![]() ![]() Sun 7:03 I just posted a new update of the VR mod with some fixes for the jittering issues. This is a wonderful alternative to playing Star Wars: Squadrons. It is slightly weird to play a game where I am switching back between a Xbox controller and a mouse/keyboard to get everything done, but nothing that can't be adapted to. I'm up in the front seat now, and it looks and feels great. The cockpit issues I was having before (e.g., it felt like I was sitting in the back seat of a car) seems to have been resolved, and I am not sure what I did to correct it. Overall, game performance is acceptable, minus the occasional slowdown. I'm willing to attribute this to my GTX1070Ti. Sometimes when trailing a single ship, I will get noticeable slowdown for a few seconds, and then the game resumes at normal speed. In areas where there is a lot going on screen, I will get extreme frame-skipping to the point the game occasionally freezes for a few seconds, and then resumes at almost normal speed. Switching to 80Hz refresh, Motion Smoothing off, and lowering some graphical settings has alleviated this to some extent (I also rechecked settings in the Babu Frick (spelling?) Configuration menu to make sure everything was setting to maximize VR performance). ![]() I had an incredible amount of micro-skipping when just flying/looking around (combat was not fun). Is this a feature of the game, or do I need to calibrate the controller for this game? While this is not difficult to overcome, it is annoying when looking at one of my information screens and I've seen I've drifted off-course. Use of the Xbox controller while flying around always seems to have a small, constant 'drift' to it (like a car that needs an alignment) with regards to pitch/yaw. What I haven't worked out yet is if there is an option to where a controller button can act as a mouse click (e.g., when looking at a cockpit, and the 'cursor' changes to a double yellow circle when looking at a particular button, could I activate any button within the cockpit by pressing a button on the controller, instead of assigning a specific feature to a specific controller button). I've learned how to adjust the button settings for the Xbox controller I am using (haven't screwed with the joysticks yet), so it has made playing the game a lot easier. I am playing on a i7-8700, 16GB RAM, GTX1070Ti on a Valve Index. I've had the opportunity to play around with it a bit more, and also installed the TFTC package. Tried playing a skirmish with TIE fighters, and by golly, did they kick my arse (I thought I set the difficulty on Easy). I used the Cheat player profile to try out a variety of missions. The game is currently being played through a weird mixture of gamepad and keyboard. It is likely because of my inexperience in using the interface (somehow pitch/yaw got correctly assigned to the left joystick trying to figure out to assign thrust to right joystick/y-axis, and roll to right joystick/x-axis (somehow roll is currently assigned to right joystick/y-axis). Playing with an Xbox controller seems like a gamble for how it will turn out. ![]() Turning beyond my shoulders, for example, seems to make certain aspects of what is being displayed as 'rather flat'. Degrees of Freedom seems to be mostly locked at 3. The game is playable, but the occurrence of this issue cannot be ignored. nothing like a strobe light in a disco, but like your hand is having a minor spasm/twitch). Nearly constant micro-frame skips (i.e. Cockpits are huge, to the point where it feels like its a two-person cockpit, and I'm sitting in the back. Following the directions in setting this up worked just fine for myself. General observations are as follows (only settings I screwed with were those for activating the VR capability): Played on i7-8700, 16GB RAM, GTX1070Ti with a Valve Index (90Hz refresh rate with motion smoothing on). Gave this a shot after seeing a posting of Tie Fighter Total Conversion on the UpLoadVR web site. Ive tried different versions of OpenVR_API.dll as this one is many versions behind but it wont open at all if I swap the dll to a newer one (crashes immediately). Game opens with VR support (I can move headset and 2d monitor preview moves) however the VR screen remains stuck at loading and game itself running at the sub 1fps speeds as mentioned. = WMR Portal fades to the Loading VR box, pop up appears in VR: "Opening XwingAlliance - Wait". Open XWingAlliance from the shortcut on the desktop or wherever the the application is itself. Open up Steam ( not SteamVR) and have it running thenĤ. If I do it this way however (which is what doing before, just for clarity):ģ. = When I open XWingalliance.exe after SteamVR is running, the game opens without VR support and nothing hooks into SteamVR/WMR Portal at all. Don't try to launch it from within Steam. Recorder but havent used it yet (ever).Ĥ. ![]()
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