

Glide
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HOW TO CREATE A PROPER DOGFIGHT / BFM MISSION
Glide replied to BlackFalco's topic in Mission Editor Bugs
Guns only? I like to create a fur-ball to practice my dog-fighting skills. That way you can practice entering and exiting the merge. Give it a try. https://www.digitalcombatsimulator.com/en/files/3329069/ -
This module takes some time to master, no question, but that doesn't make it bad. I prefer the Apache over the Kiowa flight model. Find or make a good mission so you can enjoy the module, not fight with it. The Apache is my fav module now.
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C130 on final started having issues.
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Cool satellite simulator. https://platform.leolabs.space/visualizations/leo
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Get the most VRAM you can afford in the Nvidia platform, and you will be future proof. My 3080Ti still rocks, but the 12GB vram limit bugs me every so often.
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=weird!=Random performance drops episodes in VR - unflyable
Glide replied to Bojanglez's topic in Game Performance Bugs
Are you perhaps running Tacview in single but not multiplayer? And is it filling your drive with tacview files? -
Set max fps to 35 in game, or set max fps to 36 in options.lua.
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Redundant fencing inside Incirlik airfield.
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A very talented programmer. There are 3 videos, where he develops an entire "flight simulator". Very cool.
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If this sim had hordes of developers submitting modules every month, this situation might have been a blip. I think because of the slow rate of development on this platform, the impact is felt to a greater extent. I started thinking about rate of development, etc., and I started to wonder what brings in more revenue, an update like Multi-Threading, or a new module like the F-15? And if more money comes in after major updates than after module releases, perhaps some resources could be put towards updates like Vulkan and DCS 3.0 to drive cash into the coffers, and perhaps some of that revenue can be allocated to a 3rd party developer pot to prevent such situations for occurring in the future.
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Low Latency Mode explained. See Input Lag chapter.
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Regular FPS drops when looking at the ground on Caucasus
Glide replied to IRRE_Schwarzy's topic in Game Performance Bugs
You should enable the advanced settings in the OXR Toolkit. Then enable the advanced FPS counter which will help drill down on the area of issue. You will see that on the Caucasus map, the terrain geometry makes the sim work a lot harder depending on the direction of the view port. This took me down a long learning journey that I'm just recently finishing. It seems the Caucaus map affects the rdr CPU frame times which will go from 5ms up to 14ms+. With just Quadviews, Low Latency Mode = Ultra, and very low settings in my Pimax Cystal at 65% resolution, I got 120fps in my dogfight mission on the Persian Gulf map. Didn't think it was possible. That has to be the best performing map right now, IHMO.- 28 replies
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I noticed them shooting 114L's at other helos, but today I notice them tracking and firing on Migs.
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But is it really off? I heard it likes to turn itself back on.
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The drop in FPS is ASW trying to level out your FPS when things get busy. It's best to disable that feature. CTRL+Num1 I believe. I also recommend VR prerendered frames = 2 or higher. I keep mine at 4. However, Low Latency Mode eliminates the benefit of the queue of prerendered frames; so choose one or the other.
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I went back to testing CPU bound 72hz/72fps with DLSS/Performance, Quadviews (no Turbo Mode for the FPS counter). This time I used VR prerendered frames = 2 as per the advice of the link above. It makes sense if you are CPU bound to have a queue. After further testing, it looks like you just need VR prerendered frames = 3, if you really push it. I can't get my system to go past my 12GB VRAM limit, but if you had more VRAM you could push it down to 30fps and perhaps exceed 42ms combined time. However, at 45fps I'm exceeding 28ms (2 vsyncs), so VR prefrendered =3 was as far as I could test. This confirms my suspicion; I've never seen Reflex or Low Latency Mode recommended for VR by any official channel. In VR, you almost always need one frame in the queue, most likely 2. Here's the issue, without a queue, the compositor will send an "old" frame when you miss the vsync time. With a queue, you are always getting the next, correct frame, they are just a little bit behind your control inputs. Not an issue in flight sims. With a queue, the frames contain less Judder because the correct frames are ready when the GPU wants it. TLDR: Want to sync at 72hz/72fps, VR Prerendered frames = 2 (most likely if you like like my 3080TI, I7-11gen) Want to go GPU bound, VR Prefrendered frames = 3, but do the math. No reason to use Low Latency Mode ever in a VR flight sim.
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i got it! Thanks for that excellent explanation. Yes I am a reluctant programmer. If the initialization script has a function called GunsOnly that returns True, then if a Unit has only guns, set % to 100, call GunsOnly in the condition field, and this unit will always spawn. Set % to anything less than 100, and it's a roll of the dice if this unit spawns. If a Unit has missiles, Call GunsOnly in the Condition field, and set % to Zero.
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Interesting link: https://learn.microsoft.com/en-us/windows/uwp/gaming/reduce-latency-with-dxgi-1-3-swap-chains#step-2-set-the-frame-latency Note the part about setting frame latency to 2. I believe he means VR prerendered frames from the NCP. From the FPS counter above, you see the target is 14.1ms frames at 72hz. rdr CPU and app GPU times are 5.6 + 10.7 = 16.3. So, since that is more than 14.1, he is suggesting VR prerendered frames of 2. Now, I don't know if any of this applies to how DCS works, but you get the idea.
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It's still a mystery how to use it.
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What is the Condition field, specifically, what are we allowed to type in that field?
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I'm running 60fps at 90% headset resolution. Super stable and smooth. The problem I find with locks is that you have to fiddle with them before each mission, or just set it to 30fps. Thanks for the tip on CAS.
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i think higher refresh rate is better; it means you get a "younger" frame, sooner than a lower refresh rate. I tried both. I'm running 130% resolution with 45fps. I am really liking the higher resolution. GPU bound with the highest resolution/refresh rate your VRAM will allow. If I had to pick a number, 20ms app GPU time in the OpenXR Toolkit FPS counter is the sweet spot for performance. My GPU bound settings formula. HAGS on. Windows Flip Mode On. No Fullscreen in Game settings. Nothing in the Nvidia control panel. No Low Latency Mode. No frame limits. No refresh rate locks. Nothing to get in the way of the timing between the game and the GPU. When you are GPU bound, the GPU acts like a governor on an engine: it keeps the graphics pipeline running at a constant rate. Nothing in the Pimax Play client except 130% resolution and 120hz refresh rate. No Smart Smoothing. No Dynamic Foveated Rendering. Quadviews enabled in the PimaxXR Control Center. OpenXR Toolkit, I use the FPS counter a lot. I'm using CAS 100% with TAA in Game settings. My understanding is that Quadviews uses CAS in the center view area by default, so I am not 100% clear on the affect of using CAS with Quadviews. In Game settings, I find Textures Medium as low as I'll go. Terrain textures Low is a better way to keep VRAM consumption lower. Visibility range Medium. Shadows are Off or Flat depending on the time of day in the mission. SS Shadows are a WIP. You get a big VRAM and FPS boost from turning Shadows off if you can live without them. SSLR on. SSAO on. These add nice visuals and load on the GPU. No Anisotropic filtering is required at this high resolution IMHO. Detail sliders vary depending on the map and the mission. In summary, run the highest refresh rate of the headset, spend your "extra FPS", for me, anything above 45fps, on higher resolution, and use the game settings to keep under your VRAM limit. I know that 72hz/72fps is a smooth combination at times. However, when the rdr CPU frame time jumps up above 14ms, or the GPU can't hold 14ms, you get a big desync with a sudden drop in FPS. So, although there is no Judder with 72/72 like there is with GPU bound, the performance is more consistent and scales better across maps and missions when you are GPU bound. These snaps are with the headset at 90% resolution getting 60fps. A very nice balance.
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Here's a dilemma for you. Say I'm getting 80fps at 90% headset resolution (Pimax Crystal) with Quadviews. Do I turn up the headset resolution to 140% and bring the FPS down to 40 or 50, or do I stay at high FPS with acceptable resolution? This is with 120hz refresh rate.