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Glide

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Everything posted by Glide

  1. Quadviews in DCS will give a big boost. Try that first. It's important to only change one thing at a time now, so you don't get tangled up in knots.
  2. That is correct. OpenXR has it's own algorithm. You can read the OpenXR spec in your spare time. The key is to ensure it doesn't fluctuate lower. If you find it is dropping down below 30fps all the time, then you need to tune your settings. If it's stable at 45 all the time, you are golden. If it goes higher, bonus.
  3. OpenXR takes care of itself. No additional settings required. Leave pixel density at 1.0 in the DCS settings. You should have excellent results with everything at 100%. The Crystal Light is plenty sharp. Less is more, that's my VR motto, so don't add things unless you feel you need them. I don't think the Light has eye tracking. Quadviews gives you FIXED foveated rendering.
  4. OpenXR should manage this for you. If you can't achieve 90, it should set your FPS to 45. It doesn't hurt to set it to 45, but I like to let OpenXR manage this. I would let DCS do all of the image quality settings. So set the headset to 100%. With a 3090 you shouldn't need quadviews at all. Some feel the need for higher FPS, but I personally can see the screen artifacts from quadviews, so I leave it off. If openxr gives you 45fps, and you are not stable, you can enable quadviews in DCS.
  5. I'll even throw in Falcon 3.0. Offers. DM me.
  6. Chasing a phantom? My advice, when you make a mission, add a tanker, take off, join the tanker just like you would for AAR, wave, and carry on with the mission. That adds a nice touch of realism, and it's good practice. But, that's me. I also don't do cold and dark starts, so ymmv.
  7. Stutters is not quite correct. You get "old" frames that are slightly out of sync, so you get some double vision happening. It's easy to see on the runway lights as you rush past them. Yes, there is something strange going on, but I'm not convinced it's CPU core related. I see clearly repetitive behaviour where the CPU frame times are all 5ms, then they jump up to 10ms, then 15ms, then it flushed back to 5ms. There's a timing issue in there somewhere.
  8. I'm wishing that Santa would bring me an A400M, a C-130J (but I'm not fussy, e or h works), and a KC-46 or KC-777 (wink, wink). Need something big to fly in that beautiful lighting.
  9. I see stars! And the most amazing sunrise over Syria map from 40000ft. I think Roy Scheider did it best, "It's showtime!" Awesome!
  10. Yes, but what's the point? This is a sim. There is no radar, no filters, just the illusion of such. What are you saying?
  11. I love this sim. Let's take a page out of the civilian sim's deck, and remember there are 15M flight simmers, of which 3M are hard core, and 6M are "digital tourists". We are a small market, and it is in all our best interests to see this industry grow. ED has given me great times and great memories. Here's to wind in your sails.
  12. Smoother than ever, it seems to me. Thanks so much! The Apache is crazy fun now!
  13. I am currently running the Valve Index. I love it. I have a low rez monitor plugged into the motherboard DP so Windows and 2D run on the Intel UHD750 on my i7 11gen, and my 3080ti drives the Valve Index. This setup works perfectly on all my sims.
  14. Just a heads up for Classic rudder pedal owners to perform regular maintenance on that post at the back. I had mine work itself almost completely off (after 4 years of kicking), and no amount of calibration would cure the crazy rudder inputs I was sending. The Standard spring managed to disconnect as well, and for a surprisingly long time I didn't notice. Now, I have both the Strong and Standard springs on the unit.
  15. fpsVR tells me this build is more CPU hungry than before. Performance looks smooth and consistent to me. The future is multithreading.
  16. I'm reinstalling. I don't think the first rebuild worked. Nope. Same results. Does anyone else see what the F16 flight path marker does with full rudder deflection? Or how it behaves doing a full roll? I turned off the HUD symbology, and the flight model feels good, more like the F4 now. The flight path marker needs some work. I took the TF-51D out river racing, and I thought i was going to stall the turn when, whoops, I'm upside down. Roll level and carry on.
  17. Did you fly it? Both the TF-51D and the F-16 have new rudder code, and it's very broken.
  18. This will likely get rolled into a larger thread on the entire flight model because this is something new. /me grabs the popcorn
  19. Outstanding! That new TF-51D handling is awesome. Performance is stellar!
  20. Yes, but it's a brilliant talk about scaling and multithreading.
  21. Big worlds in UE 5.
  22. Sorry, I jumped in mid stream. Well, we can find the upper limits of the MT engine for the average user by testing a variety of workloads. The thing is, when you pass that performance barrier, it really tips over. So, if you are 100 units over the limit, you might not know. I think some of the dynamic campaign generators can vary the number of units generated.
  23. I have a variety of missions for testing, including busy apache battles. I don't do the massive dynamic campaigns or multiplayer missions, so my needs are simpler. I can tell when I've got a mission that's either too heavy with units or too heavy with smoke and particles. The blue chevrons are about equaled by the number of red units that are on the board. There's a busy air battle as well. This is my busy testing mission, and it's pretty fun too. The screenshot is life after quadviews. https://www.digitalcombatsimulator.com/en/files/3337508/
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