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Pixels override

PostPosted: Mon May 23, 2016 5:41 pm
by cromhunt
Have seen this stuff on DCSWorld forum about ability to improve readability for instruments in cockpits.
This software is included with the Oculus SDK as "OculusDebugTool"
Image
surlined case shows up a setup from 0.After reading forum this value can be set upto 2 or more.
Have give it a try with set to 1.4 on DCSworld and the result is fantastic.
Using it is very easy.
have only to launch the soft and apply a value between 0 and 2 for"Pixels per Display Pixel override"Let software running and launch any of OculusVR game.
Will see a stunning improvement of display.
Be aware that you will see judder with a value too close of 2 and more

On an other part DCS Devs talking about an implementation in game.
I wonder if it could be done for flyinside?

see you next:)

Re: Pixels override

PostPosted: Tue May 24, 2016 10:50 am
by aerohead
Isn't this essentially doing the same thing as raising the resolution within FlyInside above the native rift resolution?

Has anybody tried this change of Pixesl with FlyInside yet...?

Re: Pixels override

PostPosted: Tue May 24, 2016 12:25 pm
by rj16066
Now do you just minimize the Debug tool, or do you close it once you set your number?

Thanks
RJ

Re: Pixels override

PostPosted: Tue May 24, 2016 12:34 pm
by Tony
Interesting ? I wonder if there's any long term harm with overriding the settings like that ? Looking forward to hear someone's report with fsx or p3d ?

Tony

Re: Pixels override

PostPosted: Tue May 24, 2016 6:25 pm
by cromhunt
Hello:)
Sorry i can't make good attempt with FSX SE and Flyinside running,when "Oculus debug tool" is on and setted up.
Because Flyinside seems conflicting with it and switches the tracking camera of Oculus to off.

On an other part it happens only with both FSX SE and Flyinside together .
With other games like Project cars ,DCS world ,Elite dangerous...and any of VR games or demos,the tracking camera works fine.

For those who are owner of an Oculus rift give it a try at least on the OVR menu and will see the improvement even with the "Oculus debug tool " setted to 1.
Try it please and post your comments.

I saw a post talking about the clarity in FSX, and i would say that the solution is there.
The "Pixel Per Display Pixels override" is very useful to get a more clear instruments reading.

How to use :
1-Launch the "Oculus debug tool" from his folder in /ovr_sdk_win_1.4.0_public/OculusSDK/Tools/
2-set "Pixel Per Display Pixels Override" to 1 or 1.4 or 2 and let it running ,don't minimize.
3-Launch "Oculusclient" to get the OVR menu.Will see big improvement of clarity.

4-Or launch any of VR games.Will see same improvement.

see you next:)

Re: Pixels override

PostPosted: Fri Jun 17, 2016 9:31 pm
by FlyInsideFan
I think it's important to load the Oculus Home "first" , then the debugtool. Many people report performance issues the other way around.

Re: Pixels override

PostPosted: Sun Jun 19, 2016 4:02 am
by rssluca
I wonder what Dan's thoughts are on this one. I want to try as well as soon as I get my hands on a 1080. Tried it on Eve and wow what a difference it makes!

Re: Pixels override

PostPosted: Thu Aug 25, 2016 12:36 pm
by theskyisthelimit99
Is there any similar hacks for the HTC Vive, or perhaps there is no need for one? Just curious.. still researching which goggles I'm going with..

Re: Pixels override

PostPosted: Thu Aug 25, 2016 1:48 pm
by Tony
There is no real need for both hmd's to have the override as Dan implements an increment for both with his magic ;)

Tony