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zildac

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Everything posted by zildac

  1. Ah right, didn't realise that. Thanks for clarifying.
  2. Understood, thank you. So you're not doing any sharpening in vrpperftoolkit? (Sharpness 0.0)
  3. Will have to give this combo a try, i.e Reshade for colour enhancement only and vrpeftoolkit for upscaling and sharpening. Are you still using 0.2 for sharpening, and method CAS? @speed-of-heat
  4. Thanks for confirming. Yeah, it's certainly a handy feature. Sent from my LE2120 using Tapatalk
  5. Openvr_api_dll has been deprecated in VRPK it's now using dxgi.dll as its shim (so the original version of openvr_api_dll file from the DCS build needs to be in place). Which means if you want to use any version of Reshade and VRPK you need to rename one of the clashing dlls to d3d11.dll. I have the VRPK dll renamed to d3d11.dll and have left the Reshade5 dll as default (dxgi.dll) HTH.
  6. Those keys don't appear to work for the HMD image anymore, even if set in the .ini. You can toggle them in the shader list, but yeah, it's a bit of a pain. My posts further up cover the same finding.
  7. Thanks for looking. Odd, I'm pretty sure I did the OAP right based on the BE call, but it was the first time I’d tried it in anger, so perhaps not
  8. This is not witchcraft....
  9. Hi, In mission 4 when Wizard gives the location of the crippled Tabletop as 008 for 40, if I set up an OAP using these coordinates and distance from rock the TGP is nowhere near the ship. Is this supposed to be the case, I set the bearing as True should it be Magnetic? Thanks, Z
  10. Having played some more between "work" I have noticed that in certain lighting conditions the interference pattern that seems to be generated as a result of the render quality ring radius settings is quite off-putting. I also have an after market face gasket for my G2 which may be making the issue worse as my eyes are slightly closer to the lenses. I have cranked up the values for inner middle and outer and it's better but I'm not sure if I can live with the "jiggle" in my peripheral vision. Perhaps I'll tune it out automatically after some time, will see how it goes. These are my increased settings, but the effect is still noticeable. Any higher and I may as well just not use the feature tbh. But i get that's how the process works. fixedFoveated: # enable (true) or disable (false) fixed foveated rendering enabled: true # configure the end of the inner circle, which is the area that will be rendered at full resolution innerRadius: 0.6 # configure the end of the second ring, which will be rendered at half resolution midRadius: 0.8 # configure the end of the third ring, which will be rendered at 1/4th resolution outerRadius: 1.0 # the remainder of the image will be rendered at 1/16th resolution
  11. Yeah, I guess it's one of the downsides of an EA product when referring to older videos. Happy that it works the way it does, just wanted to make sure I wasn't missing something obvious. I guess they also removed the numbering of the selected WPT in the SA page in a more recent release too as that also appears in older videos.
  12. Gotcha, thanks
  13. I'm assuming you’re not using VR_CAS in reshade hence the sharpening set in vrperfkit?
  14. Just ran a quick and dirty test using my existing Reshade 5 settings (VR_CAS etc) and the same vrperfkit.yml settings from the "non foveated" build but of course with fixedFoveated:enable. I too see an increase in performance around .5 to 1.0ms decrease in GPU Frametime. There is some "fuzziness" in the outer area of the FOV but this is basically how this works. Either way it's not noticeable (to me at least) and I'll take the perf increase.
  15. Many thanks, I'll take a look at that.
  16. Thanks. So presumably the behaviour seen in older videos was incorrect. On that basis what is the correct procedure for getting the pod in the general area of a bullseye call?
  17. I originally posted this over on the Raven one forum, but it may be better placed here. I'm not sure if it's a bug or by design, so any info would be much appreciated. In many of the tutorial videos I have seen when trying to place the TGP in the general direction of a bullseye call for an A2G tasking you simply use the SA page and the TDC cursor to slew to the general area, switch to the TGP and then move the pod so the pod marker in the SA page is within the previously placed TDC cursor. The thing is as soon as I SCS right for example to make the TGP SOI on the right MFD the TDC cursors on the SA page disappear. This doesn't seem to happen in any of the videos I've seen. Is this new behaviour, a bug or just "user error"? Likewise, I see no threat rings and the only waypoint that is numbered is Bullseye, have I missed some setup on the AMPCD? I'm following what I believe to be the correct cold start procedure, running the latest OB 2.7.10.18996.
  18. Bit late to this party, but just started the campaign and am currently up to mission 4. Really enjoying it even though it is pretty challenging for me! I have a question re the SA page, which hopefully is simple. In many of the videos I have seen when trying to place the TGP in the general direction of a bullseye call you simply use the SA page and the TDC cursor to get in the general area, switch to the TGP and then move the pod so the pod marker in the SA page is within the previously placed TDC cursor. The thing is as soon as I SCS right for example to make the TGP SOI on the right MFD the TDC cursors on the SA page disappear. This doesn't seem to happen in any of the videos I've seen. Is this new behaviour, a bug or just "user error"? Likewise I see no threat rings and the only waypoint that is numbered is Bullseye, have I missed some setup on the AMPCD?
  19. Thanks for taking the time "screwing around" It's much appreciated
  20. Would you mind sharing your Reshade config files in regard to Luma and Vibrance? Am I correct in assuming you are not using the Reshade VR_CAS shader, so are performing sharpening in vrperftoolkit exclusively? I think you had it set around 0.2 if I recall a config file post from a while back?
  21. I think it's the nature of the beast now, and the release notes seem to suggest they are treated as two separate environments controls wise. It would be useful to be able to map a key to enable/disable all, and that only affects VR though. Like you say, it may get implemented. Thanks for testing
  22. Possibly a TAB or CRLF or similar...at least it's sorted now.
  23. OK, so if you bind a key to "KeyEffects" in your Reshade.ini or via the 2D UI (the below uses END to toggle) do you notice the effect being enabled/disabled in the HMD. Because I do not, and previously, I used this key to quickly disable all the currently active Reshade shaders or re-enable them. It's this behaviour that I think has changed with the official VR version. Reshade.ini [INPUT] ForceShortcutModifiers=1 InputProcessing=2 KeyEffects=35,0,0,0 KeyNextPreset=0,0,0,0 KeyOverlay=36,0,0,0 KeyPerformanceMode=0,0,0,0 KeyPreviousPreset=0,0,0,0 KeyReload=0,0,0,0 KeyScreenshot=44,0,0,0
  24. It makes sense, and I do. However, I still seem unable to enable or disable ALL the effects in the standard 2D menu, it only applies to 2D not HMD. In HMD mode I obviously need to bring up the SteamVR overlay to select Reshade 5.0, and then I can toggle quite happily.
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