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Sorry friend... it's still happening. 10 degree celcius Normandy. About 70% maximum weight. Take off from ground. Worked perfectly hovering at 20 feet. Flew a few kilometers as pilot and then slowed to 0 knots 20 feet in a clearing. Trimmed it stable. Switched to the front seat and despite the ordered altitude set for 30, George raised me up to about 110 feet and would not sink back. The issue is occuring mid-flight and never on take off.
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Let's say that on my little own I substantially agree... Decimomannu training and exercise area in Sardinia seems "too far just a little bit" even to be, but... oh, to be fine, it's fine. With best regards.
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SYRIAN INCIDENT - DYNAMIC CAMPAIGN SQUADS vs. SQUADS
Teknetinium replied to Teknetinium's topic in Tournaments & Events
SYRIAN INCIDENT - STREAM SYRIAN INCIDENT - DAY 1 Saturday. 8th-Nov-1400z-2000z - https://www.twitch.tv/airshowd -
And not this one only ... there are several ones to be inserted in that same region, actually. Let's only hope in the future updates, then. With best regards.
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There are lots of posts and threads on this subject, so apologies if I'm not up to speed. I thought that the airplane either gets the slant range from the laser, or else, computes it trigonometrically with radar altitude and body angle. Now we're back to having to input some target altitude in the DTC, but only in MP? I thought that was previously fixed.
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Миссия 1980 "Небо для героев" [Афганистан]
SaitouJaga replied to FooxLee's topic in Треки, Миссии и Кампании
Они прямо друг в друге стоят по 20 и более штук. Видимо сохранение так работает. -
Came across cool pictures of IRL helmet wraps, for A-10 pilots...
Caliber42 replied to Xtorris's topic in A-10C/A-10C II
Late to the show but any chance we’ll see a 75th FS any time? -Cal -
It means you have it set optimally meaning you use your hardware for what it's made for.
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I changed to a better mobo, got the largest ssd as the main drive, with the dcs installation on it, in the PCIe 4.0 slot, and I finally finished the mission. I still need to get a largest ssd, as I'm running out of space, but looks like I can finally move on with the campaign.
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Radio Transmission - Degradation: How to solve?
Sedlo replied to Mistermann's topic in Mission Editor
It will follow the plane around the mission and each time you initiate a transmission from the zone, it will start playing near the player. But be aware, it will begin at the point defined as the centre of the zone in relation to the player, but it will remain there until that transmission is over. This is not an issue for most things, but say if you have a 10 minute audio file, it will start to degrade as the player flies away from the origin of the transmission. -
Nope. They have enough information that they believe they can recreate the F-35 in DCS, thus the tease. The exact details as to what we will or won't get, i.e. weapon systems, that info is still being collected. You'll see other threads about the version we might get, i.e. 2B, 3F, etc... That will be determined by what they can get their hands on.
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not deleted by ed Unofficial roadmap thread deleted?
Rudel_chw replied to Sonoda Umi's topic in Chit-Chat
¿? why?, hopefully its goodbye for now and not permanent .. I see on your profile that you are unemployed at the moment, hopefully things for you will improve soon. Life has little by little becoming ever harder, every necessity is more expensive every day, war and conflicts everywhere around us, politicians are more corrupt than ever before, young people are shying away from marriage, and so many prefer to have a pet rather that a child, modern life is so different from the life my parents had, thinking about it makes me sad for the life that my children can look forward to -
So finally the blackscreen issues i know have been fixed: ========================= A friend and i had blackscreens on PC startup. Not always. We both have NVIDIA RTX GPUs with 2 or more monitors attached. My friend has a big TV screen, and two small 8 inch ones, and blames it the little ones cannot run at 60 Hz refresh rate, but some where about 60.8 Hz (higher). The fix seems to set all monitors at the same refresh rate (60Hz) He's got it fixed for a 5090 with new 8 inch monitors running at 60Hz. ---------------- I had those blackscreens for about 3 seconds a few times but only after bootup. In my case i think it now was a loose connector inside my 10 years old second monitor: took it apart and cleaned all with some contact spray. All seemed to work OK since, but i already bought an other monitor and now also swapped my NVIDIA RTX for a 9070 XT Radeon. ----------------------------- However there also seems to be a general NVIDIA RTX only issue with blackscreens and windows 11 and the 50 series. The weird thing is that only a few have them, some even all over the RTX range, and seemingly not related to other hardware like a motherboards, DIMMs etc. NVIDIA forums are all over with tips and tricks, but every one i tried did not work. Games like IL2 and DCS use quite some GPU power, make sure your Power supply van handle the top range CPUs. Dust in your PCI slot for the GPU ?
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P-51D: Rudder Curve A straight line curve - is generally too steep for precision rudder input. And a twisted curve - plus 'Deadzone', flat enough to provide precision, quickly runs into the steep part of the curve and becomes useless, and even detrimental. This is a 'uge problem for a prop fighter. Solution: Custom Curve This curve automatically adjusts to the 'Deadzone', which should be set first. Instead of the useful 10-20% of a regular twisted curve, anchored at 100%, this curve goes to 55%, and then jumps to 100% at the wall. It provides over 50% of useful precision rudder input, which is generally most of the requirement. A +/- 300% improvement, and still retains the capacity for full rudder deflection when needed, such as ground handling, or low speed maneuvering, like hammerheads in combat. Give it a try. Bowie
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Shaman started following Illustrated HOTAS Kneeboard
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VRAM is around 15Gb when flying over plains and around 16GB when flying over the forests. I've used Pimax new tool that came with the 1.43.1 update and it shows my GPU utilisation to be around 80% when flying over the plains and 98-99% when flying over the forests. CPU is at around 30-40%. So it looks like 5090 is not enough after all, not even for the empty Caucasus map This is with Image Quality set to 1.00 in Pimax play and 110% foveal resolution rendering 20% by 25% area in QV, peripheral resolution is set to 5%. What is weird is that I get the same 99% GPU utilisation with potato quality visuals of Image Quality 0.30. Fewer stutters over the forests, but significant stutters nonetheless. I attach my short replay so that you could try it on your PCs. It's Su-25T over Caucasus, so will work for everybody. Press RCtrl+ScrollLock to get the ingame fps and frametime graphs. vr stutter forest.trk
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F4U-1D: Rudder Curve A straight line curve - is generally too steep for precision rudder input. And a twisted curve - plus 'Deadzone', flat enough to provide precision, quickly runs into the steep part of the curve and becomes useless, and even detrimental. This is a 'uge problem for a prop fighter. Solution: Custom Curve This curve automatically adjusts to the 'Deadzone', which should be set first. Instead of the useful 10-20% of a regular twisted curve, anchored at 100%, this curve goes to 55%, and then jumps to 100% at the wall. It provides over 50% of useful precision rudder input, which is generally most of the requirement. A +/- 300% improvement, and still retains the capacity for full rudder deflection when needed, such as ground handling, or low speed maneuvering, like hammerheads in combat. Give it a try. Bowie
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jackd started following Missing SA342?
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SA342 not listed here: https://forum.dcs.world/forum/990-dcs-helicopters/ ?
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Hi, Always hoped someone would make a CH-46, Sea Knight, did the model as a kid, saw them during Desert Storm. They never got the Kudos. No rush, I'll be 70 next year....you learn patience in the military. Thank you https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.dvidshub.net%2Fimage%2F9208456%2Fus-marine-ch-46-sea-knight-lifts-off-after-unloading-marines-glamoc&psig=AOvVaw0RDgx5IEm4j-NCTLjZaYDN&ust=1762696903177000&source=images&cd=vfe&opi=89978449&ved=0CBYQjRxqFwoTCMjG8ezb4pADFQAAAAAdAAAAABAE https://www.google.com/url?sa=i&url=https%3A%2F%2Fbravotheproject.com%2Ftag%2Fch-46%2F&psig=AOvVaw3qc8c-1i2RLhvslbe83kDn&ust=1762696620597000&source=images&cd=vfe&opi=89978449&ved=0CBYQjRxqFwoTCPDa2-7a4pADFQAAAAAdAAAAABAL
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You won't shot it down anymore!!! Now it's stealth 100%
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nir started following Solution: Apache DTC from Kneeboard Image using Claude AI
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Mike Force Team started following Stierado
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Mike Force Team started following ALFA-62
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Frametime impact when hitting fps ceiling (and impact of FPS capping) In previous tests I never fully understood why my 1% and .02% lows decreased once I was hitting the max of my FPS in DCS. So I ran some tests with RTSS fps capping and got some more information. -- So it is expected behavior due to how frame limiting and GPU scheduling interact. Let’s unpack why your 1% and 0.2% lows actually get worse when you hit the FPS cap (e.g. 90 Hz), and why they look smoother slightly below that (e.g. 86 fps). The core reason: Hitting the FPS cap causes frame pacing stalls When you set a hard FPS cap (90 fps, matching your headset refresh), the GPU occasionally finishes frames too early. When that happens: The GPU has to wait for the next vsync / frame presentation slot. That wait = an idle stall → inconsistent frame timing. Those micro-pauses show up as spikes in frametime variance (bad 1% and 0.2% lows). So even though the average FPS stays perfect (90), the frametime consistency drops — especially visible in the lowest percentile metrics. Why going slightly under (e.g. 86 fps) feels smoother When you run slightly below the cap: The GPU is continuously working, not waiting for the display to catch up. There are no forced waits or timing clashes with the vsync cycle. Frame delivery becomes more even, resulting in better 1% and 0.2% lows (lower frametime variance). In VR, this smoother motion pacing is far more perceptually important than the last few frames per second. In DCS VR specifically (Varjo, OpenXR, etc.) DCS has: No frame-time prediction or pre-render smoothing (unlike modern engines). A heavy main thread and GPU dependency mismatch. A frame cap that interacts badly with OpenXR’s compositor timing when the GPU hits its ceiling. So when the engine saturates the frame pipeline at exactly 90 fps: The compositor sometimes misses or delays a frame sync event, …causing periodic frame “jitter” that CapFrameX or FrameView reports as 1% low drops. Analogy Think of it like driving: If your car is exactly touching the speed limiter, you’ll constantly “bounce” between acceleration and braking — jittery. If you cruise just below the limiter, you maintain smooth, steady motion. Best practice for DCS VR Setting Recommendation Why FPS cap Use RTSS or OpenXR Toolkit to cap ~4–5 fps below headset refresh Keeps GPU from hitting limiter stalls Vsync Off (let OpenXR or Varjo handle presentation timing) Prevents driver-level stalls Frame timing target 11.5 ms @ 86 fps for 90 Hz headset Leaves headroom for compositor and CPU GPU load target ~90–95% max Avoid 100% GPU utilization to maintain consistent frame times Why RTSS frame caps near the headset refresh (88–89 fps @ 90 Hz) can hurt RTSS (and most external limiters) work by holding back frame submission in the GPU driver before it’s presented. That’s fine for flat-screen gaming, but DCS + VR + OpenXR adds another layer: OpenXR’s compositor needs a predictable cadence to reproject and time frames. RTSS intercepts and delays frames after DCS but before OpenXR sees them. At 88–89 fps, that delay can desynchronize the compositor timing by a few milliseconds. Result: irregular frame presentation → frametime spikes (even though FPS looks “almost perfect”). That’s why your 1%/0.2% lows drop sharply when using RTSS at 88–89 fps. Why increasing DCS visual load instead is sometimes better When you naturally run below 90 fps due to higher graphics load: DCS and OpenXR see a continuous, un-capped render cycle. No injected wait by RTSS → more natural pacing. The GPU runs close to full, but not stalling. Frame variance is lower — subjectively smoother, even if the average FPS is a bit lower. This “organic under-load” behavior gives OpenXR and Varjo’s compositor cleaner, predictable frame intervals. null
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investigating Slave All to SPI fails most of the time
Yurgon replied to LeCuvier's topic in Bugs and Problems
It's been SOI all along, as indicated by the asterisk * on the left side. The SPI (or SPI generator) is always the sensor shown in the lower left corner of the HUD. In your case, this was always STPT or steerpoint. SOI and SPI don't need to be the same sensor. You can SOI and slew the TGP while the SPI remains STPT, for example. Or vice versa, you can make the TGP SPI, then SOI the HUD and slew the TDC around, or half a million similar combinations. "Slave all to SPI" as well as CCRP solutions will always work on the SPI regardless of SOI. Yeah, I ran the track a few more times and zoomed in on stick and throttle. Other button presses like MMCB or China Hat were easily visible, but I could hardly see DMS or TMS move. I used to have a Virpil grip, and while I didn't really like the feel of the buttons, I never noticed this kind of issue on mine. Fingers crossed it'll be an easy fix for you. -
Mike Force Team started following JTFF - Raph
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Gütersloh Airbase Project (Screenshots & resources)
Tengah replied to Ghostrida9's topic in DCS: Cold War Germany
Keep on trucking with this Mod, it's looking so good. -
Hallo, wie kann ich in der F14 die Kopfbewegung simultan zu meinen eigenen machen? In dem Promo Video von der Mig 29 sieht man wie sich der Kopf bewegt, habe aber noch keine Einstellung gefunden. Was muss ich da einstellen?
