Using rift CV1, just installed the native google earth, had been using the steam version before. The native one is so much smoother to use...can only imagine what benefits a native oculus version for RF2 would bring us...too bad no effort seems to be put towards that.
With this on the horizon there must also be something in the works from Oculus ,so the future of VR is bright indeed .happy with my CV1, looking forward to more news on this potential new google headset using a 120hz OLED screen with a super high resolution I think 14k ( we can reduce the pixel , so it will be like 0.6 instead of 1.5 etc ) , they are developing software tech that renders fully the center only to save on PC load , exciting times
giving the vive pro a miss, awaiting a bigger jump in specs to move from my trusty CV1
"Graphic Options": {
"Car Vibration Mult1": 0,
"Car Vibration Mult2": 0,
"Car Vibration Mult1#": "Primary engine vibration multiplier affects position of cameras attached directly to the car",
"Cockpit Vibration Mult1": 0,
"Cockpit Vibration Mult2": 0,
"Cockpit Vibration Mult1#": "Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)",
"Exaggerate Yaw": 0,
"Exaggerate Yaw#": "Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve \"feel\")",
"Head Physics": 0,
"Head Physics#": "Fraction of head physics movement applied to cockpit view (position AND rotation)",
"Look Roll Angle": 0,
"Look Roll Angle#": "Angle to lean head (roll) w\/ controller in radians (= degrees \/ 57)",
"Look Up/Down Angle": 0,
"Look Up/Down Angle#": "Angle to look up\/down (pitch) w\/ controller in radians (= degrees \/ 57)",
thank you, i agree it is more than just freeze everything, but I rather have less movement than having the horizon jumping. hopefully, with the new management in place, we will eventually get LTH, but meanwhile I will try those settings.Lock To Horizon. Is it more than setting these options to zero to get rid of head movement? That's what I use.
Code:"Graphic Options": { "Car Vibration Mult1": 0, "Car Vibration Mult2": 0, "Car Vibration Mult1#": "Primary engine vibration multiplier affects position of cameras attached directly to the car", "Cockpit Vibration Mult1": 0, "Cockpit Vibration Mult2": 0, "Cockpit Vibration Mult1#": "Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)", "Exaggerate Yaw": 0, "Exaggerate Yaw#": "Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve \"feel\")", "Head Physics": 0, "Head Physics#": "Fraction of head physics movement applied to cockpit view (position AND rotation)", "Look Roll Angle": 0, "Look Roll Angle#": "Angle to lean head (roll) w\/ controller in radians (= degrees \/ 57)", "Look Up/Down Angle": 0, "Look Up/Down Angle#": "Angle to look up\/down (pitch) w\/ controller in radians (= degrees \/ 57)",
@MarcG what specs is your PC and what settings do you use for rF2 and is that 3.2 really your Steam SS ?Big SteamVR Update came to the default branch yesterday, all the details here:
https://steamcommunity.com/gid/103582791435040972/announcements/detail/1658889109634914493
Just in case anyone was concerned that SteamVR screwed up their SS setting (they have reset it), the old way does equate to %, so if you had it on 3.0 = 300%
Official response:
Alex Vlachos [developer] 10 hours ago
Marc - if your old SS setting was 3.2, the new setting would be 320%
So how do you manage rF2 with that PC?Specs in profile and yes 320% or 3.2 in old money!