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Folks I get the speed of development is frustrating for some, I have passed the feedback to the team and as soon as we have news to share we will. But please make sure you keep to the forum rules when posting here. I have hidden two posts that break our rules. thank you
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Ich vermute, dass die Aktualisierung der nicht-englishen Manuals bei ED wegen vieler anderer, dringenderer Tasks keine besonders hohe Prio hat. Im Zweifel halte ich mich dann eher an Chucks Guides. Die sind besser gepflegt und deshalb meist auf aktuellem Stand.
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yes quadviews, usually happens more when other settings like SSAO are enabled.
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draconus started following Shimmering without any AI or Upscaling and Dark square shades in VR
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I’ll need to forward this to the devs for further testing. Just to confirm, it’s only visible when QV is activated, right?
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A few words to open your eyes to the "problem" because some still have trouble naming what is what and what is the cause. Shimmering comes from 2 things at play together: poor/no AA and image movement. This means high number of contrasting pixels constantly changing at fps frequency because of your constant head micromovements or any movement that comes from what is happening on the screen (ex. you flying forward 99% of the time and that it's a problem on a monitor as well). We can play with AA but no head movement smoothing I'm aware of. MSAA does help somewhat but is not best for it. DLAA/DLSS does it pretty well but comes with its own blurring/ghosting. Image sharpening exaggerates the shimmering issue. AF has nothing to do with this. You can turn it off and have blurry textures in front of you, losing any runway lines in the process, it may seem like some shimmers are gone, but only those coming from the textures, not those from distant objects and edges. You have to differentiate between DLAA/DLSS (or any other temporal AA) ghosting and VR reprojection (ASW for Oculus). Double aircraft, edges, artifacts all come from RP/ASW - you can only disable it in your VR software or try to set it all up low enough that you keep your headset on full fps. Ghosting like multiple blurred shapes around some details or asynched gelly looking MFDs come from temporal AA. Now pick your poison. As always higher fps, higher res and better hardware performs better. It's not a problem of DCS only - other games may just do AA and head movement smoothing on their own and have generally higher fps, automatically setting it best for your hardware, so you won't notice it. Not.
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Ich kenne nur das englische Manual mit aktuellem Inhalt
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Would you please show us your DCS VR settings? I only saw this if Blooming and/or Lens Flare was enabled with Eye Tracking running. Was a thing long time before QV was a thing.
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I don’t think that is correct. I also have read this that SSAO solves it. But it does not. If SSAO has anything to do with it, it must be in in combination with something else that we don’t know what is. Weather and lighting conditions impact how visible it is. But it is there, SSAO On or Off doesn’t matter. SSAO off doesn’t matter and I hope that Eagle Dynamics and Pimax don’t believe that is the solution. Because then we will be stuck with the problem.
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Currenthill Asset Pack (from 4/25/25 Newsletter)
Vähäkylä replied to NineLine's topic in Currenthill Asset Packs
Hopefully we can get early MANPADS like RedEye and Strela. The mods are finicky. -
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F86 SABRE JET COCKPIT REPAINT. BLACK VERSION
buceador replied to akarsdcs's topic in DCS: F-86F Sabre
I have moved the DCS original .zip file out of the root, as to DCS finding the textures somewhere else, nobody else has flagged this as a problem so I will continue to try and track down the cause. Many thanks for suggestions. -
At a fixed manifold pressure (and mixture), engine shaft power generally rises with RPM and peaks at the maximum permitted RPM. Accordingly, thrust power at the propeller, Pthrust=ηp Pengine, is also maximized there. However, in some cases a small RPM reduction (with a constant-speed prop) can increase net thrust power if the drop in helical/tip Mach moves the blades out of the transonic regime and boosts propeller efficiency enough to outweigh the modest loss in engine power. This is more likely at higher altitudes and higher true airspeeds, where the speed of sound is lower and tip Mach numbers are higher.
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June 2025 - DCS VR Optimization Stutter/Jitter Generic Checklist
Dangerzone replied to Dangerzone's topic in Virtual Reality
I don't use the DCS FPS Limiter. I've been using rivatuner instead. Finer adjustments (ie, not jumping by 5fps) , and I can make changes to it if needed in realtime without having to close mission. -
So far no, none of the elevators of Enterprise or Essex SCB125 are animated. We're currently trying out lights for night operations and some MOOSE based showcase for the mod at large. No plans to animate the elevators currently. Cheers, TeTeT
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Great news!!!
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PSVR2 - now works with Eye Tracking and Quad Views!
RealDCSpilot replied to proxlamus's topic in Virtual Reality
Yeah sure, it tricks your brain. I got totally used to it with my standalone HMD. But to describe the effect better - i would call it the "old man" filter. Everything reaction time based get's "stretched and smoothed out" in time. Something like this. Stuff becomes more unresponsive. It becomes extremely obvious in helicopter takeoffs, like with the AH64. I have a full HOTAS in a seat, so i have to work with all arms and feet to coordinate a clean takeoff with cyclic, collective and pedals. You have to do a lot of work with micro corrections and my fist takeoff with the PSVR2 was quite an experience after years with of streaming VR. @Qcumber Yeah, you have to take your whole system latency into account, add HOTAS device input latency and so on. In the end you'll have that huge latency chunk of VR streaming in the middle of that data pipeline, which is a massive bottleneck compared to everything else. Based on some old numbers i remember it's ~15ms if you are running with DP and controllers over USB. With streaming you end up with 60 ms and more (VD numbers do only show what is relevant to the VR streaming part), don't forget that DCS is CPU bound and you are putting extra work with streaming on it. More realistic would be 80 to 100 ms even with highend hardware. -
So.. neue Frage Da DCS ja nach wie vor nicht in der Lage ist den Trottle wie in der Realität nur via Achsenpositionen nachzubilden was den Start und das Abstellen betrifft und dafür wie es aussieht Schalter braucht hab ich da auch 2 Stück davon gefunden. Nach dem Start mit JFS is das Triebwerk ja auf 25%.. und wenn man mit der Maus dann da über den kleinen Hebel am Schubregler fährt kommt der Befehl "Schubhebel OFF/IDLE". So weit so gut. Mein Winwing hat jetzt 2 Buttons da auf der Achse. BTN1 ist ganz hinten am Anschlag, und wenn man über die Position hinaus geht ist dort BTN 30. Ich hab es jetzt mal so belegt dass "Throttle OFF" auf dem BTN1 liegt, und "Throttle IDLE" auf BTN30. Aber da tut sich gar nix. Weder startet die Maschine weiter, noch geht sie aus wenn sie rennt. Hab dann den BTN30 mal als "Throttle OFF/IDLE" auch definiert, auch hier, keine Reaktion im Game. Ich muss nach wie vor mit der Maus auf den kleinen Hebel klicken damit das Ding angeht bzw dann auch wieder ausgeht Hat das wer von euch hin bekommen dass das dann rein durch Bewegung mit Hilfe der verstecken Buttons klappt oder ist das einfach noch nicht implementiert?
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Thanks guys for the walkthrough. Managed to do it finally !
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Kann es sein dass das Manual für den Apache seit 3 Jahren in Deutsch nicht mehr aktualisiert wurde? Oder bin ich zu blind die aktuelle Version zu finden?
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Наткнулся на синхронный перевод того видео с запуском. Спасибо доброму человеку!
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Понял, спасибо! Скачал кампанию отсюда. Там не 18 миссий, а 16. Судя по нумерации файлов, отсутствуют миссии № 2 и № 3.
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You should be able to run the game at 0.8 image quality with the quadviews, which should give you a solid 60 FPS, depending on the map.
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[Known issue] Barometric Altimeter Switch Stuck
Zabuzard replied to Model98's topic in Bugs & Problems
Yeah exactly. The fix is done and will be available as soon as new Phantom builds are published and make it your way. That has not happened yet but will hopefully soon be the case