Wow, just plain WOW! This is by far the most amazing and fascinating video showing the magic of DFR and what you can do with it. I can't wait to talk to you about it! The FoV part is such an ingenious way to show the real FoV and not some stupid red lines. Great job!
Thank you! Working out how to capture DFR wasn't the easiest of tasks. Hopefully, others can work out how to show others what it does and the benefits of it. I strongly believe eye-tracking and DFR is the future of VR.
@@tallymouse Glad to see at least someone in the community who understands how mind-blowing DFR is. As HMDs specs increase, DFR will get increasingly more powerful; nobody in the industry will be able to neglect it, like they're doing now.
@@r.m8146 When the 12k was first announced, with its two 6k panels, I was still struggling to get those few extra fps out of my 8k Pimax 8kx - just enough to make it visually appealing and also flyable without irritation. I figured I'd need a 6090Ti to run a 12k headset. With DFR and QuadViews, I've now just put every setting on Maximum and the fps are so high I haven't see stuttering in at least a month! I can now understand how the 12k is going to work - DFR is what is going to let that happen on a 'normal-ish' higher-end GPU.
Goddamnit. This video cost me a lot of money. I ordered without the hand trackers for now. I've got a full sim rig setup and will be new to VR, so I'm not sure how much I'll need them.
Hello and welcome.. follow the guides you'll find here and on reddit, and with a little system tinkering, you'll be up and running in no time. Eye-tracking combined with the clarity and crispness has given me the "this is what I've always wanted out of a sim" feeling. I could never go back to 2D again! ..Hopefully the 12k will come out next year, with 8kx FOV and 6k per eye.. i'm going to be chasing this human-eye resolution monkey my whole life!
Brilliant explanation and representation! You broke it down so that even an ape like me could understand. I fly like Max Headroom in my VR rig, but I aspire to eye-tracking one day soon.
@MrLolof1 i had a 3080 that I'd been using with my 8kx, when the Crystal arrived. I then managed to get a crazy good deal on a 4090, so sold the 3080, so I got to try the Crystal on both.
@@tallymouse thank you so much Tally,I’m a french,at Pimax Roadshow in 2022/décember last year I test the #Crystal with pimax commercial/ #Sweviver,I love this headset ,a true Next gen 3.0,I’ve a Htc vp2 and a Hp Reverb g2 and I had more Headset since 2012: Oculus Dk1:2/CV1 HTC Vive Pimax 5k+ Sony Psvr1 Hp Reverb g2 HTC Vive pro 2 And I want the Pimax 12k for DCS an Iracing games. Thank you so much Tally from france 🇫🇷 Aplushhsss 😇👍🏻👍🏻
@tallymouse ordered! Chinese holiday so I gotta wait extra LOL and my g2 cable gave up the ghost today. I ordered prescription lenses and hoping they don't block the eye tracking I saw reports of that.
This is the best video about the Pimax Crystal I've ever seen. Excellent work. I think I should be able to replicate everything you're doing apart from the physical cockpit. That's a really nice setup and I'm impressed the 1:1 scale works out so well. I'm confident with my 3090 I could get better visuals and better framerate than I'm currently getting in my Reverb G2. I hope more games come to support quad view.
@@RobFisherUK I believe the main issue with a lack of QuadViews uptake is that it uses XR_VARJO_quad_views and XR_VARJO_foveated_rendering extensions, and those don't get considered by game developers, who are typically very SteamVR and Oculus-compatibility focused. However, when you see what a dramatic performance boost you get in DCS compared to the DFR method in MSFS, I think QuadViews is the way to go. However, QuadViews puts more load onto your CPU to supply those additional frames to your GPU, so if you're CPU bottlenecked already, QV might not help as much as you'd expect. Maybe it isn't popular for that reason alone..
I've just ordered the hand tracker because of this video. My intention has always been to use it with a full physical cockpit. Two of the biggest issues have been getting the VR cockpit aligned to the real one every time I get into an aircraft, and having the virtual hands trigger virtual controls accidentally while trying to use physical controls. May I ask how you have dealt with these problems?
Hi Trip, I love your videos on the motion rig btw.. I don't use the hand-tracking attempt to "flick" buttons (with the exception of the spitfire and other simpler WW2 warbirds) Note, that the hand-tracking unit is actually a LeapMotion IR170 that plugs into the bottom of the Crystal and 8kx. I have the Winwing UFC and DDIs setup pretty-much exactly in the position that you would expect them to be, from a geometry perspective, in the F/A-18C. I built this to match drawings of the F/A-18C crew station. I use the hand-tracking so that I can see my tracked hands in DCS, and I align them with the rl UFC/DDIs using a hotas button that i've bound to "VR view reset" in DCS. Basically, I turn on the hand-tracking in DCS via the options>special menu. I then go into the VR menu to ensure that "laser pointers" is disabled (as that's annoying). I place the middle finger of my left hand on "5" of the UFC, and press the "VR view reset" until my virtual middle finger tip is on the "5" of the cockpit virtual "5". The reason for the middle-finger, is that the hand-tracking system uses the index finger as the means to interact with virtual buttons - so, i am actually pressing real buttons with my virtual and real hand simultaneously, and that would result in a "double press" if I used my index finger. You cannot currently turn the index finger thing off in DCS at the moment. I have my DCS IPD set up almost the same as my actual IPD and the world scale seems to work well, matching the 1:1 cockpit element positions within a few mm. It works really well during a mission. I can interact with the DDIs perfectly, and use the UFC to interact with the radios, and program waypoints and bombing coords etc. I have a voice attack command (VC is highly recommended as a download) programmed so I can simply say "hands" and it'll toggle my virtual hands on and off while I'm flying.
Thank you @@tallymouse for the detailed reply. Your solution of using the middle finger is clever lol. That "double press" problem is exactly what I meant by the second part of my question. I have posted on the DCS forums several times in the past dating back to 2017 requesting the ability to show the VR hands without having them interact with the virtual cockpit. Your method for aligning the virtual and real cockpits is similar to what I've tried in the past and have been hoping for a better solution. I've been trying since early 2017 to come up with a solution I was happy with to integrate full physical controls with VR in DCS. The ultimate solution is true mixed reality with Varjo XR or similar, I'm now building an OpenHornet pit for that purpose and will also build a P-51 cockpit after that. Eventually I want at least one modern jet, one warbird, one helicopter, and maybe a vietnam or cold war jet and a 737 cockpit to finish off the set! That should only take me another twenty years or so at the rate I'm going!
@@tallymouse I'm going to be building a new motion rig putting all my lessons learned into practice, starting by the end of 2024 if I'm lucky and stay on task. I'll definitely be starting to do some youtube uploads again starting sometime in the coming year, on both flight sim and star citizen stuff.
@@tallymouse I just got leap motion hands working in DCS with no interaction! No more need to use the middle finger! In VR tab below the "interaction only when palm grip is obtained" I got a dropdown and now "no pointer or touch" is there as an option! For me it's working! Now I need a better leap tracker, I'm on the old v1. And yet, it's still unusable because either my hands disappear the moment the throttle or stick move, or alternatively I can have them get attached to the throttle and stick so they give unwanted inputs. We are so close, come on ED!
In the description it says: Pimax Hand Tracking module (LeapMotion IR170). Is the Pimax based on the LeapMotion or which are you using? Also some of the reviews says its flaky in DCS. Is that something you have experienced? Does it require the lighthouse faceplate?
The pimax module is based upon a Ultraleap IR170, and plugs straight into the bottom of the 8kx/Crystal. I have a 1:1 F18 pit, so I don't use my virtual hands to press buttons, i use the hand tracking so I can see my hands in VR, but when I press a button with my virtual fingers, i am actually pressing a real-life button that's located in exactly the same place as the one in VR..
Well, that’s exactly what I’m trying to accomplish. My Simpit is just F16 based with actual MFDs and ICP. I can mostly find stuff blindly, but a couple of hands to look at would help.
It will - you just use your index finger, but it's a little goofy because your finger stabs through the MFDs/UFC because there's no tactile feeling to the virtual button. It works, without simpit, much better in WW2 warbirds, because the buttons are bigger, and there are few of them..
Great video will DCS allow you to use the in cockpit pilot model along with the hand tracking? I realize the model won't move although that would be awesome!
It does! It looks a bit weird because the pilot models hands stay on the throttle and on the stick, then you have an extra pair of hands floating around.. but it does work!
@@tallymouse Thanks, that would be an awesome way to push more VR immersion with having the pilot arms move with the hand tracking...I fly in a full switch for switch 1:1 F/A-18 cockpit and use the Crystal now. Have been considering this.
@@TheGreekbull You know - you've inspired me to go onto DCS forum's "wishlist" and suggest that the pilot's arms are 'attached' to the Ultraleap hands whenever Ultraleap or hand-tracking is enabled. I'm sure the first version would have some crazy broken-elbow IK physics.. but we can only ask!
@@tallymouse Awesome I'll go in the and 2nd the suggestion. I'll suggest it in the Closed Beta as well. Question, is there a way to turn off the button pushes with the gloves so you just see them move and push your own buttons in the pit? Does that ever become an issue?
The seat is this: www.amazon.com/gp/product/B0BPMN53GW/ref=ppx_yo_dt_b_search_asin_image?ie=UTF8&th=1 (wait for a sale to come up) I made the Winwing-structure out of standard 2080 profile, bolted together with standard angles and plates: www.amazon.com/gp/product/B09YC6GS5X/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&th=1 (you can use a circular saw/cap-saw to cut it if you cut slowly) Building the cockpit this way meant that I could have complete control over where the Winwing DDIs and UFC were placed (and at what angle). I think I had to modify, a couple of times, based on dimensioned drawings that I found of the F18's cockpit until I had the pedals, seat, joystick and displays all exactly according to the real thing. It works great. Even without the hand-tracking, I can reach-out most of the time to where I can 'see' a certain button and my fingers meet the correct button without having to feel about! Now I just wish I had one for every aircraft.. maybe that'll be my dream Jay Leno garage, not a garage filled with cars, but an airconditioned space filled with sim-pits!
Do you have any more detailed photos or content on your cockpit? I've been searching for something like this as the next step now that my VR is working (thanks to you!). I love the F18 and F16 and I think making a duplicate of the F18 like yours and hope it would be sort of compatible with the F16. @@tallymouse
@@ChunksOG Just as it happens, i'm in the process of modifying the whole setup so it'll be sat on top of a DOF Reality P3.. i'm going to modify the F18 part so that it can be 'hot swapped' with a F16 pit with just two-toggle clamps.. ..once done, i'll make a video of the whole thing! All you really need is a circular saw and a measuring tape to cut the 2080 profile. I'll list my entire BOM once done.. all mostly bits from Amazon!
Without the real MFDs it works around 50% of the time. On the UFC buttons, using your index finger (which provides a virtual click) it works around 80% of the time. On rotating knobs, it's a little frustrating, but, apparently, they're working on better finger-thumb knob turning gestures.
I'll be doing a future video where I'll be in the Spitfire, and the only hand-tracking works really well in the Spit's cockpit for pressing buttons etc.
Hi, I'm plan to make front panel for f16 as you for f18. I have made prototipe of cardboard before final of plexy. I have noticed than distance between my 'virtual hands' and 'virtual panels' change every time when I reset VR view, depends of position of my head. Consequence is then movments distance of my 'physical hand' to 'simpit panel' change and buttons are not where they were last time. How did you soled it ? Any trick ? For now I'm testing with Ultra leap controller (older one )(not original Pimax hand controller) and Pimax Crystal. My fingers often mixed when my hand is at bigger distance. Does Pimax hand controller works better?@@tallymouse
I have lots of questions after watching this :) I want the physical controls and the virtual hands, but I don't want the virtual hands to react to the physical hands ?
You'll notice I'm using my middle finger to push buttons - that stops DCS from "double-clicking" when I press real-world controls. Yes, I'm effectively flipping myself off.. but if I use my index finger buttons will get pressed in the virtual world and in the real world: double press.
@@HighAspect middle-finger is the way!.. a request had already gone in to DCS wishlist to have an option to disabled the index finger press. That said, I was flying earlier on in the Spitfire - i used my LeapMotion hands to change to the radio channels... it was seem-less!
Hi a little question : What’s it’s your set UP in DCS with Crystal + RTX 4090 /120hz in multi player please . Fps = 60/90 or better ? Great from France 🇫🇷/Simflight as you 👍🏻 I love your vidéo to explain the 118/Fov in Crystal . I Hope Pimax 12k had a Fov /Horizontal at 140/150 perhaps ?? Aplushhss /😊
Il est minuit passé en France, camarade de vol! Processor: Intel i9 11900KF (overclocked to 5.2GHz) Motherboard: ASUS Maximus Hero VIII Memory: 128GB CORSAIR VENGEANCE RGB PRO 3600MHz (4x32GB) System Cooling: CORSAIR iCUE H150i Elite LCD XT Liquid CPU Cooler - IPS LCD Screen Graphics Cards: MSI GeForce RTX 4090 Operating System: MS Windows 11 Professional Operating System Drive: 2TB Samsung 990 Pro M2 NVMe DCS Hard Drive: 2TB Samsung 990 PRO M2 NVMe Power Supply: CORSAIR AX1000i ATX Titanium I have everything on DCS on maximum, except MSAA is turned off, because I do not need it with the Super-sampled foveate region, as everything looks great and there are no jagged lines or shimmering edges. The cloud shimmering disappears with the super-sampling too! I'm running Pixel Density at 1.0 (native). 120Hz (i'm currently testing the 72Hz 'alpha' firmware for Pimax too) If you download QuadViews Companion (link in description) to run DCS with eye-tracking, then you'll see my QuadViews settings by clicking "Tally's Favorite". I typically see anywhere between 60-80fps on a very busy carrier deck in the rain. Flying low through the hills will result in about the same. Above the clouds i'm always above 90fps - sometimes hitting 110-115. The most taxing thing is flying over a major city at low level - Paris, for example, in the Normandy 2.0 map, where i can drop down as low as 50fps. However, it's all still very playable, and if you don't become fps obsessed by looking at the counter, then you don't even notice that the frame rate has dropped. I tend to turn off my FPS-counter (OXRT) often, as I find it distracting - almost like the "Fuel economy" gauge in a BMW! The thought of the 12k - which should be like the Crystal had a baby with the 8kx, but with TWO 6k panels.. is keeping smiling most days! Due to the Crystal, I also have a 8kx collecting dust, just waiting for a chance to sacrifice itself in the name of 12k...
Thank you so much for you Very good feed-back 👍🏻👍🏻😍😍 I’ve a RTX 4090 as you . I wanted too a Pimax 12k but I don’t know if my RTX 4090 work with 12k in DCS with 6k by eye resolution ? A RTX 5090? Aplushhhss /Laurent 🇫🇷👍🏻👍🏻👍🏻
@@MrLolof1 I wondered the same thing until I used Dynamic Foveated Rendering, I can see now that a 4080 or 4090 will be more than good enough for two 6k panels, as you're only having to render a small portion of the image at 100% resolution, and everything else can be run at a lower resolution... a total GPU saver. For games that don't support DFR, then i'd just lower the VR resolution back down to 4k per eye (as with the Crystal)
@@tallymouse Thank you for the report with the DFR for the future 12k. We just have to wait for its commercial release. I had a Pimax 5k+ and the Fov at 150/170 is really a big plus for me like you probably in 2 areas: -In Dcs World, managing the weapon system of an F18, the horizontal Fov at 118 of the crystal is more than enough. But during a dogfight in Dcs/or Il2 Battle of Stalingrad/iracing, simulators that I pilot, having a larger Fov allows you to greatly anticipate the dangers. So I need the Pimax 12k! I hope that pimax in December 2023 will do a #Pimax Roadshow in paris again so that I can test the pimax 12k before it is unveiled as promised at Ces 2024 in LasVegas. Thank you for everything ! Kind regards/Laurent.
HI Tally 😇👍🏻👍🏻 A other question,the Handstracking products In DCS World to look your hands, it’s the product for the Pimax 8KX ?? I can bought In Website Pimax ? Bye Aplushhsss /Laurent 🇫🇷🇫🇷
I do have a question. I have the ultraleap on my HP G2. It works but is there any way to disable triggering controls in the cockpit when moving my hands around? I have the winwing MIP, and PTO 2 and all that.
DCS > Options > Special > LeapMotion: "Thumb Pressure" for action to emulate click Arm visible is on Hands use cockpit stick - uncheck Hands use cockpit throttle - uncheck DCS > Options > Special > VR: Use Hand Controllers - uncheck Hand Interaction Only when palm grip is obtained - uncheck "No pointers" selected in Use Pointer. Then always use your middle finger to press real world buttons that are aligned with your virtual buttons.. that way you can always use your index finger to press virtual buttons that you don't have in real-life
@@x32i77 The VR1 FOV will end up about the same as the Crystal when the "BIG FOV" lenses are released before the end of the year, so that means that the VR1 will basically be the same spec as the Crystal, effectively a "me too" product, but coming out months later (if ever) and at a price that hasn't been announced. Time will tell whether the Crystal or the VR1 is on the wrong side of history..
@@tallymouse Well I am absolutely sure the Vr1 is the VR headset we all dreamed of since it's being made by VRgineers and they are super professional guys
Excellent review, I was on the fence about the PiMax now you have sold me. Thanks for the great work.
Wow, just plain WOW! This is by far the most amazing and fascinating video showing the magic of DFR and what you can do with it. I can't wait to talk to you about it! The FoV part is such an ingenious way to show the real FoV and not some stupid red lines. Great job!
Thank you! Working out how to capture DFR wasn't the easiest of tasks. Hopefully, others can work out how to show others what it does and the benefits of it. I strongly believe eye-tracking and DFR is the future of VR.
@@tallymouse Glad to see at least someone in the community who understands how mind-blowing DFR is. As HMDs specs increase, DFR will get increasingly more powerful; nobody in the industry will be able to neglect it, like they're doing now.
@@r.m8146 When the 12k was first announced, with its two 6k panels, I was still struggling to get those few extra fps out of my 8k Pimax 8kx - just enough to make it visually appealing and also flyable without irritation. I figured I'd need a 6090Ti to run a 12k headset. With DFR and QuadViews, I've now just put every setting on Maximum and the fps are so high I haven't see stuttering in at least a month! I can now understand how the 12k is going to work - DFR is what is going to let that happen on a 'normal-ish' higher-end GPU.
Goddamnit. This video cost me a lot of money.
I ordered without the hand trackers for now. I've got a full sim rig setup and will be new to VR, so I'm not sure how much I'll need them.
Hello and welcome.. follow the guides you'll find here and on reddit, and with a little system tinkering, you'll be up and running in no time. Eye-tracking combined with the clarity and crispness has given me the "this is what I've always wanted out of a sim" feeling. I could never go back to 2D again!
..Hopefully the 12k will come out next year, with 8kx FOV and 6k per eye.. i'm going to be chasing this human-eye resolution monkey my whole life!
20 subscribers -criminal !!! your brilliant overview and voice over is first rate!
Brilliant explanation and representation! You broke it down so that even an ape like me could understand. I fly like Max Headroom in my VR rig, but I aspire to eye-tracking one day soon.
Awesome, my crystal is ordered and on the way, can't wait, goin from a G2V1
Oh man, that refueling docking maneuver @12:32 was slick!
This is exactly what im looking for...great video!
Outstanding. Finally someone explained it well ! Thank you.
Great video, I've got a 4080 and 5800x3D and have been considering the crystal. Seeing this gives me the confidence it would run well and look great.
It works well on a 3080 too!
Hi Tally !
You have a 3080 or a 4090 with your Crystal ??😮
Aplushhss /Great vidéo
@MrLolof1 i had a 3080 that I'd been using with my 8kx, when the Crystal arrived. I then managed to get a crazy good deal on a 4090, so sold the 3080, so I got to try the Crystal on both.
@@tallymouse thank you so much Tally,I’m a french,at Pimax Roadshow in 2022/décember last year I test the #Crystal with pimax commercial/ #Sweviver,I love this headset ,a true Next gen 3.0,I’ve a Htc vp2 and a Hp Reverb g2 and I had more Headset since 2012:
Oculus Dk1:2/CV1
HTC Vive
Pimax 5k+
Sony Psvr1
Hp Reverb g2
HTC Vive pro 2
And I want the Pimax 12k for DCS an Iracing games.
Thank you so much Tally from france 🇫🇷
Aplushhsss 😇👍🏻👍🏻
@tallymouse ordered! Chinese holiday so I gotta wait extra LOL and my g2 cable gave up the ghost today. I ordered prescription lenses and hoping they don't block the eye tracking I saw reports of that.
This is the best video about the Pimax Crystal I've ever seen. Excellent work. I think I should be able to replicate everything you're doing apart from the physical cockpit. That's a really nice setup and I'm impressed the 1:1 scale works out so well.
I'm confident with my 3090 I could get better visuals and better framerate than I'm currently getting in my Reverb G2.
I hope more games come to support quad view.
My hope is that MSFS2024 supports QuadViews - that'd be a game-changer (literally)
@@tallymouse if it really is that good, I don't see why more games wouldn't add it, unless there are engine limitations.
@@RobFisherUK I believe the main issue with a lack of QuadViews uptake is that it uses XR_VARJO_quad_views and XR_VARJO_foveated_rendering extensions, and those don't get considered by game developers, who are typically very SteamVR and Oculus-compatibility focused. However, when you see what a dramatic performance boost you get in DCS compared to the DFR method in MSFS, I think QuadViews is the way to go. However, QuadViews puts more load onto your CPU to supply those additional frames to your GPU, so if you're CPU bottlenecked already, QV might not help as much as you'd expect. Maybe it isn't popular for that reason alone..
Extremely useful. Now I want to get a Crystal.
Looks stunning
Great video, liked and subscribed. But please turn down outro audio effects next time, it's way to loud. 🤫😉
Super Job you guys are good. I enjoyed it. ❤
Thank you, sir!
This is exactly the setup I want.
I've just ordered the hand tracker because of this video. My intention has always been to use it with a full physical cockpit. Two of the biggest issues have been getting the VR cockpit aligned to the real one every time I get into an aircraft, and having the virtual hands trigger virtual controls accidentally while trying to use physical controls. May I ask how you have dealt with these problems?
Hi Trip,
I love your videos on the motion rig btw..
I don't use the hand-tracking attempt to "flick" buttons (with the exception of the spitfire and other simpler WW2 warbirds)
Note, that the hand-tracking unit is actually a LeapMotion IR170 that plugs into the bottom of the Crystal and 8kx.
I have the Winwing UFC and DDIs setup pretty-much exactly in the position that you would expect them to be, from a geometry perspective, in the F/A-18C. I built this to match drawings of the F/A-18C crew station. I use the hand-tracking so that I can see my tracked hands in DCS, and I align them with the rl UFC/DDIs using a hotas button that i've bound to "VR view reset" in DCS.
Basically, I turn on the hand-tracking in DCS via the options>special menu. I then go into the VR menu to ensure that "laser pointers" is disabled (as that's annoying).
I place the middle finger of my left hand on "5" of the UFC, and press the "VR view reset" until my virtual middle finger tip is on the "5" of the cockpit virtual "5".
The reason for the middle-finger, is that the hand-tracking system uses the index finger as the means to interact with virtual buttons - so, i am actually pressing real buttons with my virtual and real hand simultaneously, and that would result in a "double press" if I used my index finger. You cannot currently turn the index finger thing off in DCS at the moment.
I have my DCS IPD set up almost the same as my actual IPD and the world scale seems to work well, matching the 1:1 cockpit element positions within a few mm.
It works really well during a mission. I can interact with the DDIs perfectly, and use the UFC to interact with the radios, and program waypoints and bombing coords etc.
I have a voice attack command (VC is highly recommended as a download) programmed so I can simply say "hands" and it'll toggle my virtual hands on and off while I'm flying.
Btw.. i plan to make a video covering how-to for hand tracking in DCS in the new year.
Thank you @@tallymouse for the detailed reply. Your solution of using the middle finger is clever lol. That "double press" problem is exactly what I meant by the second part of my question. I have posted on the DCS forums several times in the past dating back to 2017 requesting the ability to show the VR hands without having them interact with the virtual cockpit. Your method for aligning the virtual and real cockpits is similar to what I've tried in the past and have been hoping for a better solution. I've been trying since early 2017 to come up with a solution I was happy with to integrate full physical controls with VR in DCS. The ultimate solution is true mixed reality with Varjo XR or similar, I'm now building an OpenHornet pit for that purpose and will also build a P-51 cockpit after that. Eventually I want at least one modern jet, one warbird, one helicopter, and maybe a vietnam or cold war jet and a 737 cockpit to finish off the set! That should only take me another twenty years or so at the rate I'm going!
@@tallymouse I'm going to be building a new motion rig putting all my lessons learned into practice, starting by the end of 2024 if I'm lucky and stay on task. I'll definitely be starting to do some youtube uploads again starting sometime in the coming year, on both flight sim and star citizen stuff.
@@tallymouse I just got leap motion hands working in DCS with no interaction! No more need to use the middle finger! In VR tab below the "interaction only when palm grip is obtained" I got a dropdown and now "no pointer or touch" is there as an option! For me it's working! Now I need a better leap tracker, I'm on the old v1. And yet, it's still unusable because either my hands disappear the moment the throttle or stick move, or alternatively I can have them get attached to the throttle and stick so they give unwanted inputs. We are so close, come on ED!
In the description it says: Pimax Hand Tracking module (LeapMotion IR170). Is the Pimax based on the LeapMotion or which are you using? Also some of the reviews says its flaky in DCS. Is that something you have experienced? Does it require the lighthouse faceplate?
The pimax module is based upon a Ultraleap IR170, and plugs straight into the bottom of the 8kx/Crystal. I have a 1:1 F18 pit, so I don't use my virtual hands to press buttons, i use the hand tracking so I can see my hands in VR, but when I press a button with my virtual fingers, i am actually pressing a real-life button that's located in exactly the same place as the one in VR..
Well, that’s exactly what I’m trying to accomplish. My Simpit is just F16 based with actual MFDs and ICP. I can mostly find stuff blindly, but a couple of hands to look at would help.
Can you set it up so it just shows the hands, but doesn't interact with stuff?
@johnraahauge4552 in DCS you can, yes.
You can show what I can imagine :)
Curious? If you don’t have the sim pit will the hand tracking allow you to interact with the dcs cockpit buttons??
It will - you just use your index finger, but it's a little goofy because your finger stabs through the MFDs/UFC because there's no tactile feeling to the virtual button. It works, without simpit, much better in WW2 warbirds, because the buttons are bigger, and there are few of them..
Great video will DCS allow you to use the in cockpit pilot model along with the hand tracking? I realize the model won't move although that would be awesome!
It does! It looks a bit weird because the pilot models hands stay on the throttle and on the stick, then you have an extra pair of hands floating around.. but it does work!
@@tallymouse Thanks, that would be an awesome way to push more VR immersion with having the pilot arms move with the hand tracking...I fly in a full switch for switch 1:1 F/A-18 cockpit and use the Crystal now. Have been considering this.
@@TheGreekbull You know - you've inspired me to go onto DCS forum's "wishlist" and suggest that the pilot's arms are 'attached' to the Ultraleap hands whenever Ultraleap or hand-tracking is enabled. I'm sure the first version would have some crazy broken-elbow IK physics.. but we can only ask!
@@tallymouse Awesome I'll go in the and 2nd the suggestion. I'll suggest it in the Closed Beta as well. Question, is there a way to turn off the button pushes with the gloves so you just see them move and push your own buttons in the pit? Does that ever become an issue?
@@tallymouse Also, Let me know where you make the post. I'll direct some traffic to support it. I just made a post in the Closed Beta suggesting it.
Thank you, very informative and well explained!
What is your rig setup? Particular interested in how you've mounted the MIP and what chair you have.
The seat is this: www.amazon.com/gp/product/B0BPMN53GW/ref=ppx_yo_dt_b_search_asin_image?ie=UTF8&th=1
(wait for a sale to come up)
I made the Winwing-structure out of standard 2080 profile, bolted together with standard angles and plates:
www.amazon.com/gp/product/B09YC6GS5X/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&th=1
(you can use a circular saw/cap-saw to cut it if you cut slowly)
Building the cockpit this way meant that I could have complete control over where the Winwing DDIs and UFC were placed (and at what angle). I think I had to modify, a couple of times, based on dimensioned drawings that I found of the F18's cockpit until I had the pedals, seat, joystick and displays all exactly according to the real thing. It works great. Even without the hand-tracking, I can reach-out most of the time to where I can 'see' a certain button and my fingers meet the correct button without having to feel about!
Now I just wish I had one for every aircraft.. maybe that'll be my dream Jay Leno garage, not a garage filled with cars, but an airconditioned space filled with sim-pits!
Do you have any more detailed photos or content on your cockpit? I've been searching for something like this as the next step now that my VR is working (thanks to you!). I love the F18 and F16 and I think making a duplicate of the F18 like yours and hope it would be sort of compatible with the F16. @@tallymouse
@@ChunksOG Just as it happens, i'm in the process of modifying the whole setup so it'll be sat on top of a DOF Reality P3.. i'm going to modify the F18 part so that it can be 'hot swapped' with a F16 pit with just two-toggle clamps..
..once done, i'll make a video of the whole thing!
All you really need is a circular saw and a measuring tape to cut the 2080 profile. I'll list my entire BOM once done.. all mostly bits from Amazon!
My Pimax Crystal Handtracking not works. My hand flash and i cant push any Buttons.
Nice and educative video. I'm interesting did you try hand tacking without simpit MFD? Is virtual buttons clickable ? is it usable ?
Without the real MFDs it works around 50% of the time. On the UFC buttons, using your index finger (which provides a virtual click) it works around 80% of the time. On rotating knobs, it's a little frustrating, but, apparently, they're working on better finger-thumb knob turning gestures.
I'll be doing a future video where I'll be in the Spitfire, and the only hand-tracking works really well in the Spit's cockpit for pressing buttons etc.
Hi,
I'm plan to make front panel for f16 as you for f18. I have made prototipe of cardboard before final of plexy.
I have noticed than distance between my 'virtual hands' and 'virtual panels' change every time when I reset VR view, depends of position of my head.
Consequence is then movments distance of my 'physical hand' to 'simpit panel' change and buttons are not where they were last time.
How did you soled it ? Any trick ?
For now I'm testing with Ultra leap controller (older one )(not original Pimax hand controller) and Pimax Crystal.
My fingers often mixed when my hand is at bigger distance. Does Pimax hand controller works better?@@tallymouse
I have lots of questions after watching this :)
I want the physical controls and the virtual hands, but I don't want the virtual hands to react to the physical hands ?
You'll notice I'm using my middle finger to push buttons - that stops DCS from "double-clicking" when I press real-world controls. Yes, I'm effectively flipping myself off.. but if I use my index finger buttons will get pressed in the virtual world and in the real world: double press.
@@tallymousenice! So you get the best of both worlds you can use virtual or physical and not worry about conflicts
@@HighAspect middle-finger is the way!.. a request had already gone in to DCS wishlist to have an option to disabled the index finger press.
That said, I was flying earlier on in the Spitfire - i used my LeapMotion hands to change to the radio channels... it was seem-less!
@@tallymousenot to task you but a video going through just Pimax hand tracking with OpenXR that includes using physical mfds would be fantasti
@@HighAspect WilCo!
Hi a little question :
What’s it’s your set UP in DCS with Crystal + RTX 4090 /120hz in multi player please .
Fps = 60/90 or better ?
Great from France 🇫🇷/Simflight as you 👍🏻
I love your vidéo to explain the 118/Fov in Crystal .
I Hope Pimax 12k had a Fov /Horizontal at 140/150 perhaps ??
Aplushhss /😊
Il est minuit passé en France, camarade de vol!
Processor: Intel i9 11900KF (overclocked to 5.2GHz)
Motherboard: ASUS Maximus Hero VIII
Memory: 128GB CORSAIR VENGEANCE RGB PRO 3600MHz (4x32GB)
System Cooling: CORSAIR iCUE H150i Elite LCD XT Liquid CPU Cooler - IPS LCD Screen
Graphics Cards: MSI GeForce RTX 4090
Operating System: MS Windows 11 Professional
Operating System Drive: 2TB Samsung 990 Pro M2 NVMe
DCS Hard Drive: 2TB Samsung 990 PRO M2 NVMe
Power Supply: CORSAIR AX1000i ATX Titanium
I have everything on DCS on maximum, except MSAA is turned off, because I do not need it with the Super-sampled foveate region, as everything looks great and there are no jagged lines or shimmering edges. The cloud shimmering disappears with the super-sampling too! I'm running Pixel Density at 1.0 (native). 120Hz (i'm currently testing the 72Hz 'alpha' firmware for Pimax too)
If you download QuadViews Companion (link in description) to run DCS with eye-tracking, then you'll see my QuadViews settings by clicking "Tally's Favorite".
I typically see anywhere between 60-80fps on a very busy carrier deck in the rain. Flying low through the hills will result in about the same. Above the clouds i'm always above 90fps - sometimes hitting 110-115. The most taxing thing is flying over a major city at low level - Paris, for example, in the Normandy 2.0 map, where i can drop down as low as 50fps. However, it's all still very playable, and if you don't become fps obsessed by looking at the counter, then you don't even notice that the frame rate has dropped. I tend to turn off my FPS-counter (OXRT) often, as I find it distracting - almost like the "Fuel economy" gauge in a BMW!
The thought of the 12k - which should be like the Crystal had a baby with the 8kx, but with TWO 6k panels.. is keeping smiling most days! Due to the Crystal, I also have a 8kx collecting dust, just waiting for a chance to sacrifice itself in the name of 12k...
Thank you so much for you Very good feed-back 👍🏻👍🏻😍😍
I’ve a RTX 4090 as you .
I wanted too a Pimax 12k but I don’t know if my RTX 4090 work with 12k in DCS with 6k by eye resolution ?
A RTX 5090?
Aplushhhss /Laurent 🇫🇷👍🏻👍🏻👍🏻
@@MrLolof1 I wondered the same thing until I used Dynamic Foveated Rendering, I can see now that a 4080 or 4090 will be more than good enough for two 6k panels, as you're only having to render a small portion of the image at 100% resolution, and everything else can be run at a lower resolution... a total GPU saver. For games that don't support DFR, then i'd just lower the VR resolution back down to 4k per eye (as with the Crystal)
@@tallymouse
Thank you for the report with the DFR for the future 12k.
We just have to wait for its commercial release.
I had a Pimax 5k+ and the Fov at 150/170 is really a big plus for me like you probably in 2 areas:
-In Dcs World, managing the weapon system of an F18, the horizontal Fov at 118 of the crystal is more than enough.
But during a dogfight in Dcs/or Il2 Battle of Stalingrad/iracing, simulators that I pilot, having a larger Fov allows you to greatly anticipate the dangers.
So I need the Pimax 12k!
I hope that pimax in December 2023 will do a #Pimax Roadshow in paris again so that I can test the pimax 12k before it is unveiled as promised at Ces 2024 in LasVegas.
Thank you for everything !
Kind regards/Laurent.
HI Tally 😇👍🏻👍🏻
A other question,the Handstracking products In DCS World to look your hands, it’s the product for the Pimax 8KX ??
I can bought In Website Pimax ?
Bye
Aplushhsss /Laurent 🇫🇷🇫🇷
I do have a question. I have the ultraleap on my HP G2. It works but is there any way to disable triggering controls in the cockpit when moving my hands around? I have the winwing MIP, and PTO 2 and all that.
DCS > Options > Special > LeapMotion:
"Thumb Pressure" for action to emulate click
Arm visible is on
Hands use cockpit stick - uncheck
Hands use cockpit throttle - uncheck
DCS > Options > Special > VR:
Use Hand Controllers - uncheck
Hand Interaction Only when palm grip is obtained - uncheck
"No pointers" selected in Use Pointer.
Then always use your middle finger to press real world buttons that are aligned with your virtual buttons.. that way you can always use your index finger to press virtual buttons that you don't have in real-life
@@tallymouse Then It looks like your flipping off the console. ;) Thanks for the info! I'll try it out.
Soon you will fly the Somnium vr1 🙂
@@adrenalinejunkie3828 yeah and much bigger fov
@@x32i77 The VR1 FOV will end up about the same as the Crystal when the "BIG FOV" lenses are released before the end of the year, so that means that the VR1 will basically be the same spec as the Crystal, effectively a "me too" product, but coming out months later (if ever) and at a price that hasn't been announced. Time will tell whether the Crystal or the VR1 is on the wrong side of history..
@@tallymouse Well I am absolutely sure the Vr1 is the VR headset we all dreamed of since it's being made by VRgineers and they are super professional guys