at least this laptop was actually running the game with the 8KX
You see what I mean? How are we supposed to know/check this for every sim we play if we want all sims to have consistent 1:1 scale from eachother? With monitors it's easy, you know the distance your eyes are from your monitor, plug that into a FOV calculator along with your monitor size and aspect ratio and it spits out the correct FOV to use or some games automatically do this when entering in your information into their triple screen setup tool (eg. iR, AC, PC2, RF2, and more).Cars were too big because the world scale starts too large. The internal IPD (software) is 63mm so when you multiply it by 1.00 if you, like me, have a large 68mm IPD, it makes the world look too big. You have to go up to 1.05 or change the internal IPD to the right value. Finicky but it is a Dx9 game running VR natively. I recently got back to it since you can do a long "campaign" from 2013 to modern days with different series and that is something I want to try out.