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Glide

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Everything posted by Glide

  1. The problem is not on the GPU side of the equation. A flight sim, like all computer games, is a big loop. Once per loop, the CPU has to calculate the position of all the objects in the sim, build a frame based on the view port, and send that frame off to the GPU. When objects are close to the view port and moving rapidly across it, there is an opportunity for those position calculations to be ever so slightly off. This has to do with the angle between the object and the center of the view port changing by a large amount. Objects that are coming straight at the view port, or are far away and moving across, change by only a small amount. This is why when you look straight ahead you see no stutter, but when you look to the side the issue becomes visible again. This is a problem only the developers can solve. It could be related to the physics library. It could also be related to the timing of when the CPU completes each task. It could be related to how frames are queued up for the GPU. With DX12 and Frame Generation, HAGS must be on. With HAGS off the CPU manages the timing. With HAGS on the GPU manages the timing AND uses AI calculations to generate frames that that presumably don't contain these position errors. I can't say for sure because I don't have a 40 series card. I do know that users in MSFS with 4090 cards still complain about this issue in that sim.
  2. This is a tricky problem to solve. Just a few notes: HAGS off and Low Latency Mode Ultra (NCP) go together. If you use Ultra Low Latency, you MUST be GPU bound (GPU frame times higher than CPU frame times). So, with HAGS off and Low Latency Mode Ultra, you want to turn UP the graphics settings to make the GPU work harder. The one big exception to this rule is Visibility Range. The higher the Visibility Range, the more the CPU has to work. Try Medium or Low. Also, Turbo Mode ignores latency timing and spams frames at the headset as fast as it can. This can sometimes work if all the timings are just right, but it can misfire now and then causing a big stutter instead of those constant small stutters. Long story short, in the time it takes to make a frame and display it, objects that are moving rapidly across the view port (looking down or out to left or right) are captured in the frame with a tiny change in position. Looking straight ahead, you don't see this effect at all, but objects that are close to you and moving rapidly across the view port will exhibit this lag. In VR, motion reprojection is designed to correct for this lag, but MR is not quite perfect just yet. I have trained myself to keep my eyes within 45 degrees of forward until I am far enough above the terrain that it is not noticeable. If you want to experiment, try HAGS off, Low Latency Mode Ultra, MSAA OFF, SSAA OFF, AF OFF, and Visibility Range Low. Try difference resolutions with these settings. However, these settings are no fun to play with daily.
  3. Could be a trigger zone you have to fly through.
  4. This dates back to the DirectX 9 days. In game settings, set MSAA to x2. In the Nvidia Control Panel, select AntiAliasing - Mode - Enhance the application setting, then set Antialiasing Setting to your choice, say 4x, then choose MultiSample or some value of supersample for Antialiasing -Transparency. This tells the GPU, if you have a Mutlsampled buffer (MSAA x2 in game settings), then enhance it to MSAA x4 AND do multisample or supersampling on Transparent textures. Transparent textures are things like HUD characters, labels, holes in chain link fences, etc. You must have the Multisampled buffer activated in the game settings with some value of MSAA for this to work. It would not work if you have MSAA OFF but SSAA ON in the game settings. Then the same rules apply for MSAA and SSAA as applied to the transparent textures: SSAA is better, but expensive, MSAA is not as good, but very fast. BTW, you do not have to increase the MSAA setting with Enhancement. You can, for example, set MSAA 2x in Game settings, and set Enhancement to 2x in the NCP. This allows you to get the transparent textures feature without increasing your MSAA. I know some have said the NCP has no effect on the sim, but try setting Transparent Antialising to 8x Supersample, and watch your FPS drop.
  5. Notice how the lead aircraft is flying in a nose up attitude. Then watch as it pitches nose down and back up again every so often, but it is flying straight and level. If the wingman is trying to "follow" these movements, then he's going to oscillate. The wingman's flight path is taking direction from the lead's pitch oscillation. Go down and up, go down and up, etc. If I were a developer, I would ask: A: Why is the lead flying straight and level with a nose up attitude? B: Why is the lead pitching down and up periodically?
  6. The control maps are a bit confusing. You can map a key for both seats for the pilot controls, for example, but once you switch to the WSO, that mapping is not available. Map the WSO key under Pilot controls, and map the Pilot key under the WSO controls.
  7. The most difficult thing in the world to see is your own point of view. Let me help you out. My post was intended to reset the OP's expectations about CPU utilization and provide a useful suggestion for disabling virtualization on their system. What's the intent of your post? To correct MY understanding of how systems work? How does that help the OP? Thank you for your contribution to the DCS community.
  8. Visibility Range LOW Flat shadows blur OFF Secondary Shadows OFF MSAA x2 Terrain Shadows OFF Fly like the wind!
  9. It is a common myth that if the CPU is at 100% you get better performance. The CPU is performing at maximum efficiency at 50%. I was a performance specialist at IBM for many years, and I measured many systems for performance. When the system splits tasks across CPU's (time slicing) this adds latency. You can disable virtual CPUs in the BIOS (e cores). With 10 cores you have no need for virtual CPUs.
  10. I just saw sundogs over the Sinai in VR! Yeah, baby!
  11. I built this mission to practice dogfighting. https://www.digitalcombatsimulator.com/en/files/3329069/ It's guns only for everyone but you, so you can practice getting on their tails.
  12. Make sure you have the Preview Runtime enabled, and check on the second tab to see if the API is installed correctly. You must be in VR to get it to show up. You may need to restart OpenXR and WMR.
  13. Resolution in the game settings determines the 2D resolution and how big the mirrored view is on your monitor when your headset is running. It should be equal to or less than your monitor resolution. I don't play in 2D anymore, so I just leave this at my monitor resolution. Some say you should set this as low as possible to reduce load.
  14. Assuming you have OpenXR Toolkit installed, you can add sharpness with NIS, FSR or CAS. You can leave the size at 100% and just adjust Sharpening to taste. Another approach is to set OpenXR Custom Resolution back to 100%, and set the Size in OpenXR Toolkit to 50% to help stay above 60fps. NIS and FSR will render at 50%, then scale up to 100%. I'm not too sure how Continuous Adaptive Sharpening (CAS) works, but you can experiment with it. Personally, I prefer the non-MR approach because if MR works it's great, but if the frame rate drops below 60 it's really ugly. If the FPS fluctuates with the non-MR approach, you don't get any screen artifacts. Try adding MSAA x2 and Anisotropic Filtering x16 to see if your system can handle it. This will sharpen it up and reduce the aliasing.
  15. Is there something up with the clouds? The lighting on the clouds changes every couple of seconds. I had my mission starting at 05:50. Clouds were set to Light Scattered 2. Default date.
  16. Sorry, I can't recall which GPU you have, but if you are on Nvidia, try setting Negative LOD Bias to Clamp in the control panel.
  17. This is a good video explaining what impacts the CPU in game. Some multiplayer servers have a lot going on which impacts the ability of the CPU to keep up. I think you are good with your 11gen. It's not you, it's the server.
  18. I spend a lot of time chasing Ace-level Mig-29's around in the sim, so that's my reference. On paper, the Mig is the better fighter, and that's my experience as well. I can out turn them for a short while, but I can't catch them until they make a mistake (Ace level doesn't seem to make mistakes) or they run low on fuel and head for the nearest airbase or faceplant. It would be a lot more fun if the Viper could keep up to them, but I think the numbers are pretty close.
  19. These are mine for the 3080Ti, i7 11gen. There's two ways to go, MR or non-MR. Motion Reprojection is not perfect yet, but I am sure you will want to try it. Set the headset to maximum quality and highest resolution in WMR. I run mine at 60hz because I've been using 60hz monitors for years, and I don't notice any flicker. The nice thing about 60hz is you can maintain 60fps, whereas maintaining 90fps in a dogfight or multiplayer is still out of reach. My game settings below work for both MR and non-MR. non-MR settings: Set OpenXR tools to 100% custom resolution, MR disabled, Prefer Frame Rate over Latency. No settings from Nvidia Control Panel are required. In OpenXR toolkit, if you want to see 60fps, add 75-80% scaling, either NIS or FSR. Without this I get more than 30fps (the bare minimum) but less than 60fps. You can add some Sharpening if you like, but that's all that's really required from OXRTK. MR settings: Set OpenXR tools to 50% custom resolution, MR enabled with best frame rate, Prefer Frame Rate over Latency. No NCP settings required. In OpenXR toolkit, you don't need any scaling because you took the load off the graphics pipeline with the 50% OXR resolution. You may want to add sharpening to your taste. With MR, it's critical you don't fall below the FPS target or you will get lots of screen artifacts. I get a solid 60fps in a busy dogfight with these settings.
  20. Try these: G2 60hz, best visual quality, highest resolution OpenXR Tools, custom resolution 50%, Motion Reprojection enabled best frame rate, Prefer Frame Rate over Latency Game settings: MSAA off, Anisotropic Filtering off, Visibility Range Low OpenXR toolkit, nothing but a little NIS Sharpening, say 25%. Nothing in Nvidia control panel. I get a solid 60fps with this, and it is very smooth. I hope this helps.
  21. It turns out the answer was there all along. If you go Dogfight Mode, TMS up twice to get HMD boresight mode (the egg), TMS up breaks the lock and returns to HMD boresight mode (the egg) with radar emitting. So, if you lock up a Blue force jet by mistake, just TMS up to break lock, put the egg on a Redfor jet, and you get a lock. One click.
  22. Unfortunately, you can't see the fuel flow or the RPM indicator, so you can't know what the pilot is doing with the throttle.
  23. I did not mean to imply it was incorrect. I just wanted a few less clicks during a busy dogfight.
  24. I see. It's not so much "TMS reject". It's more like "TMS return to default" to break the lock, and the system goes back to default state of non-radiating. If you imagine it like a state diagram, I thought there would be a way to just return to the previous state of "radiating but not locked". "TMS reject" is the fictional command. You are not "rejecting" ; you are "resetting". Thanks for the detailed feedback.
  25. You can identify the bad stick by removing one, testing, and then swaping the one tested for the other (2 stick method). However, you replace them in pairs, so if you have 4 sticks read the mobo manual for which slots go together, then test two at a time until you find the bad pair. If you only have two sticks it doesn't really matter which one is bad because you will have to order a new pair. You can run the computer with just one stick until the new pair arrives. I'm not sure if 3 sticks work though. (read the mobo manual to be sure) If you have 4 sticks, find the bad pair, order a new pair, and run with two sticks until the memory arrives. BTW, I had RGB memory (with the LEDs), and I went to non-RGB memory. I can't say if the LEDs where a factor in the memory failure, but the non-LED type works just fine.
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