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Taz1004

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Everything posted by Taz1004

  1. Above was done editing parent fx file. For the lua file, you can start with: Also the vehicle type determines flame and smoke size. The 4 vehicles above uses same smoke. But two fuel trucks on the left make larger flame and smoke.
  2. Config/Effects/ParticleSystem2/staticSmoke.lua line 114 miniSmokeWithFire
  3. I did look into it and it's kinda good and bad. This same smoke system seems to be used for building smokes and etc. Just varied in size via config file. So it is ideal to adjust the config file for specific smoke but any edit to config file breaks IC. But if I edit the parent fx file, it passes the IC but then it affects all variation. If I increase the smoke by 10X for vehicles, then building smoke may get 10X too. Plus the flame seems to be part of the same sprite as smoke so it's more difficult to adjust independently. Below is adjusting the parent fx file. Need to test what else this affects. Default Better Smoke 2.7
  4. I agree with @Quadg that it feels correct now.
  5. Yes, Linus is right on misjudging the volume. Not sure what affect the new sanctions on China would have but production issue has been resolved. Samsung actually recorded 12% increase in DRAM production last year. Look at the statistics below. US demand quadrupled in 2021. Far more than any other region. Everyone probably are blaming Americans. https://www.statista.com/statistics/988037/nvidia-revenue-by-country-region/
  6. You can get it to run by deleting "/bazar/shaders/precipitation" folder. But the vehicle smoke is completely different system. I'll have to spend some time with it.
  7. If you want to test, keep the numbers simple. Forget SteamVR % number. Pretend it doesn't exist. Just set the slider so the Per App resolution is close to your headset's native resolution. 1440x1600 in my case. 100% most likely is NOT your native resolution. Now set DCS PD to 2. This will make final render resolution close to 2880x3200. Test it. Then bring DCS PD back down to 1. Set SteamVR resolution close to 2880x3200. Test it. If you want to test PD 0.5, then set SteamVR resolution to 5760x6400. Set DCS PD to 0.5. Test it. It is all same on my end. Again, numbers I used in this example is based on my headset. Apply your own headset's native resolution.
  8. Isn't that also known as "placebo"?
  9. It would be 530% "increase". So per SteamVR definition, it'd be 630%. Because in SteamVR 140% means 40% increase in pixel count. Please just don't talk in %. SteamVR even gives you resolution number. Use that instead. I understood the point but the point itself is pointless unless you figure out the exact resolution because you may be sacrificing resolution to get performance which is nothing new.
  10. Sorry, didn't realize it wasn't your video. It is added. 140% Global + 140 Per App totals 180% And SteamVR % value calculates pixel count. DCS PD is linear dimension multiplier. And once again, on top of that calculation mess, 100% SteamVR is not 100% native resolution. It most of the time has multiplier already built in. And it depends on headset. So I don't even look at any guide that talks in %. Always calculate what your final resolution is.
  11. As imaken pointed, there are few errors on your numbers. I'm assuming the SteamVR setting you showed at the end is what you used for benchmarks. If so, then your SteamVR is not 500% nor 100% Because your global was set at 140% Per App setting does not "replace" Global. Also, I'm sure your 100% SteamVR will not be your native resolultion. The resolution specified at 140% on your video shows 2384x2648 which is 273% of native Index resolution of 1440x1600. What resolution does it indicate at 100%? Once again, calculate exact resolution you're running for each test. Not % value.
  12. The world wide DRAM shortage is mostly because of political conflict between Korea and Japan. Japan was primary source of liquid hydrogen fluoride and silicone wafers for DRAM Samsung produces. And Japan placed trade restrictions on 3 key materials. Now Samsung is producing liquid hydrogen fluoride internally and found other suppliers from Taiwan and Belgium so it should ease soon. https://time.com/5691631/japan-south-korea-trade-war/ BTW, I'm just passing on the news so please don't turn this political.
  13. First prototype in April and first test flight scheduled for 2022. Yes the body is same as F-22 because Lockheed Martin supplied them with the technology. Engine I believe is GE... same as Super Hornet. US refused to supply radar but Korea developed it internally. No internal weapon bay for the initial version which will sacrifice stealth. Korea is planning to sell them.
  14. First KF-X prototype to be revealed next month. Test flight in 2022.
  15. No. After you enable it in OvGME, what path is _HMD.hlsl located? And what does your _HMD.hlsl look like?
  16. I don't want this to get off track and get into block compression but that's actually not correct. As Cobra said above, DCS uses BC3 and BC5. BC7 also works but not for older assets. Even tho BC1 may be lower size, it is inefficient and no longer used in game engines. https://docs.microsoft.com/en-us/windows/win32/direct3d11/texture-block-compression-in-direct3d-11
  17. I think we should be patient. I reported this tree normal issue on August 4th last year. And it was fixed on November 4th patch. It was a simple fix too but took 3 months. I don't know how ED prioritizes or if Wishlist is lower priority but I expect at least 3 months for something like this to be looked at.
  18. You will need to use the profiling tools to test exact impact but you need the SDK. Without the SDK, best tool available is AfterBurner's per process monitor which is what I used. I believe I've provided enough evidence for developers to investigate which I hope they are doing. As for how to find the 32 bit normals, all texture files of specific resolution and bit depth have specific file sizes. Because they're uncompressed (not talking about block compression). So you can identify them just by looking at file sizes.
  19. Just delete the Blast section from FireVehicle.lua
  20. I need to reproduce it on my end. What vortex wings? I'm really confused.
  21. IDK what ring you're talking about. Perhaps if you can show what it was, what it is, and what it should be.
  22. I might be able to but I do not have any WWII planes. Perhaps if there's way to create that with included Mustang and upload a track.
  23. XCNuse is correct. You can also do STOR HDG INS Alignment.
  24. On my first post Just do the reverse.
  25. You installed it to "Saved Games" with OvGME? And I'm not seeing baked reflection in the default cockpit anymore. I did see a new folder I didn't see before so I think ED made some changes to the old cockpit. Try reinstalling A10C. Default Mod
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