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Everything posted by Taz1004
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You can do it in nVidia control panel or via autoexec.cfg options.graphics.maxfps = 30
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I would think so. 1/60 = 0.0167. Meaning each frame needs to be on screen for 16.7ms. 24ms is closer to 41fps. If the game's saying 60fps but feels like 30-40fps as you said in your original post, then the game may be duplicating frames to keep up with 60fps which would cause stutter. As a test, I would try forcing FPS to 40fps or lower to see if you get smooth consistent motion at least.
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I'm trying this with Kegety's full version and your patch and cockpit sharpen doesn't seem to work. However, cluster bomb frame rate loss in fact is fixed. Just a suggestion but I think more people would use this if you make it simpler. Just make single file people can download and install instead as patch update. One original version and one for Kegety's version. And I would simplify the instruction on original page too as the detailed instruction is in the readme file.
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Silence wingman contact callouts
Taz1004 replied to Taz1004's topic in Utility/Program Mods for DCS World
It still works for me. I know it doesn't work with dedicated sound library like Supercarrier ATC sounds. Maybe Liberation has its own sound library, I haven't played with Liberation for a while. Have you tried it without Liberation? Just make a single player mission with a wingman and bunch of SAM. If it works without Liberation, might wanna contact its developer. -
That it is consistent. You can google frametime vs frame rate. But basically, you can have 60 frames in a second but if they're not displaying those 60 frames evenly within that 1 second, you will get stutter. For 60fps, 16ms is ideal frametime. This is mine for example. It spiked here and there when I was moving my head around but for most part, stayed around 17ms for 60fps.
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Check frametime instead of frame rate.
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It would help the Open Beta Testers if ED can share the list of known bugs. Would prevent OB testers from wasting time making videos and tracks and reporting it if we can check the list first.
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VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
Thanks for that test. Always wondered the performance difference but don't have the benchmarking tools. Obvious difference between Simplex and Kegety's is IC. So if IC is important, then there's really no choice. Another reason for using original Kegety's over Simplex is for its features. I first modified the haze and realized it required recompile anyway. And to me, Haze is worth the up front cost. So I decided to use the original. And there are other features Simplex removes like Albedo texture sharpening, NVG scope adjustment, etc. Below is difference between Simplex and Kegety's only. No other mods. I'm not biased over one or the other. Both are great options. Just providing information for people to make right choice. -
reported earlier Maverick disappears just before impact
Taz1004 replied to Taz1004's topic in Bugs and Problems
Even if that is the case, very large blast radius of Maverick-F makes this too unrealistic. 350ft. The separation of units on my first video is too far for Maverick debris splash. Plus, it can't be debris splash if the impact is at same time. And when multiple dumb bombs drop at same place at same time, it should multiply. Not cancel the other. -
reported earlier Maverick disappears just before impact
Taz1004 replied to Taz1004's topic in Bugs and Problems
And now I'm wondering if this happens to other weapons and if that is why they reduced the splash radius of dumb bombs. Since dumb bombs are often dropped together. -
reported earlier Maverick disappears just before impact
Taz1004 replied to Taz1004's topic in Bugs and Problems
If you watch the track, all Mav's are on target so it's not splash damage. But I think I figured out the cause. Issue I believe is two Mavericks exploding in close proximity at almost same time. When they're within each other's blast radius, game somehow thinks it's just one explosion. And currently, Mavericks have very large blast radius. Over 300ft. Of course chance of this happening is a lot higher with 4 Mav's than 2. I tried over 20 times to test this theory with just two Mavericks below. And I was able to replicate repeatedly as long as I get the timing right. I used active pause to time the missiles. But again, chances of this happening is a lot higher (without using active pause) if you fire 4. Two Mav's close together at same time. One doesn't explode. MaverickTestClose.trk Two Mav's far apart but still same time. Both explode. MaverickTestFar.trk -
This happens to me quite frequently with AGM-65F in Hornet. About 20% of the time. Not sure if it's bug or I'm doing something wrong. But I don't understand why it would disappear without impact if it just missed. Never happened with 65D from A10C-II. Also happens when slaving to Tpod. No mod at the time of making the track. 1:15 is where it happens. Track MaverickTest1.trk
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Better Smoke V22 for DCS 2.9
Taz1004 replied to Taz1004's topic in Utility/Program Mods for DCS World
IC Safe version: --Smaller smoke marker --Larger vehicle smoke --Larger aircraft crash smoke --Larger building smoke --Larger placeable static smoke --Longer gun smoke --Toned down tank dust --Toned down vehicle dust --Toned down helo dust --Toned down ground unit countermeasure dust --Toned down landing gear smoke --Toned down water explosion IC Fail version: In addition to above. --Refined Vehicle smoke --Refined water explosion --Toned down carrier catapult steam --Toned down Stennis IFLOLS glow --Brighter cluster bomb explosion --Replaced crater texture --Longer ship trails --Larger ground fire glow -
When there's just one number it's usually square. As most MFD's are square. If not square, it refers to vertical resolution. Such as 1920x1080 are called 1080P. And 1024 would mean the size of the render texture. What's displayed on your MFD are basically animated texture. Just as other textures in your cockpit have specific texture size, doesn't mean it's related to your display resolution.
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LOL, you need to READ further. My advice for myself: Mute troll. In the meantime, there are thousands of old threads where you can give your "one word advice" to outdated questions.
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Not sure what you mean. It's resolution of the display in pixels. If you're asking why those numbers, it's power of 2. 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 It's how computer communicates. They don't like numbers that don't divide by 2.
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It doesn't say but that option requires restart. Every frame option is important for VR in my case. With motion reprojection, it gets really choppy with bad ghosting if I don't use every frame option. Those who benchmark this feature should do so with both Maverick, and FLIR display on with smoke on the displays. Most of them I saw only do it with cockpit mirrors. And can't show on still images but the pixels really crawl in motion at 256. I use 512 every frame. Shkval A10C-II
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It turns out it actually works okay. It's just that situation is reversed. Missions I used BH, I now have to use WH and vice versa.
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Yes it's still there but it's slightly better. Perhaps the overall performance improvement helped it somewhat. This is pre-patch taken from the video I posted on previous page. GPU is hitting 99%. And this is post patch. Same track but GPU staying below 99% so framerate doesn't drop like before which was why I wasn't getting stutter. But the spike is still there and should be addressed.
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VR Shaders mod for better VR experience
Taz1004 replied to Kegetys's topic in Utility/Program Mods for DCS World
This is what I can salvage from the orignal full version of this mod merged with latest OB 2.7.9.17830 (12/23/2021) I also reduced haze by 50% DCS VR Shaders mod for 2.7.9.17830.zip This will take very long time to load the first time. Around 15 minutes for me. You can use the workaround I posted above if you need to reinstall the mod or have to repair/reinstall DCS. -
Thanks but your answer was my question. Basically I was asking if there is any easier way without affecting all other timing. I guess answer is no.
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Adjusting levels to extreme works but we shouldn't have to. I have to set levels to 9 for White hot and 2 for Black hot. And the settings are not saved for each so I have to adjust them whenever I switch.
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/Saved Games/DCS.openbeta/MissionEditor/logbook.lua