Glide
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=weird!=Random performance drops episodes in VR - unflyable
Glide replied to Bojanglez's topic in Game Performance Bugs
Yeah, if you don't disable it under Settings>Special>TacView, it will keep recording each time you fly. Your drive is probably filled with recordings. -
AI will do that if they run low on fuel, get damaged, or complete their tasks. My approach, give them one or two waypoints, and put Orbit on the last one. They will do their thing until fuel gets low and then head for the nearest friendly or neutral base. Units that have one target, I don't expect to transition to CAS or CAP; they can hit their target and go home. I should point out that I never, ever talk to the AI fighters. I set them up to perform, and they do what they are programmed to do. I never take a wingman either. I know not all missions work that way, but I like it.
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Is Syria the best looking and most diverse map?
Glide replied to maverick90's topic in DCS: Syria Map
Lately, I'm in love with Incirlik air base. It could use some yard work with respect to the redundant fencing about the field. Those polygons are not free. Favorite area of ops on the Syria map? @Schmidtfire Has a point for low level Helo ops, Normandy can't be beat for terrain masking. And this cool pickup truck. -
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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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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