Jump to content

Taz1004

Members
  • Posts

    2479
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Taz1004

  1. On some ground units, T-55 in this example, explodes in 2 phase. After first explosion, it still uses the old smoke (lower tank in image). And after second explosion, it switches to new smoke (upper tank in image). Problem is the first phase old smoke is influenced by wind too much. And it's way too large in comparison. Test below is with 8m/s wind. Track. No mods. smokeTest2.trk
  2. Smoke wouldn't cause that. It sounds more like crater bug.
  3. My system hasn't changed much for about 5 years. Still on GTX 1080 (non Ti). But my VR image quality and performance has improved greatly in last year through mods, SteamVR improvements, post process filters, and NIS. I actually don't feel the urgency to upgrade my GPU currently.
  4. Thanks. That is much better way.
  5. Actually, VR zoom in DCS is like zooming in on a digital picture. The perspective doesn't change. Pause, look at a distant tree in relation to your cockpit frame. Then do VR zoom, the aspect between the tree and your cockpit frame doesn't change with VR zoom. But if you move your head forward and back, you'll see that the aspect between the two will change. Using "Zoom" on a camera or binocular is like moving your head forward. Then why is DCS like this? I don't think it's to save render resource as @DerekSpeare said. It doesn't use any more resource enlarging vs changing camera focal length. I think they did it this way because it's simpler to implement. To OP, why doesn't it get blurry? VR Zoom is "supposed to" simulate looking through binocular. You'll notice that it not only enlarges picture but increases view distance.
  6. I do. But as others have said, it still lasts 2.5 sorties if I only use Vikhr. If I use laser for rockets and cannons, it lasts 1.5 sorties. Said "good" way. Meaning controlled and quick repair. I can think of many ways to cause damage too.
  7. At this point, I just want AI wingman who actually does what he's ordered to do.
  8. So the repair doesn't start if there's no damage. Problem is I just re-arm, go out, and laser goes out after 2 Vikhr forcing me to come back. I'd like the laser to be repaired anyway when I re-arm as a reset. Is there a good way to cause a damage so I can force a repair?
  9. What does controls indicator say? Whenever you feel the controllers not responding the way it should, turn on controls indicator and check if it's responding correctly to your inputs. What's English Shkval?
  10. 6GB VRAM and 16GB RAM are your biggest bottleneck. Both of which are below recommended spec for VR.
  11. Pretty much. However, if the OB update breaks the VR shader mod and it needs to be modified just like last OB update, then you may have to rebuild FXO/metashaders2.
  12. Try NIS
  13. Thanks. I thought you have to shut it down in certain way to cause damage to initiate repair. Seems like throttle levers need to be lowered for restarting procedure anyway.
  14. How do you shut down the engines? The cut off valves? Or Stop button? And what's the procedure for restarting the engine? And why is it that this laser "burnout" only affects Vikhr. Cannon still works, rocket piper still works, and even Kh-25ML still works.
  15. Not just Decoder.hlsl but also GBuffer.hlsl, atmosphere.hlsl, shadows.hlsl, and all files in model folder requires recompiling from scratch only when you reinstall the full mod. It takes very long for me. Almost 20 minutes. I do have a workaround however. First time I install the full mod, I start the game in every plane and terrain to compile the shaders. Then save the FXO and metashaders2 folder (I package them as mod) and replace them everytime I have to reinstall the mod. Then the game doesn't recompile.
  16. Turn off mouse confined to game window under VR options.
  17. So I've been trying the full version and seems like GBuffer.hlsl is the one that's causing the faded out cockpit. Also Decoder.hlsl basically disables AO. And this is separate from in-game SSAO option. I have that off. Without Decoder.hlsl from the mod With Decoder.hlsl While it may provide some FPS, I found that Decoder.hlsl in this mod causes everything to look really bad for me. I was getting light leaking look everywhere. Like the buttons at the top panel and even the ground to the left Sunlight was leaking through. And with it introduced a lot of pixel crawling in the cockpit especially in VR. So if you're gonna use the full version, either disable both Decoder.hlsl and GBuffer.hlsl or consider if the tradeoff is worth it. SpeedOfHeat's versions and Simplex have both GBuffer.hlsl and Decoder.hlsl disabled I believe.
  18. ReShade is post process. It does take fps but usually not as much as in-game filters and effects. And you can quickly enable/disable with Delete key.
  19. I'd like to see ED dedicate one patch cycle to bug fixes and performance optimization only.
  20. Craters don't appear on my F10 map. Is that an option?
  21. You can also try ReShade SMAA on top of in-game MSAA. One thing I realized recently is to use Depth sorting method on SMAA which works much better for DCS. It's as good as 2x MSAA. There will be performance hit but wont be as bad as 4x MSAA. Attached is my new setting. You can disable or lower CAS sharpen. Sharpen=Shimmer, Less Shimmer=Blurry. It's always finding balance. VR sharpen SMAA.zip
  22. Thanks, I'm assuming that assumes you have some visibility. The last mission I remember... one of OFP mission with heavy storm and nearly zero visibility thanks to the new fog in Edge. I used HMCS in A10C to orient myself. But I'll keep in mind your method for ones that doesn't have HMCS.
  23. Looks like I didn't make myself clear. Was asking in DCS. But thanks for the info anyway.
  24. Tried reducing from {300, 16000,0.5} to {1, 10,0.5} and still same result. What value are you using?
×
×
  • Create New...