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havok2

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Everything posted by havok2

  1. Hey, You've definitely done a good job with the music. I would have a few tips from a cinematic point of view. - Avoid zooming in/out (unless you can justify it, for example POV you spot the enemy and zoom in to establish it). - Avoid jump cuts Then your work gets an even more cinematic feel.
  2. I would say it is the same like on the persian golf map. The motion blur value is not impacted by the levels. But I did not own this map to test it.
  3. Hello again, so I tested what you said, and I can confirm. On levels like persian golf the calculation seems different. So as a quick workarround change line 45 into this: cameraDistance = cameraDistance/100; This seems to be nearly the correct values then. I will try to figure out if I can read out the name of the current map and change it automatically.
  4. Hey, sorry for my late response. Since playing VR I don't use the mods a lot. At first I tried it on Channel with latest Beta and my mod and I have Depth Of Field, but I think its less than on other maps. I don't know why, but simply lower the value 4.0 in the DOF.fx to 2.8 or 2.0 or lower like 1.4. Also I edited the latest motionblur.fx so you can use it again. Also there is a commented line where you can increase or decrease the ammount of motion blur until it matches your desires. Cheers. motionblur.fx
  5. I just used this openvr „hack“ to enable a feature like this. I use this on most of my vr games even with an 3090. Try it, its easy to setup.
  6. I did a little more research today. The functions of the new clouds are in the files atmosphere.hlsl as well as their includes. In the line float skyLerpFactor = smoothstep(atmNearDistance, atmFarDistance, d); a kind of temporal smoothing is applied depending on the distance and camera position! I noticed today that clouds farther away wobble significantly, while clouds close to the plane do not. I then tried the VR zoom and noticed that clouds that were wobbling before were no longer wobbling. This indicates that the cloud positions are time smoothed. However, this also means that the position of the clouds permanently changes between the camera position of the left and right eye and accordingly a "camera" is used that jumps back and forth between the eyes. When the head is rotated more quickly, the wobble becomes virtually invisible. Only when you hold still. ED should form the clouds simply on the basis of one eye and not on the basis of both eyes. You can also see very nicely how the clouds become more detailed if you zoom the camera very far away in the outside view and rotate very fast and then stop. It actually makes total sense for 2D and also VR. Objects farther away change their position in space almost invisibly within a few frames. The closer clouds, however, do. Partly the clouds are enormously pixelated, then quickly soft again. Currently I'm trying to turn off smoothing completely to confirm this behavior or to make the system think all clouds are near clouds. Ok it is something that is simulated in an exe directly. Maybe directly in the dcs.exe. Its definitly timesmoothing or progressive rendering the clouds. There is no way to edit something from the code here. The only thing that can be edited are the cloud-templates itself (clouds.lua). I think its implemented as an overlay that is simulated dedicated and composed with the rest, but its not reachable for us I‘ll hope ED is able to fix that soon. I did‘t played since 2.7 Beta - because I want these Clouds but in VR I get sick from this wobble …
  7. I recommend to try them one by one. I‘am not sure if they are all compatible with the latest DCS. The grass shader only works with the DCS Shader Mod. I tried to optimize the performance here. I wrote some comments in the file. Mostly I just edited one, two lines of code. I think at all its not difficult to adjust a newer versions if neccassary. Let me know if something isn‘t working. DOF.fx heatair.fx motionblur.fx grass2.fx
  8. If you want good graphics for making videos with dcs I can recommend using this as well: Just for bridging the time.
  9. I‘m on the road at this moment - Give me some hours please
  10. I can have a look if I still have a copy of it - don‘t using them anymore because I switched to VR.
  11. Do you have Vive VR or what its called or Valve Index?
  12. Sounds like the simulation that is rendered seperately over the „game“ uses A: a fixed Framerate that is off to the frames per second in the game (may 60Hz so its closer with 72Hz then) or B: DCS uses kind of motion interpolation in vr that creates interpolated frames but the simulated and seperately rendered clouds still interpolate the frames - so we have an offset between a frame from the game that is nterpolated between frame 1 AND 2 (call it frame 1.5) and you still see the clouds from frame 1 OR 2. So you have 0.5 Frames difference in between. So ED had to manage to code an Interpolation for the cloud sim too. Sounds not very trivial and would explane why is not already fixed during the last updates. So I dont think its kind of „oh we just forgot to round the values here“
  13. Hey - the source code files are only necessary when someone wants to edit and recompile the whole thing with ms virtual studio. They cant be used for anythings else. So copy paste it to any path won‘t do anything! You only need the Leap Software and the replace the files with mine that you can download above. I just used the Leap thing from SDRaw and edited some values to „nearly“ match the Hand-Rotation-Offsets and disabled some buttons that are emulated and causing problems. You can also use the newest version from sdraw. He used my changes to adjust the code and placed the whole offsets into its config file. So you don‘t need to recompile that stuff anymore. I hard coded my values into the code. That was the reason I offered the code too :)
  14. Just make sure you installed at least Leap 4.0.0 Software and put (override/replace) the files and stuff (https://forums.eagle.ru/applications/core/interface/file/attachment.php?id=172733) here (see screenshot). Thats it. I see hands in DCS, and also see hands with my Valve Index Knuckle Controllers. So the Leap thing I reused also emulates these Valve Knuckels. When you don‘t see hands after doong the above steps - then there is something wrong at a different point.
  15. Theoretically, this is probably the same, but it is not confirmed exactly what the problem is. I refer here only to the statement of BIGNEWY. I have also done it this way and it worked.
  16. I would recommend to rename the whole DCS Folder to DCS_Old and then start the Game. I think the Settings File is not an problem. Its the Shadercache that will be recreated. So just start the Game and close it then. You now have a new DCS folder next to your DCS_Old. Now Copy the files you need. I would recommend to copy the whole Controles Folder then.
  17. Yeah I saw the same performancedrop. On Youtube erverybody tells you there is no performanceloss - even in VR - no its faster!!! I tried the tip from BIGNEWY and renamer my DCS Folder in C\User\YOUR USER\saved games\ after that I started the game and copied my controles later in the new folder. For me it definitely fixed the heavy performance-drop. I also have a 3090. Do you have Rez Bar enabled? Latest drivers as well?
  18. What are your hardware specs? Try fpsvr app to see frametimes of cpu and gpu. So you can see what part of the system is the reason. I mean nothing had less calculation then clouds right?
  19. Yes, you are right. I agree that these are three different problems that should be discussed separately. - Overall quality (out of focus, settings don't seem to work). - Overlit, burned out clouds - Mismatched shaky perspective from clouds to world But from everything I've read, Bignewy has all three on his radar now. I am sure they work really hard for us
  20. Hey BIGNEWY, this helped for me. Now it runs nearly as smooth as with the old version. By the way could it be that the Gamma-Calculation for the clouds are the problem for burning them out in VR? I accidently slided the gamma and *kaboosh* at ~1.7 it seems to be more natural and realistic. https://youtu.be/B95A32CQ2r8 And great job by the way!!!
  21. Yeah you decreased the noise size. I also think that it is a kind of parameter optimization. They are too bright in VR, so the details are lost and burned out to white. But I did not managed to find the shader that controle these. When creating fractal noise in After Effects you have a slider that controles contrast, brightness, ecolution, offset and size for example. If someone could find the file we had to edit, we can tune them. The clouds.lua just are presets that you can select in the game. But these are just values that controles the min & max height and primary the placement of the cloudlets - not the shadong of each cloud itself. (but yeah we can create our own cloudpresets here, maybe sometimes there comes a preview viewer like for plane where we get all sliders that controles the cloud system)
  22. Hello Jafergon, Hello Community, I did some research today and found out the following connection. The clouds in DCS are rendered separately as I understand it. That is, the game world is rendered, then the clouds and then everything is merged. Ok so far no miraculous insight however I noticed that the cloud quality no matter with which VR resolution (in Steam) always looks the same. Ergo, the clouds are always simulated with a defined resolution regardless of the resolution of the game. This looks very good in 2D and unfortunately not quite as sharp in VR. Here it simply needs a higher resolution. If you quickly rotate the camera around the aircraft in the exterior view far away from the aircraft and stop, you can partially see the individual voxels, these are then quickly smoothed. I think this temporal smoothing is currently also the devil, whereby just the perspective of the clouds gets an offset to the world and wobbles. The settings Low-Ultra seem to change almost nothing. Possibly a placeholder of the BETA? But then I noticed, if you change the pixel density in the settings of DCS, the resolution of the clouds is also scaled. So if I set the resolution in Steam from 200% to 100% and set the pixel density to 2.0, the clouds are sharper. However, my system [5900x, 32GB 3200 CL14, MSI RTX 3090 Trio X] then breaks down to 40Fps and lower in 80Hz mode.... Too bad, it looks really nice. Of course, it also works the other way around. I have currently decreased the pixel density to 0.8 and the resolution in Steam (DCS 270-290% | Global 100%), so that I have a similarly good resolution in the game, except for the clouds. But this way I have a stable 80fps with 2746*3050px per eye. Unfortunately, at least on my index, the quality is a bit worse than with pixel density 1.0, but that's because I don't use AA and SteamVR uses an Advanced Supersampling filter. However, it is a very good compromise between optics and performance. Attached are my settings. & I am using the shader Mod as well.
  23. Still have these issues with my Index too. +1
  24. Hello, pilots, I was looking for a smooth solution to control the camera in DCS and replay in a comfortable way. I found the program KEYSTICKS and created a first DCS profile for you. Key points: - Right stick = mouse emulation! - Press right stick = align camera free - Shoulder buttons = Zoom/Distance of camera (use B+LT/RT for Zoom, LB/RB are just one small step for refinement) - Buttons = Lctrl, Rctrl and so on - Press left Stick = Middle Mouse Button to toggle Cockpit view - Buttons + Left Stick = Move Kamera for example in Cockpit - Arrow keys = camera angle - Forward & Back = Toggle Controle Pages for even more functions - Interface for visualization of the key assignment - Some buttons are double assigned, if you press the button a little longer here, you can trigger the secondary function. - Theoretically, you could fly DCS completely with the gamepad (ok, almost nobody wants that, but players who can't afford expensive HOTAS could also play with it) - Many more bindings, also for Supercarrier -> Look into the profile if you unsure I will make another video and a little tutorial later. I have not tested all functions to 100%. Some key combinations I have taken from https://forums.eagle.ru/showthread.php?t=114260, but I don't know exactly where and how to use some of them. KeysticksDCS.zip
  25. Hello, no, I've never had a problem with that. Under normal conditions I also have all planes at the airport. I have intentionally set the LOD distances to 30,60,90,120 and 150 meters. The last LOD level has no aircraft. Therefore the unequal distance calculation to the camera is noticeable for both eyes. On the left side it is already gone but on the right side it is still visible. This is the same problem as with the clouds. Look at the second plane up on the left. On the left you see LOD Level 3 (cabin has no transparent glass) but on the right you still see LOD Level 2 (cabin has transparent glass). In DCS the distance of the camera for the left and right eye is clearly miscalculated. Normally it is not that noticeable, because the LOD levels are 30, 120, 500, 5000 meters etc.
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