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Glide

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Everything posted by Glide

  1. True. The Mig-29 and Su-27 have them as well. They animate on the F-16, but I'm not sure they provide the added lift during high AoA.
  2. And you say when you watch the track it returns to center? Are you using the mouse or a key bind with yours?
  3. Does anyone know if the leading edge flaps are modeled in the FM?
  4. Track File uploaded. F-16 Drift CO Switch Not Toggling Syria.trk
  5. Glide

    A new love

    I swapped these guys into my favourite dogfight mission as Redfor AI, and they are super fun to fly against! Nice work!
  6. The Drift C/O switch used to be a toggle, but now it stays up in the Drift C/O position. Not sure if that's a bug or correct as is.
  7. I don't think it's quite "correct" yet with respect to the sim, not the real world. The Mig-29 has a lower thrust to weight ratio, but it can escape from my F-16 no problem. So, relative to the other jets in the sim, I think it needs more get up and go. As for the FM, I just learn to fly the FM they give me. The performance improves as the weight drops off with fuel burn, but I still think it needs a higher rate of acceleration.
  8. Nope, nope, nope, and nope. Don't mess with success. OpenXR 50% custom resolution at 90hz looks way better than any of the scaling techniques from OpenXR toolkit. Waiting on the next build.
  9. The saga continues. Enter OpenXR toolkit. Knowing I could get perfectly smooth ground movement with 50% OpenXR custom resolution, I decided to try OpenXR Toolkit with 50% NIS scaling and 100% OpenXR custom res. Sure enough, a solid 90fps with smooth ground motion and no pauses. However, the aliasing is accentuated by the NIS upscaling. Adding MSAA x4 cures the jaggies, but unfortunately, the sim will drop down from 90fps with MSAA x4, and you get noticable lags. Adding AF x16 to MSAA x4 is just plain ugly with NIS 50%. Dropping down to 60hz yields a steady 60fps, but that annoying pause is very noticable at 60fps. So, for now, I am sticking to 90hz to see if the grail is out there. There's lots to test here including FSR, CAS, FOV, etc. so stay tuned.
  10. Turbo mode doesn't solve the terrain "pause", and that makes sense. I suspect the pauses are related to the "pop-ins", not when the buildings or trees grow up out of the ground, but when you get close and a building gets a new roof or second storey, or when a tree gets more detail and new shading. The pause is likely the sim going to fetch something that's not in VRAM. Anyway, fun stuff! Looking forward to the next build!
  11. The good news is that with the headset at 60hz and OpenXR custom resolution back at 50%, the AH-64D performs smoothly at 60fps over Beruit. However, there is a noticable pause in the terrain movement every so often. Not the dreaded double vision ground stutter, but enough to notice it. With this setting the G2 has headroom to add MSAA x2 back into the mix. It seems to me that the double vision in the ground stutter happens only when the headset is not achieving full frames (either 60fps or 90fps). So, if any frames are lost, the terrain jumps forward causing that double vision effect. Going to test Turbo Mode next.
  12. Interesting variation in screenshot sizes. The TF-51D on Caucaus at the top, the F-16 on PG in the middle, and the AH-64D on Syria at the bottom (the 35% screenshots are cut off the bottom). So, it's not just a framesize issue.
  13. So, if you want to pass the Beruit test in the AH-64D, and hold a steady 90fps, you need to drop the OpenXR Custom Resolution down to 35%. Still looks good.
  14. These settings are not good enough for the AH-64D flying out of Beruit.
  15. One way you might check this is to capture screenshots and compare the size of the screenshot. I still see big shadow blotches in the water at sunrise or sunset, so shadows are "in transition" to the new lighting and graphics pipeline, IMHO. It seems to me that anything that makes the frame size larger has the potential to exceed the "hidden" limits of the hardware or graphics pipeline. This is why SSLR doesn't bring back the stutter, but adding SSAO or Shadows does. I've tested these settings in the TF-51D on Caucasus and the F-16 on PG and Syria. Just rebinding my AH-64D controls as we speak.
  16. Incrasing the shader cache size does not prevent the stutter from returning. I started with my smooth settings, and enabled MSAA x4. With a 10GB shader cache, the stutter returned.
  17. Easy to find out. Memtest86+ is free, as is the USBwriter app to create the bootable usb stick. I recently replace my faulty memory sticks.
  18. TODO: Increase Shader Cache size in the NCP to see if this was the limiting factor. Enough testing for today.
  19. Can anyone tell me how I got this new symbol in the HUD? It seems to appear after I've released all my Sidewinders.
  20. Further testing revealed other settings that bring back the stutter including Visibility Range, Anisotropic Filtering, Terrain Shadows, and Ambient Occlusion. Note, I have not tried all the Visibility Range levels to determine which level is stutter free except Low. A nice surprise is that SSLR does not bring the stutter back. Looks great! Summary, for G2 owners with the 3080Ti. Set OpenXR custom resolution to 50%. I turned off all my OpenXR Toolkit settings to keep it simple. See my in game settings below. All NCP settings at defaults.
  21. I set out this morning to isolate the cause of the ground stutter in VR without MR enabled on the Caucasus map. It turns out to be a combination of game settings and frame size which makes it so hard to find. With MSAA x2 enabled, I turn the OpenXR resolution down to 70%, but the stutter remained. Then I set NIS scaling to 70% in the OXRTK, and the stutter vanished. However, if I set MSAA to x4 with this resolution, the stutter came back. Then I set the Terrain Textures back to High and turned off MSAA, no stutter. So, with my 3080Ti and G2, 100% resolution exceeds some limit in the hardware or pipeline, and with 49% resolution with MSAA x4 added, it still exceeds this hidden limit. But, with the lower resolution and no MSAA, it's smooth as silk. I was also getting 90fps with this combination. I hope this helps with the changes that are coming.
  22. Would Virtual Reality pre-rendered frames in the NCP have any impact on MR?
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