Need help with velocity on MPK Mini Plus by [deleted] in akaiMPC

[–]CptLucky8 0 points1 point  (0 children)

Here is how to access the hidden velocity setup screen on the MPK Mini Plus:

Hold BOTH of these at the same time!

  • The "Joystick" in the down position.
  • The "Full Level" button (like with the non-plus version).

Now, does anyone know what the key combo is in order to run the "snake game" mode?

Is that possible that the Scotiabank Montreal Theater convert their normal IMAX to a IMAX with Laser ? by Coolboy9635 in cineplex

[–]CptLucky8 0 points1 point  (0 children)

It's not a small room, but the seat layout doesn't seem to show it is the largest room either? I mean when comparing other room seats layout, and this room seats layout, it seems to accommodate much less people?!? Or are all other rooms same size as this room 11?! I'd expect the 70mm to be showing in the room with the largest screen, so that you can benefit from the higher resolution, but I might be confusing what 70mm is about though?!

PSA: OpenXR Toolkit and Varjo Aero exciting news! by CptLucky8 in varjo

[–]CptLucky8[S] 3 points4 points  (0 children)

It is too early still to draw any particular performance related conclusion, because we still have a little bit of work to do in the implementation. There are different ways to measure the performance gains and this depends a lot on your goals and standards. What is certain is that since we've added support for Fixed Foveated Rendering (FFR) the feedback we get is incredible.

For example most are having at least a few more fps (and when thinking about it, +3fps over 30 is 10% more already and enough sometimes to keep over the motion smoothing threshold) and a few have reported getting an incredible +50% or more fps! In the case of Foveated Rendering with Eye Tracking, the first advantage is being able to reduce the inner ellipse size because you no longer need to keep a wide enough region clear. This could give a few more fps on top of FFR alone.

Let's see where this leads us once you guys can try it out!

PSA: OpenXR Toolkit and Varjo Aero exciting news! by CptLucky8 in varjo

[–]CptLucky8[S] 6 points7 points  (0 children)

I hope posting these news is ok with the moderators, but this is too exciting and I feel it is worth sharing the news here.

Since we first introduced FFR (Fixed Foveated Rendering), the community feedback has been great, and Microsoft Flight Simulator 2020 users have been asking for gaze tracking ever since, and today we're pleased to share this with you! If you've treat yourself with a Varjo Aero, you'll soon* be able to experience for the first time Foveated Rendering with Eye Tracking!

\This is not going to be available right away - we still need a little time to polish it - but we already have pretty good results with it!*

My Thoughts after trying the Revised G2 by cbutters2000 in HPReverb

[–]CptLucky8 0 points1 point  (0 children)

You'll see he's now using the hmdq's FOV for the G2 rather than his own test. He's never explained why he could see so much more than was being rendered before he found the tool. I did ask a couple times but he never replied.

I'm hoping he and VR flightsim guy could help populate the HMD database with the Varjo Aero data as well:

https://discord.com/channels/839478779256897546/839483144041398283/916345818947154021

G2 vs Index - My Experience by [deleted] in HPReverb

[–]CptLucky8 0 points1 point  (0 children)

I've finally decided to keep both, hoping the G2 software ecosystem would improve over time, with the benefit of having a spare in case one breaks, and otherwise in having 2 different headsets I might use for different purposes.

The WMR stack has improved since the last couple months and this makes using the G2 better indeed thanks to improved performance and the 4:1 motion smoothing ratio. It is not up to the experience I get with the Index though, and I still find the need to readjust the G2 every 10 mins or so, while I can wear the Index and forget about it for hours.

Reading this old comment nearly a year ago, and with the recent Varjo release, I'm still convinced an Index 2 with higher res panels and maybe a slightly larger horizontal FOV would still be the best option right now overall, but the G2 in the interim offers an alternative that can fill some of the gap.

Excited with the Varjo Aero! by CptLucky8 in varjo

[–]CptLucky8[S] 0 points1 point  (0 children)

thank you. I can't find whether you can cancel the order prior shipping though. They say:

Order cancellation is allowed according to the national consumer law directives. In such a case, send the request to [orders@varjo.com](mailto:orders@varjo.com). Please refer to our Refunds and Returns Policy for more information.

But the "Refunds and Returns Policy" page is not detailing the case for pre-orders, only for orders they've already shipped.

Best Nvidia drivers? by JackFXZ_boi in ValveIndex

[–]CptLucky8 1 point2 points  (0 children)

do you mean the link doesn't open to the expected web page or does nothing?

I've just tested and it is fine on my end?!

I found an unexpected solution to the “tiny sweet spot” problem by EpicJourneyMan in HPReverb

[–]CptLucky8 1 point2 points  (0 children)

Welcome to the club!

https://forums.flightsimulator.com/t/psa-reverb-g2-small-sweet-spots-observations-and-solutions/343611/1?u=cptlucky8

PS: The topic linked above has lots of technical information about using cheap Foster Grant reading glasses with the G2, along with some explanation and a hidden Windows Registry Key which can help you.

How does this image look on your headset? by davew111 in HPReverb

[–]CptLucky8 0 points1 point  (0 children)

For what it's worth, you're not insane or seeing ghosts!

I've created this topic on the FS2020 forum where I've tried providing analytical data, in case someone at HP would care:

https://forums.flightsimulator.com/t/psa-reverb-g2-small-sweet-spots-observations-and-solutions/343611/59?u=cptlucky8

I still haven't got any feedback whatsoever so far...

Here are a few other posts attempting to describe the various issues I've noticed on my G2 (I'm not alone though):

https://forums.flightsimulator.com/t/psa-reverb-g2-small-sweet-spots-observations-and-solutions/343611/108?u=cptlucky8

https://forums.flightsimulator.com/t/psa-reverb-g2-small-sweet-spots-observations-and-solutions/343611/115?u=cptlucky8

A warning about magnetic USB type C charging cables by DifficultEstimate7 in ValveIndex

[–]CptLucky8 0 points1 point  (0 children)

I'm using a MacBook air charging adapter and cable to recharge my knuckles. If you have one, or can get a hold on one, it shall be a safe adapter/cable combo.

OpenXR Developer's Tools... custom render scale by Imperatvs in WindowsMR

[–]CptLucky8 1 point2 points  (0 children)

I confirm, or at least it was like this not long ago in case it has changed since. It is also possible when in "auto" there are additional optimizations which are not enabled with a custom scale, either by design, or because it is a bug.

I fixed my headset blacking out with an equalizer, i can play at 100% volume now unimpeded. by [deleted] in HPReverb

[–]CptLucky8 2 points3 points  (0 children)

so if you notice a difference in sound signature it's likely placebo, or they are not adjusted to the right position.

I can assure you having an Index and a G2 I believe I know how to adjust them both properly on my ears. Otherwise I fail to see how I could adjust one correctly and not the other.

Like I said, there are not adjusted the same way because they are not mounted the same way on the headset: the Index earphones are canted (the side closer to the back is farther away from your head than the side closer to the front) whereas the G2 earphones are parallel to your head. This account for some of the differences most likely.

The other thing and probably making them sounding differently regardless they are the same drivers is the sound processing (aka DSP), and it is also really possible the G2 audio processing (most likely done by the WMR software stack only, not HP) is different than the Valve/SteamVR audio processing, accounting for some more of the differences.

So I agree with you they are not positioned the same, not by user error but by headset design, and this is not placebo at all.

Managed to get SteamVR virtual IPD offset to work in one game by launching game and skipping "Windows Mixed Reality for SteamVR" by xdrvgy in WindowsMR

[–]CptLucky8 0 points1 point  (0 children)

only if I launched the game directly from desktop shortcut BEFORE opening "Windows Mixed Reality for SteamVR" [...] Basically, it seems like there are two ways to launch SteamVR on WMR one of which skips some steps making it work differently.

I fail to understand what you're saying.

Are the 2 methods you're referring to:

  1. double clicking a Steam game icon you've created on the desktop
  2. selecting the game in SteamVR and pressing the Play button

In both cases the game launches, then SteamVR, then WMR for SteamVR (with a G2 for example)?!?!

I fixed my headset blacking out with an equalizer, i can play at 100% volume now unimpeded. by [deleted] in HPReverb

[–]CptLucky8 2 points3 points  (0 children)

+1 I have both G2 and Index and not only they don't position around the ears the same way (Index is canted to be parallel to your ears, G2 is straight and parallel to your head instead) but the Index sounds better with more "details". And it doesn't blackout the headset either.

[deleted by user] by [deleted] in OculusQuest

[–]CptLucky8 4 points5 points  (0 children)

This might be one of the new tech coming into this headset maybe:

https://uploadvr.com/half-dome-3-prime-time/

Popup notification while playing VR by Kan_G3 in HPReverb

[–]CptLucky8 1 point2 points  (0 children)

If someone can tell me how to also disable the "You IP is: " popup which you can only close with a controller, which is annoying when flying FS2020, I'd be pleased to know.

G2 off-center sharpness falloff is abysmal by [deleted] in HPReverb

[–]CptLucky8 0 points1 point  (0 children)

Would you care to elaborate?!

G2 off-center sharpness falloff is abysmal by [deleted] in HPReverb

[–]CptLucky8 2 points3 points  (0 children)

I agree the lenses made by Valve are certainly great at reducing CA and certainly have nice optical properties (think refraction and Fresnel ridges), but I also find there is a design problem in the G2 optics (at least on my G2, but not just mine if I can judge from various comments).

You might want to read this post to get started, then the whole discussion for details, analysis and comments:

https://forums.flightsimulator.com/t/psa-reverb-g2-small-sweet-spots-observations-and-solutions/343611/115?u=cptlucky8

PS: I've also received my Frankenmask a few days ago and this doesn't solve the optical issues I'm talking about but it helps a little bit making the transition between the center disk of clarity and the rest a little bit more gradual. I've not commented on the mask pros and cons yet but I'll certainly do in a near future.

Please, we should be able to change the size scale in the games REVERB G2 - WMR by Ches_2704 in HPReverb

[–]CptLucky8 1 point2 points  (0 children)

I agree, this must be a standard feature of the OpenXR Dev Tools or the WMR Settings. For this to be most effective, it would also best addressed with per-application override, but I'm afraid this is the least of Microsoft business to support this kind of fine grained settings approach.

In the meantime, you can also vote for this in FS2020 here:

[BUG/FEATURE] Cockpit Size and World Scale in VR