Jump to content

Cleric812

Members
  • Posts

    12
  • Joined

  • Last visited

About Cleric812

  • Birthday 08/12/1989

Personal Information

  • Flight Simulators
    DCS - IL2 BoS - P3D - MSFS
  • Location
    Planet Earth

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Just did some flying around today and it honestly feels worse than ever. I had HWinfo running in the background to try and see what was happening to cause stutters which made it more like seconds per frame rather than frames per second. In multiplayer VR running my Pimax Crystal my Radeon 6900XT completely runs out of memory (see attached screenshots). This is with the textures set to high and does not occur when they are set to medium, however almost everything in the cockpit becomes a blurry mess and unreadable when not set to high. The more high fidelity aircraft/rotorcraft are around me the worse it gets since the sim has to load in all those textures. The first screenshot is at full native res (max GPU memory usage 16588) taken on the Persian Gulf map, the second is at 0.8 FSR (max GPU memory usage 16953) taken on the Caucasus map, the last was 0.8 FSR and taken on the Syrian map (max GPU memory usage 18006).
  2. Hello all, Still hoping for some good news regarding this topic. Flying around in MP with multiple F-16/15/18 and other high resolution aircraft around makes my GPU basically run out of VRAM and a massive stutter fest ensues. So it’s either readable cockpits with high resolution textures and massive stutters around other aircraft. Or I have to use medium textures which makes most cockpits exceptionally blurry but no stutters. I know it’s great to see progress being made regarding so many aspects of the sim. But it does make me wonder what the priorities are if a modder such as @Taz1004 can create this mod which helps reduce memory load significantly by himself and the development team seems to be unable to do so or unwilling? @Flappie would love it if you were able to direct some of the devs attention to this issue again, fingers crossed I read this as a fixed issue in the changelog one day :)
  3. Good afternoon all, i was wondering if there had been any progress on this from the dev’s side? Perhaps @Flappie can give us an update?
  4. Hello all, I just spent some time writing a batch file for texconv.exe (https://github.com/Microsoft/DirectXTex/wiki/Texconv) to try to streamline the process. The thing that struck me most during this is that there seem to be some absolutely huge normal maps and roughmet textures, some as large as 80+ MB. The other thing that I noticed was the apparent lack of standardization of the texture sizes and names. some normal maps have "normal" in their name while others have "nrm" or "NM" in there names. I understand they were most likely created at different times and by different developers. However I think it might be worth it for someone to sit down for a day or two to go through these textures and standardize them. I cannot tell any difference between a 4096x4096 32 bit roughtmet or normal map and a 2048x2048 DXT5 file does the job just as well, often cutting total size of texture for the models in half at times. Just my 2 cents
  5. Hello all, I hope I’m not creating a topic that is already known about but I noticed something that struck me as odd and wanted to ask if this behaviour is correct. In the latest OB version (2.8.2.35759) I have my shadows set as follows; shadows - medium, secondary shadows - off, and terrain objects shadows - off. However when I fly around low to the ground I notice that my aircraft still casts shadows on the clutter/grass objects as well as on trees and ground objects such as GeneratorF. Is this behaviour correct?
  6. So just as a little up date as to my troubleshooting steps since it's now completely not working: 1. Restart "windows perception service", no joy 2. Clear out WMR environment data, no joy 3. Reinstall the OpenXR dll's from github, no joy 4. Reinstall the OpenXR dll's from Edmuss's pakcage, no joy 5. Reboot, no joy I will include the full error log: DrvOpenXR::GetXRAppName:103 - Setting application name to OpenComposite_DCS DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_KHR_win32_convert_performance_counter_time DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_KHR_D3D11_enable DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_KHR_D3D12_enable DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_KHR_composition_layer_depth DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_KHR_composition_layer_color_scale_bias DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_unbounded_reference_space DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_spatial_anchor DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_perception_anchor_interop DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_EXT_win32_appcontainer_compatible DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_EXT_conformance_automation DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_composition_layer_reprojection DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_spatial_graph_bridge DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_spatial_anchor_persistence DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_EXT_eye_gaze_interaction DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_hand_interaction DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_EXT_hand_tracking DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_hand_tracking_mesh DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_MSFT_controller_model DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_KHR_visibility_mask DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_EXT_samsung_odyssey_controller DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_EXT_hp_mixed_reality_controller DrvOpenXR::CreateOpenXRBackend:150 - Extension: XR_EXT_debug_utils DrvOpenXR::CreateOpenXRBackend:155 - Num layers available: 1 DrvOpenXR::CreateOpenXRBackend:163 - Layer: XR_APILAYER_NOVENDOR_toolkit DrvOpenXR::GetXRAppName:103 - Setting application name to OpenComposite_DCS debugCallback:117 - debugCallback Completed loader terminator debugCallback:117 - debugCallback Completed loader trampoline DrvOpenXR::CreateOpenXRBackend:250 - viewCount: 2 DrvOpenXR::CreateOpenXRBackend:256 - xrViewCount: 2 DrvOpenXR::SetupSession:296 - XrSystem: 1 XrInstance: 0000000000000004 XrBackend::PumpEvents:883 - Switch to OpenXR state 1 XrBackend::PumpEvents:883 - Switch to OpenXR state 2 XrBackend::PumpEvents:887 - Hit ready state, begin session... XrHMD::GetStringTrackedDeviceProperty:341 - GetStringTrackedDeviceProperty 1000 (null) XrHMD::GetStringTrackedDeviceProperty:341 - GetStringTrackedDeviceProperty 1000 XrHMD::GetStringTrackedDeviceProperty:341 - GetStringTrackedDeviceProperty 1001 (null) XrHMD::GetStringTrackedDeviceProperty:341 - GetStringTrackedDeviceProperty 1001 BaseExtendedDisplay::GetWindowBounds:15 - GetWindowBounds w 1920 h 1080 XrHMD::GetRecommendedRenderTargetSize:18 - GetRecommendedRenderTargetSize w 3176 h 3108 XrHMD::GetStringTrackedDeviceProperty:341 - GetStringTrackedDeviceProperty 1000 (null) XrHMD::GetStringTrackedDeviceProperty:341 - GetStringTrackedDeviceProperty 1000 XrHMD::GetHiddenAreaMesh:211 - GetHiddenAreaMesh eye: 0 type: 1 XrHMD::GetHiddenAreaMesh:211 - GetHiddenAreaMesh eye: 1 type: 1 XrBackend::CheckOrInitCompositors:319 - Recreating OpenXR session for application graphics API DrvOpenXR::SetupSession:296 - XrSystem: 1 XrInstance: 0000000000000004 XrBackend::PumpEvents:883 - Switch to OpenXR state 1 XrBackend::PumpEvents:883 - Switch to OpenXR state 2 XrBackend::PumpEvents:887 - Hit ready state, begin session... DX11Compositor::CheckCreateSwapChain:274 - Generating new swap chain DX11Compositor::CheckCreateSwapChain:278 - Texture desc format: 28 DX11Compositor::CheckCreateSwapChain:279 - Texture desc bind flags: 40 DX11Compositor::CheckCreateSwapChain:280 - Texture desc MiscFlags: 0 DX11Compositor::CheckCreateSwapChain:281 - Texture desc Usage: 0 DX11Compositor::CheckCreateSwapChain:282 - Texture desc width: 3176 DX11Compositor::CheckCreateSwapChain:283 - Texture desc height: 3108 DX11Compositor::CheckCreateSwapChain:311 - Texture desc format: 29 DX11Compositor::CheckCreateSwapChain:338 - Created swap chain: 3176 x 3108 d3d_make_surface_data:131 - Texture description: 3176 x 3108 Format 27 d3d_make_surface_data:131 - Texture description: 3176 x 3108 Format 27 d3d_make_surface_data:131 - Texture description: 3176 x 3108 Format 27 DX11Compositor::CheckCreateSwapChain:274 - Generating new swap chain DX11Compositor::CheckCreateSwapChain:278 - Texture desc format: 28 DX11Compositor::CheckCreateSwapChain:279 - Texture desc bind flags: 40 DX11Compositor::CheckCreateSwapChain:280 - Texture desc MiscFlags: 0 DX11Compositor::CheckCreateSwapChain:281 - Texture desc Usage: 0 DX11Compositor::CheckCreateSwapChain:282 - Texture desc width: 3176 DX11Compositor::CheckCreateSwapChain:283 - Texture desc height: 3108 DX11Compositor::CheckCreateSwapChain:311 - Texture desc format: 29 DX11Compositor::CheckCreateSwapChain:338 - Created swap chain: 3176 x 3108 d3d_make_surface_data:131 - Texture description: 3176 x 3108 Format 27 d3d_make_surface_data:131 - Texture description: 3176 x 3108 Format 27 d3d_make_surface_data:131 - Texture description: 3176 x 3108 Format 27 oovr_abort_raw:55 - Abort! XrBackend::SubmitFrames:701 - OpenXR Call failed, aborting. C:\Users\Jabbah\Documents\open-composite-acc\DrvOpenXR\XrBackend.cpp:701 SubmitFrames. Error code: -1 res
  7. Hello all, I have to say I have been some amazing results with OpenXR however with 0.6.0 and 0.6.1 I have been bugged by the following error quite regularly: " XrBackend::SubmitFrames:701 - OpenXR Call failed, aborting. C:\Users\Jabbah\Documents\open-composite-acc\DrvOpenXR\XrBackend.cpp:701 SubmitFrames. Error code: -1 res" I haven't found a reliable way to resolve it yet, sometimes a reboot helps, and sometimes reinstalling the OpenXR dll's into the DCS folder fixes it. I am not quite sure what is going on but is a little frustrating as when it runs it runs beautifully. Has anyone else run into the same issue?
  8. Thank so much for the help. That was the "silver bullet" that made my day!
  9. Hello gentlemen, I have read through the entire thread with great interest since I have been struggling quite a bit with the settings regarding the motion reprojection and motionsmoothing options on my 6900XT. I have some questions regarding the settings you guys are using to achieve your results. Can you guys share your settings for the following menus in SteamVR and WMR for SteamVR respectively? Kind regards, Vincent
  10. Hi all, Just a quick question to you Sr. What combination of motion smoothing and reprojection are you running? And are you running forced DX11 or not? I have a 6900XT as well and noticed the following. For motion smoothing: DX11 off gives me much clearer images but the motion smoothing is very janky and not smooth. If I force DX11 on using wmr for steamvr it is silky smooth. So I have to choose between smooth motion or clarity which is quite annoying. For reprojection: it introduces a lot of warping images (most noticeable on text and straight lines) no matter if I use auto or forced, and both in normal and with forced DX11. So far my best compromise has been forced DX11 and reprojection off. I am curious what settings you ended up with. Kind regards, Vincent
×
×
  • Create New...