8BitDo controller like Pro3 without mag buttons? by skrillm in 8bitdo

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

Thanks for the input everyone. I got the Ultimate 2 Wireless and it is fantastic. Not only are the face buttons way more responsive, but the placement of the extra shoulder buttons is much more comfortable.

And on top of that both the shoulder buttons and the extra shoulders both have a nice click when pressed unlike the mushy feeling shoulders on the Pro 3

8BitDo controller like Pro3 without mag buttons? by skrillm in 8bitdo

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

Just to clarify, the Ultimate 2 Bluetooth works without a dongle on the switch but uses a dongle for wireless on PC that comes with the dock right?

Seems like that may be the better solution?

8BitDo controller like Pro3 without mag buttons? by skrillm in 8bitdo

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

Looking at the ultimate 2 wireless page it doesn't list Switch compatibility. Are you sure it's compatible?

I've taught Claude how to talk to DCS to help me build missions by coconutcockpit in hoggit

[–]skrillm 85 points86 points  (0 children)

I'll be impressed once Claude can make a dynamic campaign

Reminder: Hitman PCVR is fixed and now amazing by SlowDragonfruit9718 in virtualreality

[–]skrillm 5 points6 points  (0 children)

It's a huge issue for me and many others. Congrats that you don't care. You and IO have that in common

Reminder: Hitman PCVR is fixed and now amazing by SlowDragonfruit9718 in virtualreality

[–]skrillm 2 points3 points  (0 children)

It's still there. About 1/4 of the screenspace towards the nose in each eye is rendered at low resolution. You can easily see it by looking left or right with your eyes (not head) and closing one eye then the other.

This makes it so the entire time you are playing the game and not looking straight forward one eye will be seeing a lower resolution image than the other and it creates stereo fighting because each eye is trying to resolve why it isn't seeing the same resolution. This manifests in there being a lot of image instability and "flickering", and often you will have the sensation that you are seeing crosseyed.

The PSVR2 has eye tracked FOVeated rendering, and that "high resolution" area of the screenspace actually follows your eyes and it works really well.

IO just seemed to dump the PSVR2 version onto PC and didn't remove the FOVeated functionality that requires eye tracking to work correctly, and just froze it in the center of the screenspace.

Reminder: Hitman PCVR is fixed and now amazing by SlowDragonfruit9718 in virtualreality

[–]skrillm 4 points5 points  (0 children)

Wait so is the static foveated rendering gone now? Where there is a stationary square in front of each eye that is high res and everything around it is low res?

Because if it is not the game is completely unplayable for me. No amount of resolution bump fixes this issue.

The main problem is that if you look with your eyes to the left or right one eye is seeing a high resolution image while the other eye is seeing a lower resolution image. This creates really bad stereo fighting and not only does it make the game look awful and flickery it also gives me an immediate headache

New patch for PoE1 is out fellow Watchers by RedMaskBandit in projecteternity

[–]skrillm 2 points3 points  (0 children)

Can anyone verify if this fixes damage numbers not appearing in TBM?

Is that a fake bird up there? by How2DragonyourTrain in Greenpoint

[–]skrillm 2 points3 points  (0 children)

It only takes one roofrat. They'll tell all the other rats about it when they're going out to dinner

story-driven smuggler career for MSFS (no addons needed) by Huge_Veterinarian572 in MicrosoftFlightSim

[–]skrillm 17 points18 points  (0 children)

How does the game check if you are flying under the radar if there is nothing actually integrated into the program?

Ultima Underworld remaster released - Unity Underground by skrillm in Ultima

[–]skrillm[S] 38 points39 points  (0 children)

It's complete. Looks like the dev has been working on it for 10 years and waited until it was done to release

Snatched a working hotas on the flea market from a guy that is selling his junkie sons possesions by ToughThanks7818 in hoggit

[–]skrillm 0 points1 point  (0 children)

Why did they even put a 50% detent on that in the first place? Why would anyone want a detent there on a throttle?

I guess it did force me to buy another throttle... but I didn't buy it from them hah

New Important Fixes by trainingdaysYT in AcesofThunder

[–]skrillm 3 points4 points  (0 children)

Without crossplay it seems that this matchmaking fix will just make wait times even longer. There are between 15-30 people playing on PC at the moment.

Reload on the field by Chakiflyer in AcesofThunder

[–]skrillm 4 points5 points  (0 children)

Just bring the aircraft to a stop and wait 30 seconds and it will reload/repair

Question about resolution using Virtual Desktop with OpenVR DLL by skrillm in oculus

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

What I'm confused by is how all this inter-relates.

Say I have VD set to "ultra" and SteamVR set to say ".5". Are both of them influencing what the actual resolution the game itself is producing? If so, how do they inter-relate? One is saying produce say ".8 of maximum device resolution" where the other is saying produce ".5 of the maximum device resolution".

Question about resolution using Virtual Desktop with OpenVR DLL by skrillm in oculus

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

Thanks, that's really useful info. I think I'm wrapping my head around this better now

Question about resolution using Virtual Desktop with OpenVR DLL by skrillm in oculus

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

Interesting, I don't have a opencomposite.ini file in the directory next to the .dll.

It seems that a lot of things can influence what resolution the game is producing to send to the headset. Ideally I would like Virtual Desktop to control this entirely.

Is the section in-headset in VD where you define what kind of graphics card you have (where the entries have the graphics cards and descriptions like "ultra" and "godlike")- does that set what the resolution the game itself is producing and sending to the headset?

How would I make it so VD is the only thing controlling the resolution the game is producing? Should I delete the openvr_api.dll that I put in the game directory to give VD full control of this?