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Rift S Setup for DCS

Tips and Tools for getting the most out of your new Rift S in DCS

The Rift S has many levels of Sim Pilots as owners. The setup here attempts to ensure a good initial experience for just about anyone running a Rift S on their system.

Experienced VR pilots may not find a lot of new info in this posting.
For new Pilots, it will get you flying quickly and start more tuning from here.


Assumptions
  • You have accomplished the “Rig Tuning” [<<<LINK] as noted in this Blog and have completed the basic Oculus Rift S setup per the instructions that came with the HMD.
  • It is HIGHLY recommended that you ensure you’ve updated Windows 10 to 1903 [<<<LINK] and are up to date on patches. Else you won’t get all the pixels folks.

As the Rift S doesn’t require complex setup or deep technical understanding to run at its best. The following setup works to maintain that simplicity.

 


Additional Software Recommended
Oculus Tray Tool

For managing the use of ASW and Super Sampling, you want to install a copy of the Oculus Tray Tool. [<<<LINK]

OTT gives you on-the-fly change capabilities for tuning your experience. It includes an available pop-up Visual HUD in your HMD for watching FPS and importantly FrameTime on the GPU/CPU.

oculus

Initial Oculus Tray Tool Settings
Default Super Sampling:

1.5 – 1.7 is a solid starting range.
I don’t see a lot of benefit in the Rift S visually beyond a PD of 1.7
Beyond 1.7 I begin to see some performance degradation.

Your rig may be able to run up to 1.9 – 2.1.
Past 2.1 there is not any benefit being applied via the rendering, stop at 2.1 or lower as smoothness dictates.

If you want even more clarity of distance beyond this tuning, you’ll need to consider a different model VR HMD with a higher overall Pixel Per Degree rating.

Default ASW Mode:

Set ASW to 45
The Rift S runs at 80Hz, so this number is equal to 40 not 45 for you.
80Hz / 2 eyes = 40.

Visual HUD

We’re going for a balance of a great view, good detail, and smoothness with a Rift S.
Smoothness comes from Low FrameTimes generally in the low to mid-teens. FPS is important, but really keeping low FrameTimes will enhance your experience in VR in DCS.

Application Render Timing:
This is my favorite In-HMD Graph for seeing what is really going on. Using this as you adjust your in-game settings or OTT settings will show you visually what trade-offs you just made. – Switch this to NONE when you’re done tuning.

 


Nvidia Control Panel Settings (OPTIONAL!!)

For the Rift S testing and setup, these Nvidia Control Panel settings were used.
These are HIGHLY variable for each individual gaming Rig. Except for recommending Prefer Maximum Performance and trying VR Pre Rendered Frames to between 1 and 3, the rest are up to you!!!

Nvidia 1Nvidia 2Nvidia 3


Initial Oculus HMD Settings

Headset Setup


DCS Settings

The first thing you need to do is click the VR Button on the bottom right.

  • MSAA is EXPENSIVE in horsepower. If you can’t live with the jaggies, you’ll want to trade down in SS from the OTT app to not lose smoothness.
  • If things seem slow in the Caucasus Mountains – drop the TREES to below 50%
  • Run your PD settings from OTT not from the DCS VR Interface
  • Use the Visual Hud/App Rendering in OTT to watch the effects of your changes.
    FrameTime in the low teens for CPU/GPU is your goal to keep the world smooth.

From here adjust your settings to: 

Options 2options vr

 


Starting DCS in VR Mode

Launching Order

  • OTT
  • Oculus
  • DCS (Or via Skate Zilla’s DCS Updater)

NEXT UP: X-Plane Settings for Rift S

Reverb: Initial Settings for DCS


The consolidated information here is made possible by the pilots in JTF-1 and in the DCS community whose curiosity and dedication to our hobby lead the way to the best experiences. This is their effort consolidated into a workable document.
We hope you can benefit from the collective brainpower.
Carry On!
    -= Thud =-


The Steps to a Good Install
REQUIRED SOFTWARE for this WALKTHROUGH
How do I know which version of Windows 10 I have?
  • Click the GEAR for Windows Settings
  • Click SYSTEM
    Windows Settings
  • Scroll down and click ABOUT
    ABOUT Windows Settings
  • Scroll down a bit until you see Windows Specifications and the info you need.Windows Version


Which Settings Matter – A Primer

Anything other than native resolution is a degraded picture.
If you want all the pixels, then you cannot add the eye candy. But we don’t like the jitter and sparkle around the edges that fit together. We compromise and we have good tools to strike a balance of pixels to see things at a distance and pixels mushed together to see circles and stop the sparkly things. This in-game tool suite was built for flat screens before 4K or 8K and 2080ti cards to push pixels through the pipe.
We don’t need much of it in VR, though some for fine-tuning.

GPU and CPU are keys to Frametime

You can use the built-in Steam Frametime display to show you how much you are degrading your smoothness. However, using the 3rd party “fpsVR” tool available in the Steam Store gives you a better display and more info.

“Lower Frametime is greater smoothness.”

In the Frametime graphs, Green/Yellow is good. Orange is OK. Red is bad.

You’ll need to watch both CPU and GPU Frametime and adjust your Super Sampling (SS) percentage and in-game graphics settings to see what configuration keeps you in the Green/Yellow area.

You may find yourself in a lot of Orange with Red spikes, still smooth but with variable play. This is where Reprojection can smooth things out. There is a file change that allows you to turn this on and control Steam Reprojection, seen later in this doc. If your Frametimes are in the teens range you’re golden. Try not to run with lots of Red.

Important Notes & An Equation

DCS-PD x Steam Video SS x Steam App SS = A huge mush of your pixels and drag on your comp power.

The current implementation of DCS-PD is a massive drain of GPU/CPU. Using SteamVR as much as you can for tuning will save you cycles for gameplay and turning on more eye candy.


CAUTION

SteamVR adds a multiplier factor of 1.3 or other, based on the individual HMD used, to the rendered view. See this in action as you move the SteamVR SS slider from 100 to say 150. The resolution of the rendered image it’s pushing is noted just below the slider. Get the rez display here as close to your native rez as you can. Then, using your new benchmark start tuning for clarity of view and smoothness using your tools.

You need to decide where to apply the SS factor

Adjust the SS in Video SS (Global) or in the Application SS section specific to your game in the SteamVR Application Settings. Not both.  Both is a multiplier and will zap your horsepower ASAP.

Applying these settings in SteamVR seems to have less of a drag on your CPU and GPU than using the PD Slider in the DCS VR Tab. PD does essentially the same thing in DCS but not as efficiently.


Read More

VR HMD Specs Compare

I’ve tested each VR HMD noted with a Checkmark.
I spent the time (sometimes weeks) to get them as tuned as I could for a direct comparison of clarity and overall effectiveness when in DCS.

The write-ups and tuning parameters will eventually appear in this Blog.

“What’s the best VR HMD for me?”

More to the point:
“What’s the best VR HMD for Flight Simulation that’s available to me now?”

The first most important tidbit you need is to STOP trying to choose a VR HMD based on advertising and opinion around general gaming. Flight Simulation graphics engine requirements are vastly different than the VR games being presented generally in the Oculus Portal and on Steam. What’s seemingly crystal clear in a portal game is not representative of the clarity you won’t have in a flight simulator.

You should also know that I’ve tested each of the 5 devices (listed at the end of this article) in DCS Single Player and Multi-Player. The Comparative Chart on this site includes my tested experiences.

The primary focus of the VR4DCS Blog is VR For Study Level Simulation to include DCS, Prepar3D, X-Plane, and to some degree IL2. My thoughts and answers are geared to this genre and purpose.

If you’re looking for help on choosing the best VR HMD to primarily play games in the Oculus Portal, you’ve just answered your own question and you can stop here.

If you’re looking for the best experience in VR for a Study Level Simulation, the choices narrow and require a look into some of the technical specifications, as well as what matters most in these Sims.

I’m going to break this into a series of questions in 5 groupings where you can better examine the factors of your choices. Sometimes just putting these choices to ‘paper’ can help you narrow your selection and best align the factors that matter most you.


 

Marketing=Perspective and PPD=Clarity

For Simulation Pilots, that marketing perspective is not relevant to your needs of running a Flight Simulator. The marketing tag about how clear the Oculus Rift S is compared to the Rift CV-1 is focused on low-res portal games with low polygon counts. Compared to the view in the CV-1, yes, the Rift S is much clearer. But placed into the context of Flight Simulation with high polygon counts, fast action, and high-res shaders – The Rift S may not be the device to be pursuing for the deep simmer.

Pause here and check the PPD numbers on the Comparative Spec Chart. When compared to the best VR HMD’s for simulation sorted by PPD, the Rift S is quite a bit lower in clarity when used in Flight Simulation.

Some manufacturers market their devices in Total Horizontal Resolution of Both Eyes x Vertical Resolution. Not only does it confuse people, but it’s also just bad marketing. Sure, some use a single LCD panel across both eyes, some use two LCD’s screens one for each eye. What really matters is what you can see with one eye, no matter the technology. One eye always only sees the perspective for that side. Don’t be fooled. If the horizontal resolution seems very high, you may need to divide it to see the single eye resolution.

The specification chart on this site uses a single-eye view for comparison no matter how the manufacturer chooses to market the device.

The most recent offender was Vive regarding the Cosmos. Vive eventually had to produce a statement that said in essence, “Yes – we used the resolution of both eyes to get to 2880. It’s really 1440 per eye.”

The Reverb really is 2160×2160 in per-eye resolution. Look on the chart, that’s quite a difference, isn’t it?

Your friend who has a Rift S and plays mostly Portal Games but does not play DCS is going to be thrilled with his view. But it’s not even close to what you would get for clarity in the Index or especially the Reverb.


 

Question Sets for determining your needs and best fit.

The following should help you define what’s important to you in a VR HMD and help you to select the device specifications that best meet your criteria. Don’t worry, it may be your first VR HMD, but it won’t be your last. There is a good resale market for the devices, you can always choose another one.

Question 1: What are my needs?

Question 2: What devices are available to me?

Question 3: What are my expectations?

Question 4: How much does it cost?

Question 5: What about the specs for VR HMD’s matters most for Flight Simulation?



Question Set 1: What are my needs?
My Experience with VR is:
  • I’m brand new.
    • Consider that you have much to re-learn about tuning and graphics interaction, you may not want to step into the top end right away.
  • I have a CV-1 or a Vive or similar and I want more clarity and better performance in my Sim.
    • You have some experience and are now ready to tackle more rig tuning and technical setup to get every bit of clarity your simulator can provide.
What do I want in my Simulation Experience?
  • I want the best clarity to spot targets as far away as possible.
  • I want the widest field of view.

We want both of those specs of course…but right now you can’t get both.
You must go back and choose one… Hint: Choose clarity.

My expectation for using the VR HMD is:
  • I only Sim with DCS, P3D, X-Plane. Nothing else is played often enough to matter.
    • You should look more closely at the higher PPD devices for your VR experience, they’re capable of proving you the detail you may not even see on your flat screen.
  • Mostly Simulation but my household would like to play the portal games as well.
    • The highest PPD devices will run portal games very well but lack the refined consumer experience you may be looking for.
  • Mostly portal games but some Simulation.
    • Concentrate on the devices that come with a consumer portal for gaming, have fewer parts and tuning. You probably won’t miss the detail you aren’t getting with lower PPD devices.



Question Set 2: What devices are available to me?

Here you’ll have to do a little digging. Reviewing the major VR HMD’s on the market and the stores they are sold through that are available in your home country or area. If you don’t see it in your area, call the manufacturer and ask. Most reputable ones will let you know about when or if it will be available to you.

This can be tricky, as some are available at a later date (Reverb re-release in EU). Some may not be available at all (Odyssey+ in the EU if ever). Others are widely available as stock replenishment occurs (Realistically all VR HMD’s are widely available in the US; some just sell out quickly).

Make your list of “Available Now”, “Available Soon”, and “Never going to be available” VR HMD’s for your area from your research. This list will help you to stop spinning your wheels on an item that just isn’t going to be available to fill your needs.




Question Set 3: What are my expectations of this VR HMD?
Your VR Mindset Is:

1. This one I’ll have for a year or two.
2. I’ll upgrade every time the technology gets better.

If you’re primarily a Flight Simulation junkie, you’ll upgrade this as much as you upgrade the rest of your rig. Getting one or two years out of your initial VR HMD is quite a lot.

Every six months to one year the VR technology gets better in a big way. Expect if you want the latest and greatest, you’ll have a solid secondary market to sell into.

What it takes to set the VR HMD up for use:
  1. It better be out of the box ready.
  2. I can handle some light tech, willing to learn to make it work.
  3. Experimental, oh yes – I’m up for digging in.

If you are honest and rate yourself in the #1 category, stick with the consumer-grade portal VR HMD’s for a while. Then look to upgrade in about 6 months.

If you’re a #2 then you have quite a bit more choice and with some guidance can get into top-end clarity with just a bit of work.

If you’re a #3, currently the higher end requires some tuning and technical configuration to get running. If you’re into experimentation and figuring things out, the higher end of the VR HMD spectrum will be that much more fun for you.



Question Set 4: How much does it cost?
What are those true costs of getting into VR?

This is the same cycle you’ve lived for years pushing pixels on a flat-screen. You’ll need about 75%-150% more horsepower for VR than for entry-level simulation use. Keep in mind, individual component updates just move the bottleneck farther downstream. Upgrade your GPU card and you may not see a great difference if you don’t have a gaming-grade motherboard that can sustain the throughput.

We won’t cover all of that here, we’ll just stick to the main parts categories.
In making your own comparison table, take into account the following, decide if your current Rig is up to the task, and add some costs where you may need to upgrade.

Stay away from the “minimum” specifications for DCS or any VR HMD manufacturer statement.
Look for “Preferred or Optimal” – minimum isn’t where you want to be in DCS or study level simulation, ever.

Components of Price
  • VR Headset price
  • External Tracking Devices (If required)
  • VR Hand Controllers (if not included and required)
  • Extra Cables, Extension Cables, available power.
  • GPU powerful enough to drive your choice of VR HMD, with the correct video ports available.
  • CPU/Memory/Cooling/Motherboard combination capable of sustaining the processing needed for the number of pixels being driven.
  • USB 3.x available ports, power, throughput. Might be best to have a PCIE USB powered card.


Question Set 5: What about the specs for VR HMD’s matters most for Flight Simulation?
The Short Version
  • Physics vs Marketing. Math is Real – Marketing is Perspective.
  • $Billions spent on software pay off.
  • Pay attention to what matters for simulation, not the hype around portal gaming.
  • The good stuff and the new stuff costs more. (price is a spec)
“The best VR Headset on the market today is the one that makes you happy.”

Taking into account your answers from the previous 4 Sets of Questions, adding those to the physical capabilities of the available VR Headsets should yield an answer that makes you comfortable with your choice. You’re on your way to VR Nirvana.

Specs to care about:
  • Pixels/Resolution
    • This still matters. Period.
    • High-res on the Horizontal coupled with a much lower-res on the Vertical = less PPD and less clarity.
    • Forcing a better picture in a lower-res device means mushing pixels together.
      (It seems less jaggy but really your distance view just tanked)
    • Lots of pixels to push means lots of horsepower to get them going.
  • Sub Pixels
    • The device with a 3rd sub-pixel is overall clearer than one with 2, and means clearer text up close.
    • 3 sub-pixels makes a device seem clearer than a VR HMD with 2 sub-pixels that has a similar or slightly higher PPD number.
  • FOV
    • Large/Wide FOV with a low PPD will seem very grainy.
    • On average with a 114-degree FOV, you’ll see about 90-100 degrees.
      • Why? Because your eyes set back a bit from the screen.
    • Only the Pimax doesn’t seem like a Scuba Mask inside at 150 degrees FOV.
      • But the view is a lot less clear than a Reverb at 114 degrees FOV.
      • You lose that scuba perception quickly in any comfortable HMD.
  • PPD
    • PPD (Pixels Per Degree) is the measure of clarity for a simmer.
    • The higher the PPD the clearer the close-up view & the better the distance view in sharpness and for spotting targets in the air and on the ground.
    • The closer the PPD numbers of Vertical and Horizontal are together the clearer the view.
    • Lower PPD means fuzzy distance, less definition of pixels out there and much lower air and ground target spotting opportunity.


Summary for the Top 5
Current Simulation Champ = HP Reverb
  • The clearest view by far currently available for Flight Simulation.
  • Uses WMR Portal and SteamVR. Complex but manageable software sets with some maturity.
  • Inside out Tracking. Well implemented.
  • Documented path to “Best Setup” for this device.
  • Requires a powerful gaming rig and DisplayPort to push all those pixels, and what a view that is!
  • A smaller than you’d like sweet-spot. Still clearer outside of the sweet-spot than most other VR HMD’s inside their sweet-spot.
  • A very light VR Headset, heavy cable.
  • Mid-Level Price at $600 for everything you need.
Largest FOV = The Pimax has this in spades.
  • It is not the clearest, not even close.
  • The software set to drive it is not simple, has variable results per rig, is very immature at this time.
  • No “Best Setup” to get the most out of this device. Consider this one experimental.
  • External tracking is variable in setup and in use.
  • Requires a powerful gaming rig to drive even at the mid-level FOV.
  • The clarity suffers as FOV rises because the PPD gets lower.
  • Very heavy VR Headset, it’s big.
  • Pricy at $800 before you add external sensors for tracking.
All-Around’er Steam Based = Index
  • Medium Clear view for Flight Simulation. You’ll want more clarity soon.
  • SteamVR based. Some maturity in the software.
  • External Tracking. Needs sensors, expensive if you don’t have any.
  • Average Clarity – Average FOV – 120hz is a plus if you can push it.
  • Built for lower-res portal games. Usable as a primary VR device for Simulators.
  • If you don’t have an opportunity to get a Reverb, good second choice for Simulation.
  • $1,000 if you need all the parts.
    Expensive for not being the clearest and not having a feature that’s a “Best of”.
Best New User/Non-Techie = Oculus Rift S
  • Medium Clear view for Flight Simulation, you’ll soon want more.
  • Best at portal games with low-resolution requirements and low polygon count.
  • Very easy to set up and use. Some tuning available via the OTT third-party tool.
  • Excellent Portal Games are available for the platform, mature software, excellent GUI.
  • Very disappointing resolution and PPD vs the competition, but that doesn’t matter as much in Portal Games where it shines. Good text display due to the 3rd sub-pixel.
  • Consider its entry-level for VR, but a good one.
  • At $400, at the lower end of the price point for average results in Simulation.
Best New User/Some-Tech Knowledge/Good Price Point = Odyssey+
  • Medium Clear view for Flight Simulation, you’ll soon want more.
  • Good first user experience for techies in Simulation at a good price point.
  • Text is not as clear as you’d like due to no 3rd sub-pixel.
  • Uses WMR and SteamVR, well-known setup but more complex than Oculus.
  • Famously not comfortable until modified with a new face pad, headphones, top strap.
  • At $299, less expensive than Index by far for similar results though with much less text clarity.


 

Preflighting WMR/SteamVR for DCS

(Thanks to @Jazz for noting the need and starting the steps)

If you’re switching from an external-tracking VR HMD to an internal-tracking WMR HMD, there are significant differences around the process of getting DCS running.

Once you’re in VR, you don’t want to jump out to fix and issue or launch a utility you forgot. Doing so can often cause a waterfall effect of issues that are on-going or cause you to restart the process.

Some pilots are reporting issues with inconsistent launching into VR, loss of DOF when in the cockpit, tracking issues once in the cockpit, or similar issues. Some of these issues can be traced to the inconsistent startup of VR or a process that doesn’t give you the best shot at it all coming together.

This set of steps works for any WMR headset using SteamVR and DCS.
Not needed for Oculus HMD’s.


Typical Multiplayer Pilot Scenario

Being in Discord chatting with your fellow pilots prior to launching a flight.
Expecting to use SRS, VoiceAttack, Joy2Key, or other utilities while in flight.

Components of WMR/SteamVR

Oculus devices have the required VR components imbedded in their drivers and do not use WMR or SteamVR for enabling the headset in DCS.

For WMR based headsets the following software is required

  • Windows Mixed Reality Portal: (WMR)
    – Part of Windows 10.
  • Windows Mixed Reality for SteamVR: (WMR for SteamVR)
    – Found in the Steam Store (free)
  • SteamVR:
    – Found in the Steam Store (free)
Pre Startup
  • Discord is already running on your desktop.
  • You’ve taken care of stopping other applications, managing processes, turning off power save settings.
  • Your area is well lit, allowing for good contrast for the cameras to map the area for tracking. Poor lighting is often the cause of bad tracking.
  • Be sure you set “Input Switching” in the WMR Portal settings to “MANUAL using Windows Key – Y”
  • Be sure you enabled “Suppress VR Warnings” and enabled “Do Not fade to Grid when app hangs” in the SteamVR settings.
  • Controls free and clear, ready to go!

Preflighting VR and DCS
Step 1:  Launch the WMR Portal    WMR Portal Icon

Put on the headset and perform any calibration requested

  • See Step 4(c) before launching for an optional process…
  • Skip this step at your peril.
    Usually, you’re ok, but how frustrating is it if you’re not and you have to start this process all over again…
  • When panning your head around for calibration, look down about 30 degrees to map the lower half of your Rig. This ensures looking at side panels isn’t a tracking issue later on.
  • Set your headset aside and continue on with launching the utilities.

Step 2:  Launch SRS    SRS Icon

Be sure it appears on the desktop and is ready to connect to your chosen server.

  • Check that the Microphone and Speakers fields are as you expect.
    This is the MOST common issue for SRS failures and frustration.
    (Should not read DEFAULT – they should NAME the devices you are using)
  • If you haven’t already enabled this feature, ensure “Auto Connect Prompt” and “Auto Connect Mismatch Prompt” are enabled in SRS for servers supporting these features. If you forget to connect manually this will save frustration later.
Step 3:  Launch VoiceAttack    VoiceAttack Icon

Be sure it appears on the desktop and is ready to accept voice commands

  • Ensure the proper recording device is selected and the Headset icon shows on/off as is your preference.
  • If VA doesn’t see your microphone or it’s muted or disabled outside of the program, the Microphone icon will turn RED.
  • The Profile should match your default or the aircraft you are going to fly, depending on how you chose to set up VA.
  • The Target field should show “Active Window”.
(Other Utilities)
  • This is a good time to launch any other utilities such as Joy2Key that you may need and check their status as well.

 

Step 4: Launching SteamVR

There are some options and variations here I’ll list a few. Option (a) or (b) or (c) or (d).
You’ll have to see which branch of the process works best for your Rig.
How quickly the Rig can load the programs may be a factor in your choice of next steps.

Step 4(a): Launch WMR for SteamVR     WMR-Steam Icon
  • Put on the Headset and be sure you now have proper tracking in the Steam Grid with all of your proper DOF.
  • If you are missing some DOF (the grid moves forward and back when you do rather than tracking over the grid), you have an issue.
  • Move your head around and see if it’s just tracking and contrast causing it, if it doesn’t clear in a few seconds, you have an issue.
Step 4(b): Launch Steam    Steam Icon
  • After Steam starts up on your desktop, find the VR icon on the top and CLICK it.
    • Steam VR Icon
  • Tends to be better for slower machines or those having issues with other methods.
  • Wait for the icon to turn green and you see the SteamVR window appear on the desktop.
    • Steam VR Green Icon
Step 4(c): Launch WMR for Steam BEFORE Launching WMR Portal  WMR-Steam Icon
  • Launch your utilities before proceeding with WMR for Steam launch.
    • VoiceAttack
    • SRS
    • etc.
  • Put on your headset as you launch WMR for SteamVR.
  • Launches WMR Portal straight away.
  • You may not get a chance to calibrate, so take the risk there.
  • The remainder of the required SteamVR programs launch.
  • Go to Step 5.
Step 4(d):  Go to Step 5
  • WMR for SteamVR and other required Steam processes start automatically.
  • Problematic on slower machines, where DCS may launch and look for hooks prior to the Steam processes being ready. Could then result in no VR in DCS or loss of DOF.
  • Only possible if you have set SteamVR to launch on detection of VR programs launching.
Step 5: Launch DCS:    SkateZilla Icon
  • Preferably from the Skate Zilla DCS Launcher or native.
  • DCS Settings:
    • I do NOT recommend using the FULL-SCREEN option in the DCS settings page. This prevents any ALT-TAB ability you may need to use to correct issues.
    • I DO recommend settings LALT-ENTER as soon as you’re in the cockpit, which takes DCS to temporary FULL-SCREEN and stops you from losing your mouse from desktop wandering. Also allows you to ALT-TAB out if you need to.

*** Now I have an issue but restarting SteamVR didn’t fix it…

The following is faster than a complete PC restart unless you really need to walk away for a moment…

  • Exit and stop DCS
  • End SteamVR
  • End Steam (if it’s running)
  • End WMR Portal
  • Check your running processes for any residual SteamVR elements.
    Check for them and End them all in the CTRl-ALT-DELETE window.

    • Steam Server
    • Steam Helpers
    • Steam Web stuff
    • Steam Compositor

PGSS – Pretty Good Seat Shaker (DIY)

When I first joined the 231st Harrier Squadron as a part of JTF-1 (then CSG-1) – I was bombarded with – “If you’re VR, you have to get seat shakers! They are as immersive as VR, all over again.” 20 minutes of explanation later, links to the equipment on Amazon – I was on my way!

I hope you enjoy the added experience and immersion as much as I do!

  • Everything you need to get started is here.
    Take your time.
    Be neat in your cabling.
    Enjoy the results and immersion you add to your VR experience!

What is this?

Briefly, seat shakers are transducers added to your chair, desk, controls that along with a finely crafted piece of software, take the mechanical and aerodynamic movements of your jet in DCS and supply tuned frequency vibrations to your chair. This is NOT pumping the sound of your sim through your seat, that would not have the desired effect.

  • When control surfaces move, you feel it.
  • When gear moves and locks you feel it.
  • When your speed-brake extends, you feel it.
  • When you taxi over bumps and expansion joints, you feel them.
  • When you land, eject, get hit by a missile, break your jet, fly too fast, too slow, launch weapons, yes – you feel it.

EXAMPLE Jet Events for the AV-8B-NA in DCS and SettingsPGSS_Jet_Settings

I sourced this material from various places on the ED Forums and from my fellow pilots in the 231st. This is a consolidation of what I have learned and am sharing for your benefit.


 

What do you need?
  • Dedicated Sound Out
    • Cannot be shared with your headset, desktop sound out to speakers, etc.
      • Again, this is NOT taking game sound and vibrating your chair.
      • You “could” use Voicemeeter Banana, but I don’t recommend that unless you already know how to use it and have experience.
    • Preferably a Sub Out on a sound card or similar. Can be a USB sound device (EX: BlasterX G1), the Sound Device on your motherboard (provided you aren’t using it for anything else), a new simple sound card in an available slot.
  • Transducers (at least 2, maybe more)
  • An Amp capable of driving the 2 or more transducers
    • You may have an extra stereo amp hanging around, headphone amp, whatever the math works out to be on ohms and power required.
      Your call. Recommendations listed below.
  • Various Cables to hook the PC sound out to the Amp and Transducers to the Amp.
  • Screws to mount the transducers to your chair.
  • A chair that is suitable for modifying.
    • Accepting screws, allowing for cable management, etc.
    • This is where your imagination and fabrication skills get to have some fun.

 


What are the parts?

I’m not going into all of the permutations or options you can have with this setup. This guide is just to get you going, and you can plan, tune, upgrade as you desire once it’s up and running.

Your implementation will be custom, as every Rig is different, you have varying degrees of available sound cards, etc. This is a LOT more simply done that you will think while looking at the list. Really is VERY simple.

Typical Hardware Listing
  • At least (2) Transducers
  • OPTIONAL: (2) Additional smaller Transducers if you want on-the-throttle and on-the-stick shakers.
  • OPTIONAL: (2) Small Sub-Woofer External Amp(s) instead of one, depending on the number of transducers you are driving. (4+) Transducers, you may want one Amp per side or grouping.
  • You can have as many as 6 channels (5.1) with the software. As many transducers as you want to power and wire. I would NOT start with this though.
  • Cable: 3.5mm cable to 3.5mm, or 3.5mm to Stereo RCA, depending on your amp
  • Various Cable Extensions depending on locations of devices
  • Power Strip
  • 5mm Audio Extension (if needed)
  • RCA Extension (if needed)
  • Speaker Wire
    Lamp Cord will work just as well. Seriously. Physics works folks.
    No Monster Cable required, save your pennies for more toys.
  • Zip Ties
  • Screws
  • Available nearby power for your Amp(s)
  • OPTIONAL: Headphone 4-Channel Amp if you want to run multiple Amps and split and control the output for L/R and/or Seat/Stick shakers.

Software

Start with Andre’s Blog  <<<LINK

(Both of the following applications are required for DCS and DIY SimShakers)


Other Guides and Info

Hardware Example Amazon Links
Order from these links to help me pay for the Blog!

 

Example Setup

I sourced these from the Internet and from SNACKO on the ED Forums.
https://forums.eagle.ru/showpost.php?p=3080963&postcount=1

exp1exp2exp3

Process Lasso – Simple First Tune

This initial setup for Process Lasso will help with the most common tuning issue facing DCS VR Pilots running SteamVR

Keeping DCS and SteamVR process on separate cores will eliminate some types of stutter and drag for VR users.

[CLICK HERE for a deeper dive video]

This does NOT apply to Oculus Rift users.
The Rift processes do not react well to Core restrictions and appear to manage to keep away from busy cores on their own.

CPU Core Binding Goals
  • Lock DCS to specific cores for on-going process management.
  • Ensure the VR process keep away from DCS when running.
  • Setup DCS to later ensure other windows processes do not impede either of those critical process groups.

Processes Initial Focus
  • DCS.exe
  • (Steam) VR Compositor
  • (Steam) VR Server.exe
  • Other Steam Services
Cores
  • A (6) Core CPU running Hyperthreading shows (12) Cores.
  • Core 0 & 1 being Physical Core 0 and it’s Virtual Core 1.
  • All even cores are physical, all odd cores are virtual.
Enabling

Decide which two Cores to lock DCS into.

If you choose the top two Cores to lock DCS.EXE to, with Hyperthreading on, you would select Cores (8-9) (10-11).

To keep Steam processing away from DCS.exe, you would make those cores not available to the steam process. Simply by checking the boxes for all Cores and unchecking the boxes for (8-9) and (10-11).

  • The best way to do this is to run the applications/SteamVR and DCS in VR mode.
  • Run Process Lasso and find the processes noted above.
  • Right-click on the process and select “CPU Affinity/Always/Select CPU Affinity”.
  • Then walk through locking the process in or out of your chosen schema.