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havok2

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Everything posted by havok2

  1. and X3D AMD CPUs as I can say. Have a friend with 5800X3D like me and also have trouble. Also there was one in the forum with 7800X3D. Maybe because of that Cache-Stack?
  2. I have an 5800X3D, 32GB Ram and 4090. I had the same problem since MT in VR on Pimax 8KX and 2D and now tried to disable cores. For me I had to disable at least every virtual Core. That helped a lot. I have sometimes stuttering, but oberall performance massivly increased. I have stable 75 Hz/Frames per Second even on Super Carrier or on Nevada Base now with 3.6k Resolution (with fsr Mod). Noice EDIT: I noticed that my RAM Usage was close to my 32GB (29.7 DCS alone) so I ordered another 32GB. This helped also increasing stability in the MT Version. Maybe the MT needs a little bit more RAM?
  3. Fixed it for me - the Max Frame Value to 1000 on my 4090 with 5800x3D. Thanks!
  4. Yeah, but it seems to be a CPU Treadt problem here. The GPU sits around 40% load and the frametime is green for the gpu. In the stable I get up to 90fps so I set my HMD to 75hz and I have a stable buttersmooth framerate. But with the beta with MT and without MT I have obly ~20-30fps. Even in the start menu. The mous is stuttering, it feels like a strange bug that is related mostly by x3D CPUs from AMD when I look to the other posts here.
  5. I tested today the non MT Version from this Beta and I have the same issue here. So I don‘t think it is MT depending (for me). I installed the normal version and everything runs again with smooth 75fps. Maybe this helps to identify the problem.
  6. V-Sync and Framelimiter disabled in NVIDIA Controle Panel and DCS Settings. No Autoexec file in my settings. Maybe it has something to do with this cinema mode from steam? When I launch MT Mode I get a popup that DCS has a native VR mode. I only can cancle or accept here. When I accept it starts in VR in cinema mode. Its kind of 2D in VR mode. After some seconds this mode closes and the normal VR mode starts with MT support. But with the first frame its jittery. Its a clean install. Using also latest drivers. No mods. I tried to run it directly from bin-mt folder with flag --force_enable_VR - but after some seconds the app shows up in task manager but closes.
  7. Hey, I have a 5800x3D, 32GB DDR4-3200-CL14, RTX 4090, Pimax 8KX and normally I get stable 75fps with my settings. But now after I ran MT and it starts for some seconds in Steam Cinema mode I only have <30fps even in the main menu. I can hear my GPU coilwine because of the stuttery cpu. You can see it in fps VR (screenshot). Something is not correct here. Unplayable for now.
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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 …
  14. 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
  15. If you want good graphics for making videos with dcs I can recommend using this as well: Just for bridging the time.
  16. I‘m on the road at this moment - Give me some hours please
  17. I can have a look if I still have a copy of it - don‘t using them anymore because I switched to VR.
  18. Do you have Vive VR or what its called or Valve Index?
  19. 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“
  20. 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 :)
  21. 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.
  22. 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.
  23. 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.
  24. 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?
  25. 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?
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