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Glide

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Posts posted by Glide

  1. 22 minutes ago, LucShep said:

    If so, the RX 7900 GRE 16GB may be right for you.

    I had the GRE.  It was not stable in VR.  I gave it to my son, and put my 3080ti back in.  He loves it for 2d.  I believe the 4070 super with 12GB's is the sweet spot right now if you gotta buy a new card now.  I would only move from my 3080Ti now once the trade war settles down.  I don't think Nvidia can ramp up 4090 production that quicky outside of China.  I think we're stuck here for awhile.  If you got the cash, 4090.

    • Like 1
  2. I tested Smart Smoothing with the above Low Latency Tweak along with the Max FPS slider in the Game settings.  72hz locked to 35fps, 90hz locked to 30fps, and 120hz locked to 30fps worked very well.  120/40 also worked well, but it depends on the mission.  I don't think you need to worry about multiples of the refresh rate.  Just drag the slider down to where you have some headroom. 

  3. The "solution" is Low Latency Mode On in the Nvidia control panel.  I have it on Global just to be sure.  No Turbo mode, no Lock to Half Framerate, no Prefer Frame Rate over Latency.  The Max FPS slider in Game Settings works though.  It works with eye tracking and Quadviews, but make sure Turbo mode is OFF. 

    I set my settings to give me a solid 72fps, set the Crystal headset to 72hz, turned on Smart Smoothing, and watched my FPS do the straight line non-stop for the entire flight, complete with a hard landing and collapsed tail gear. 😎 The Crystal as it was meant to be in DCS.

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  4. I've isolated this a bit.  The spikey Simulation behavior is greatly improved by enabling Low Latency Mode ON in the Nvidia Control Panel.  I don't know why.  I turned off all the PimaxXr Runtime companion settings, turned off all the Pimax Crystal headset settings, turn down the graphics to nothing.  Enabling Low Latency Mode gave a very smooth FPS graph. 

    Zoom in on this shot.  It's just after being in Esc mode (sim paused), and Resuming with LL On and Max FPS 35 in Game Settings.  Note how the simulation time is "correct" during Pause, then goes spikey after resume.  I hope this helps.

    Edit: the second shot is the same settings but with "Perfer FrameRate over Latency" deselected in the PimaxXR Runtime companion.  Note the switch from CPU Bound Rendering thread to CPU Bound Main Thread.

    Edit: Bingo!  No lock to half framerate in PimaxXR runtime companion, and no prefer framerate over latency in the PimaxXR runtime companion in this shot.  Properly synced fps graph.

     

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    • Like 1
  5. I have been testing Smart Smoothing lately, and although it's better, it's not the cure for these spikes we are seeing in performance. 

    Today I comfirmed that the Lock to Half Framerate setting in PimaxPlay client does not work as expected.  The frame times continue to swing erratically even with that set to on.  I am not sure if the Max FPS slider is the way to go in VR, please feel free to comment.  However, The PimaxXr Runtime companion app settings work perfectly.  See below.  The frame times never moved  during my last mission. 

    Edit: this is not truly Pimax related, but it's connected.  So, these settings don't cure the spikes, but the sim recovers much better from them when they occur.  Zoom in on the second snap and notice the Simulation spikes.  Note how sometimes they result in an overall Frame Time spike, but other times they do not result in a Frame time spike.  These spikes are under investigation as per other threads.

    Edit: After investigating the issue with spiking, use Low Latency Mode On, no Locking Half Framerate or turbo modes in the Pimax Play or companion apps.  However, limiting the FPS in the Game settings works very well.

     

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  6. Yes, I understand all that quite well.  You have confirmed my thinking.  I have been kicking the tires with Smart Smoothing again lately.  In some cases it works quite well, but I still see "batches" of screen tears now and then, like it desyncs and needs to get back to square one.  I haven't found the sweet spot yet.  I had good success with MSAA and without Quadviews and tuning for around 40ps, then locking to 36 with smoothing.  But, for heavy missions and good graphics, I need quadviews.

    What works well is just letting it go as fast as it can, then using the Max Frames slider at the beginning of each mission to just give yourself some headroom.  I can hit 72fps with my 3080Ti with "performance settings", but if I want to add SS, AO, etc. I'm not going to reach 72. 

  7. 4 hours ago, stef80 said:

    Turning off "vsync" and "full screen" obviously helped a little bit

    I see.  Looks good with vsync off.  Are you getting a lot of screen tears?  The main concern is whether it's running smooth.  I would go with the second settings.

    • Like 1
  8. My understanding is that judder is present in all VR headsets and games to some degree.  It's a problem that is yet to be solved by smart smoothing or motion reprojection.  What happens (correct me if I am mistaken), is that when the GPU can't make the vsync timing (say 14.1ms frame time at 72hz), OpenXR will get an "older" frame to send to the headset.  Ideally, you have enough headroom to run 72fps at 72hz, and you never see judder.  But, if you don't have the headroom, is it better to judder at 72hz or 120hz?  At 72hz you wait 14.1ms and maybe you get another old frame.  At 120hz you wait 9ms but if you get an older frame it's "less older", ie. less judder, less positional difference between frames.  So, it seems to me that although 72hz/72fps is easier to hit, if you can't maintain that, then go 120hz.  That seems logical to me.  Does the math add up?

    I think this makes sense with higher FPS.  If you are only getting 30fps, you could wait 3 vsync cycles for a new frame and then get a very large position difference in the frames.  Judder fast at the highest hz and fps you can manage for the smoothest VR experience short of fully syncing with the headset.

  9. 4 hours ago, stef80 said:

    it seems to be the same "CPU bound" problem

    Do you happen to have a screenshot of that CPU bound message?  When the FPS drops below the vsync timing, you are GPU bound, not CPU bound.  When you are hitting your vsync target all the time, you are CPU bound, because the GPU gets to idle a bit.  Anyway, don't get hung up on the messages.  What's your spec?

  10. So, I decided to give Smart Smoothing another test, and it worked very well.

    No quadviews, no turbo mode, Low Latency = Ultra, Lock to Half Framerate in PimaxPlay (not the companion App), DFR on Balanced in PimaxPlay, 72hz, Resolution on Balanced in PimaxPlay for my 3080Ti, and graphics tuned so the FPS will be around 40ish without Smart Smoothing.  Also, MSAA for AA at x4 and AF at x16.  Very good results so far in the F16 and Apache with the latest Nvidia driver. 

    Edit.  Just did some river racing out of Batumi in the TF-51D with Overcast and Rain.  Perfection.

    Added Quadviews to the mix.  Very stable at 120hz. 

  11. 14 hours ago, TOViper said:

    Curious to know why a bigger moon would be desirable?

    it's a nice cinematic highlight for a mission.  Also, as the moon is a light source, it's an easy way to light up the night without changing the entire lighting engine.  A larger moon is more fun than a "correct" moon, IMHO.

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    • Thanks 1
  12. 2 hours ago, Ghostrider711 said:

    The only way it works is if DCS PD is 1.7+ and the HMD is a lower res. I’ve literally tried hundreds of combinations.

    I don't believe that looks good.  I tried it, and the "pattern" in the headset lens shows through on water real bad.  I don't think there's any magic solution to your settings. 

  13. I was having trouble getting the gun pipper with radar to smoothly align to the target in my PG Dogfight mission.  I deleted everything but the fighters, and suddenly the pipper is smoother, smooth enough to pick out an engine on a Mig-29.  I couldn't do that before.  I am wondering if this old issue may have been related to threading and too much load on the thread that handles that component.

    This is the mission: https://www.digitalcombatsimulator.com/en/files/3329069/

    Delete the ground units and everything except the fighters and save a copy.  Then compare.  I don't think a track will demonstrate this issue.

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