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Glide

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Everything posted by Glide

  1. Thanks again for this work of art. The sounds, the fingertip-light trim, the graphics of course, wonderful, wonderful stuff!
  2. That seems odd. Are you getting rudder input from somewhere? If you perform a slooow rolling takeoff, you should feel the tail come up, and then without any rudder input you should fly straight. Try slower inputs during that phase because when I'm "quick about it", I tend to wobble a bit as the wheels disengage from the ground.
  3. Final test on this issue, I put Quadviews back on after achieving no judder, and it was a chunky mess. Edit: I uninstalled Quadviews and OpenXRTK, and reran the above judder-less test, and it was chunky. I reinstalled OpenXR Toolkit, enabled Safe Mode, Restored Defaults again, and no chunk. Uninstall Quadviews, install OpenXR Toolkit, enable Safe Mode, launch DCS in VR, call up the OpenxrTK menu, restore defaults, and fly. The same steps work for the civilian sim. Haven't checked IL2.
  4. Once again, above tests OpenXRTK NOT in safe mode, Smart Smoothing OFF, Low Latency Ultra (lowest position errors), and set the Max FPS slider to 70, and you can actually see the position error (terrain ticks). In other words, you can force OpenXR to miss a sync and send an old frame with the Max FPS slider.
  5. As I was testing this, I discovered that I was still getting ground jitter even at 72fps. I reinstalled OpenXR Toolkit, enabled Safe Mode, and restored defaults in the OXRTK menu. No more jitter. Can someone else test this? Pls.
  6. I found a better way to turn on these stutters. With my Crystal at 72hz, Smart Smoothing On, Resolution LOW, No quadviews, no turbo mode, no Nvidia Control panel, Game settings "low enough to always hit 72fps frame time with room to spare". Then set the Max FPS slider to 70, and go for a solo in the MB339 on Caucasus. Watch as the FPS jumps down to 36fps with massive stutters, then back up to a smooth 72fps. Works every time.
  7. They are polar opposites. VR frames increases the number of frames queued, LL shrinks the queue. LL seems to override VR frames. These are driver level tweaks. They focus on the handoff of frames between the CPU and the GPU. Openxr manages the handoff of frames from the GPU to the VR headset. It has it's own algorithms for syncing with the headset, so this makes it tricky to debug. Ideally, leave Low Latency and VR frames out of the mix, and just let OpenXR and the sim manage it all. Edit: I dug up an old Nvidia article on Tom's Hardware about this at the frame level. When the frames queue up, they accumulate a position error. Low Latency Ultra ensures there is the least amount of position error because the frames are created "just in time". This is why the civilian sim has Reflex built into the settings; it compliments OpenXR own algorithms.
  8. Low Latency Mode in the Nvidia Control Panel. Although the sim still responds to that driver level switch, it's not required. It makes the graph look smoother though.
  9. Just got mine. Heads up, Large is not Men's large, it's too small. Get X-Large if you normally wear Large.
  10. Yes, wind and weight are a big factor with this module. The flight model is quite complex on this front. Altitude, density, etc. all play a factor in how it performs. Give yourself a nice crosswind and see. There's a lot of depth here, and it takes time to get the feel of it. Crashing is fun too! I always ride it out even though I know I'm going to restart. Fly the same weight and balance if you can, get to know your bird.
  11. Totally. I stretched my memory a bit, and I recall now going up and down the ladder during our operations in the squad. That was pretty basic stuff back then. The issue with ATC is maintaining state. An ATC AI would have to maintain state for all aircraft "in range" as well as those in the pipeline for approach. The sim already does this for other reasons. An AI, for example, will head to a neutral or friendly base for fuel. Clearly, the AI is "aware" of the base. Each airfield would have to become an AI thread, and keep a considerable amount of information in memory, and if you have multiple airfields "in range", it gets huge pretty quick.
  12. I love that you are passionate about the Apache. Do you have a buttkicker setup or force feedback? I don't have these things, so I can't speak to how much depth they add to the experience. I spend a lot of time with this flight model, and I am still learning. My approach is to fly the flight model they gave us, and not think too much about how it "should work". I only just yesterday got the hang of my rolling takeoffs. If I were to make changes, it would be to add some more audible feedback to lift, especially at takeoff, so you get a better sense that you are airborne. The model can be a bit subtle at times.
  13. Yes, those are all good reasons to have realistic ATC. I did some crowd surfing on YT, and I could not find one video of a busy DCS airport. Look at Vatsim stats. I think it's a very small market for simmers who like to follow ATC instructions. I could try to build one, but I start my AI's in the air so they don't foul up on the taxiways. They RTB when they need to which provides some nice immersion. I had one Apache decide to land on the Perry one time. I have played full mil-sim quite a bit with the old stray dogs back in the day. I don't recall the ATC being a big part of it. In an ideal world, sure go for it. A functional ATC would be a valuable asset if it could be packaged and reused. I think the real money is in modules, flight models, and maps.
  14. I believe you are incorrect. This is a performance issue thread, and members are seeing the issue even in the menu. I personally don't have any issues; I'm just trying to help. The sim is very playable and getting better each patch. I'm loving it!
  15. I would love a big download of those screenshot competition entries for wallpapers. I'd pay money for that. Being in VR all the time, I just don't have the collection anymore.
  16. Then you get this with the MB339 on Caucasus. This is perfect. I do believe, as BN said, it's module related.
  17. Yep, I'm thinking the lighting change now. I don't have any shadows turned on in the last test, so I'm thinking lighting and terrain streaming together is making this one a tough bug to find.
  18. I noticed that I could get the FPS graph to oscillate by nodding my head up and down in the first shot. It did not do that with side to side motion (facing ocean with terrain below my feet on eject). That made me think about off screen cache for terrain. I cranked up Preload Radius to the max, and a lot of that spikey behaviour went away. I hope this helps. Edit. I can get the tick tick to occur on demand. I turn my head toward the sun on the last shot, and the tick tick starts.
  19. So, I never use the ATC. The only time I think about it is for turning on runway lights. For me, I like to keep it simple. Perhaps as you get in range of the airfield you can start picking up ATC calls like simple status messages, no commands you have to follow. This will add some lifelike chatter around active airfields, but as background to create immersion. That should be easy to achieve without too much development. Personally, i don't see the value in a fully functional ATC even for full mil-sim missions. That's a lot of development for the sim, and the money-rich civilian sim is still struggling with getting it right. We all know how to fly the pattern, and we know what ATC would say to us. Do we really need to click our way through all that to have good immersion? Convince me.
  20. Out near Palmyra on my Syria Assault on Palmyra mission, these bushes pop out of the top of the pipeline. Check the textures as well.
  21. I experienced a massive batch of those stutters today on Syria over Palmyra. One of my F4's had parked under the hardened shelter at sunset. This was in VR as I turned my viewport toward it. This is a very heavy Apache mission that is otherwise smooth.
  22. This is the new LOD switch slider. If you drag it down to the lowest, units appear "blocky" until you get close.
  23. I turned off Tooltips, since the sim is polling the mouse for those. Has anyone seen this in 2D? You can literally bump the desk and watch it happen.
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