Never mind. I thought that you were referring to the Oculus OpenXR runtime. I’m curious why they need it as well. Perhaps you leave OpenXR set to Oculus version in Oculus software, and that works regardless of what you set in the Streamer window.
I have been using the OXVD preview version with Pico 4 this weekend and I am very impressed.
There’s been other moving parts in my setup, like DCS upgrade and me moving from OpenXR Toolkit to mbucchia’s Quad Foveated rendering.
Now I feel like I have the winning combination. I guess the same setup should work for Q3.
So tonight I finally did get to use the Q3 in DCS.
I was stunned by the edge to edge clarity, ability to perform my cockpit scan, using only my eyes not my head.
It did take some fiddling (about two hours worth) to get MT to finally launch with VD, but once I did it worked really well.
My link cable didn’t work at all (refused to stay connected for more than a few seconds) so I wound up using Wi-Fi 6e. Played with the new options and settled on MSAA 4x for a great image and no jaggies. I didn’t know DCS could look this good and still run smoothly. The new rotor dust effects are spectacular too.
Do you have MSFS so you could test it there as well?
I do, and might be able to give it a whirl today.
Does anyone have a suggestion on a link cable that works for the Q3?
This one wouldn’t stay connected regardless of whether the charger was plugged in or not.
JSAUX 16’ Link Cable that does not work with Q3: https://a.co/d/5Ths4Ky
Is there a USB C to C cable that will keep the Q3 charged while playing?
This is the one I am using without issue with the Q2, QPro, and Q3.
KIWI design Link Cable… https://www.amazon.com/dp/B08NVFZ3HG?ref=ppx_pop_mob_ap_share
Quest 3 Requires a cable capable of 18w charging or beyond
Werks for me, so far… (Length depending on your preference)
https://www.amazon.com/Fasgear-Delivery-Compatible-Headset-Displays/dp/B08FY32M1Q?th=1
[EDIT] This looks interesting. A single 20W output USB C hub. Me need.
A little bit cheaper 4 port / 1 20W powered version.
Right now, apparently nobody has been able to keep the headset fully charged while also playing. The best for now is extending the charge lifetime with a good cable or batteries before the headset dies.
I did notice an option in the headset settings for a “low power mode”, but have no interest in trying it yet…
I noticed also that the Q3 BOBO VR headstrap (Good luck finding one!) has a battery hot swap capability that should keep a person going for more than a reasonable amount of time when playing wirelessly…
Gotcha. I was hoping for some kind of solution (like the one I tried) that had a passthrough for the charger. Unfortunately two hours isn’t enough for me. I’ll order a USB C-C cable and see how that does in terms of extending battery life.
Some research shows the Q3 can peak at up to 27W power draw…
This is the only battery solution I know of that can actually charge the headset while in use. I myself don’t like the idea of the around-the-neck implementation, but I can see myself living with it if it turns out to be the only solution…
I wanted to initially do a back to back comparison with the Reverb G2, but once I got into DCS it became readily apparent I didn’t need to. However for the posterity, here are through the lens photos of both, with the same settings in DCS.
Reverb G2:
I struggled a bit to get good photos looking through the Quest as it’s hard to get the edges as clearly as the eye can see them:
Let me remphasize: the whole lens is a sweet spot now. I move my eyes not my head. Spotting is easier, and somehow the thing runs better (maintaining 72fps) despite being on wireless! Crazy. Also: I can actually read the F-14 cockpit in VR now.
Nice WarPig. What are you using for your fps counter along the bottom?
That’s the Virtual Desktop performance overlay. I failed to capture the OpenXR Toolkit overlay in the top right of the Reverb screenshots, but FPS was 70’s up high, running into the low 60s down low.
The Q3 seems smoother (less stuttering) than the G2, at least for me. I’ve got to find a proper cable and try it linked to see what that is like.
ETA: I screwed up the screenshots the first time, all but one of the top ones were actually Q3 (sorry!). Fixed now. @chipwich brought it to my attention when he asked about the fps overlay, thanks.
[grid]
VD on the Q3 also offers some interesting pass through capabilities:
…Which unfortunately really pick apart the scale of my simpit. Pretty neat to see my actual hand on the stick though!
Please tell me more about this!
Are those last two pics mixed reality? Looks really good!
It is, Kinda…
VD has a transparency option that allows you to mix passthrough with your game. It’s very basic (think generation 1, I think the option just came out), and has two sliders to adjust how the mixing is done based on (I think) color similarity. It’s definitely not ready for prime time, but I think if I had a green screen around the sim it might work pretty well. Right now the real world objects that are similar to the DCS cockpit ‘come into’ the VR, so when I look at my throttle and stick I see the real objects (kinda ghosted in the case of the stick due to the cockpit scaling/stick height issue it revealed). Same with my legs (note the jeans I’m wearing, instead of the pilot model’s flight suit).
Here’s a pic taken at the same time of my physical sim pit, you can pick out what’s going on a little better when you compare it to the VR. It was hard to take a photo through the lens, and then I realized I should have just taken screenshots through Oculus, which I’ll have to do when I get back Sunday.
In short (too late!) it appears to be an early attempt at implementing mixed-reality. Not ready for prime time by any means, and the fact that my cockpit is out of scale (admittedly, I knew 100% the MFDs were way too small, but expected the consoles to scale fairly closely) really makes it impractical for the moment. Full OpenHornet cockpit build in my future maybe? (My wife and bank account hopes not!)
ETA: One last thought: The hand tracking works well as far as the Q3 showing my hands in the sim if I turn on hand controllers. What I can’t figure out is how to interact with anything using this method. I wish ED could devote some resources to incorporating Oculus/Meta hand tracking linked to the pilot model, but then hate to consider the CPU resources that would take. It’d be pretty cool though!
ETA: Here’s a screenshot of the MR: