About to take the Oculus plunge...

I have Astro A50's, which are awesome, but for simplicity sake, I use the Rift audio more often than not, they are lacking in bass and positional tracking over the Astros and being pads leak a bit of sound, but other than that they are really good.
 
I've been using a Logitech G930 gaming headset, and was planning to use it with the cv1, however, I just discovered there's a mic in the headset! And from what I've read, people are recommending using the built in head phones also since they handle the sound really well.

Anyone else switched from a gaming headset to the cv1's?

I don't know if my speech is clearer using the CV1 microphone, because it's other people who hear it. What I can say is that after I got my CV1, Voice Attack understood a lot more of my commands and I had to spend a lot less time yelling at it repeating myself.
 
Speaking of quality, I damn wish they had a 3D audio driver that could be applied to my creative card, as my headphones are just so much better than the rift ones. The rift ones are ok though, and I use them, it's easier. I just wish I could keep the 3D audio with my other headphones. Then again, it doesn't make much difference for Elite, but it does for other games
 
Just curious, are people still using the debug tool with the 2.2 patch and cv1? I've read it does a better job with ED's graphics than some in-game settings.

I've also noticed, e.g. when outside a station, some of the distant starts have a bit of a red area at the edges, sort of looks like some kind of distortion. Ships in the distance appear to have this as well...

Thanks
 
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I ditched the debug tool. The new in-game HMD Quality setting does the same thing.

If FD is reading... the only issue I have with it is that it needs more options. 1.25, 1.5 and 1.75 are too coarse. I'd prefer increments of 0.1.

Note that increasing HMD Quality from 1.0 to 1.25 is a 56% increase in total rendered pixels. This is too coarse an adjustment.
Increasing from 1.0 to 1.1 is a 21% increase in total rendered pixels, a much better choice.
 
The Oculus Debug tool is still useful for the Performance HUD options, and as noted above, for rendering at different levels to those mad available by ED in the HMD Quality setting.. ie. 1.1x, 1.2x etc. rahter than going from 1.0x straight to 1.25x.

The App Render Timings HUD is especially useful as you can see how much additional time in milliseconds you have to render more detail... or how many ms you don't have for a given detail and ED situation etc.
It shows your raw frame rate coming from the application, in the GPU and CPU varieties. Also shows missed frame submits (meaning the load shouldered by ATW, and now ASW).
 
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I ditched the debug tool. The new in-game HMD Quality setting does the same thing.

If FD is reading... the only issue I have with it is that it needs more options. 1.25, 1.5 and 1.75 are too coarse. I'd prefer increments of 0.1.

Note that increasing HMD Quality from 1.0 to 1.25 is a 56% increase in total rendered pixels. This is too coarse an adjustment.
Increasing from 1.0 to 1.1 is a 21% increase in total rendered pixels, a much better choice.

Seconded.
 

Yeah, it's on by default now with Oculus v1.10 (you used to have to do a registry hack to turn it on). I think that guy slightly over-enthuses about it but yeah, it's pretty neat when it works. Basically, if your game is struggling to maintain 90fps then ASW limits the game to 45fps and then does some in-betweening (it's a bit cleverer than that but you get the gist) to give 90fps in the headset. It's great for low end systems (and indeed, lowers the minimum spec' for entry level VR, whicb I think is the main motivation for Oculus developing it). It can cause some pretty odd effects in the game tho. Personally (and admittedly I'm in the privileged position of having a 1080) I turn it off (you can press Ctrl+Numpad 1 to turn it off and Ctrl+Numpad 4 to turn it back to auto). Definitely worth experimenting with.
 
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Yeah, it's on by default now with Oculus v1.10 (you used to have to do a registry hack to turn it on). I think that guy slighlty over-enthuses about it but yeah, it's pretty neat when it works. Basically, if your game is struggling to maintain 90fps then ASW limits the game to 45fps and then does some in-betweening (it's a bit cleverer than that but you get the gist) to give 90fps in the headset. It's great for low end systems (and indeed, lowers the minimum spec' for entry level VR, whicb I think is the main motivation for Oculus developing it). It can cause some pretty odd effects in the game tho. Personally (and admittedly I'm in the privileged position of having a 1080) I turn it off (you can press Ctrl+Numpad 1 to turn it off and Ctrl+Numpad 4 to turn it back to auto). Definitely worth experimenting with.

Thanks Alec, is this something you turn on/off in game? I've got things up and running, and am spending most of my time at the moment trying to get the best settings I can. Still adjusting to the change in graphics levels, but as everyone has mentioned, the immersion is amazing.

Still struggling with the galaxy map, but I imagine that will come in time. BTW, I'm using a GTX1070

Thanks for all your help
 
Thanks Alec, is this something you turn on/off in game? I've got things up and running, and am spending most of my time at the moment trying to get the best settings I can. Still adjusting to the change in graphics levels, but as everyone has mentioned, the immersion is amazing.

Still struggling with the galaxy map, but I imagine that will come in time. BTW, I'm using a GTX1070

Thanks for all your help

Posted my optimum settings over here: https://forums.frontier.co.uk/showt...STAL-CLEAR-D?p=4777257&viewfull=1#post4777257

Re: the ASW, yes - you can turn it off while playing the game by pressing Ctrl+Numpad 1 (think you need Numlock on too) and you can turn it back on with Ctrl+Numpad 4. If you press Ctrl+F to turn fps display on (which you'll have to peer at on your screen through the nose gap) you should see it lock to 45fps with ASW turned on, and then revert to whatever your card can manage (ideally 90fps) when it's turned off.
 
Posted my optimum settings over here: https://forums.frontier.co.uk/showt...STAL-CLEAR-D?p=4777257&viewfull=1#post4777257

Re: the ASW, yes - you can turn it off while playing the game by pressing Ctrl+Numpad 1 (think you need Numlock on too) and you can turn it back on with Ctrl+Numpad 4. If you press Ctrl+F to turn fps display on (which you'll have to peer at on your screen through the nose gap) you should see it lock to 45fps with ASW turned on, and then revert to whatever your card can manage (ideally 90fps) when it's turned off.

Thanks Alec! I'm going to give your settings a try as well. Is there any point to changing DSR settings in NVidia control panel?
 
Thanks Alec! I'm going to give your settings a try as well. Is there any point to changing DSR settings in NVidia control panel?

No idea I'm afraid, haven't played with that. My guess would be not as I suspect that will apply to what's going to the screen rather than what's going to the headset. I could be completely wrong tho.
 
Still struggling with the galaxy map, but I imagine that will come in time.
Imho, the biggest thing is learning that you don't need to navigate the cursor directly onto the target star. The map will add a drop down (or up) line to a disc projected onto the same plane as your cursor. You just need to navigate to that disc and then you can select the star.
 
So, step by step I'm getting there... I've noticed the mic on the CV1 doesn't pick up my voice quite as well as my gaming headset (for Voice Attack), so I'm wondering if I need to find a way to train Windows speech recognition with it.

I've done that with the gaming headset, and am not sure if it has to be done with each mic added to the system, and in the case of the CV1, that might be a bit tricky.
 
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